Adventure Racing
Adventure racing is a combination of two or more disciplines, including orienteering (a running sport involving navigation with a compass and map) and navigation, cross-country running, mountain biking, paddling and climbing and related rope skills. An event can span ten days or more while sprints can be completed in a matter of hours. There are typically no official rest periods during races, regardless of length so competitors must choose if or when to rest.
Adventure racing historically requires teams to be a specific size and to include both men and women, but many races no longer restrict team size and can also be single-sex. Some teams can also include age-based categories.
Race types
Lengths
Sprint: typically a two to six hour race, featuring minimal navigation and occasionally involving games or special tests of agility or cunning.
12-Hour: a six- to twelve-hour race, featuring limited navigation and orienteering.
24-Hour: a race lasting between 18-30+ hours, typically involving UTM-based (Universal Trans Mercator) navigation. Often basic rope work is involved (e.g., traverses or rappels). 24-hour and longer races often require competitors employ a support crew to transport gear from place to place. Other races, including the five to ten day Primal Quest, do not permit support crews, with race organizers transporting gear bins to designated checkpoints for racers.
Multi-day: a 36-48+ hour race, involving advanced navigation and route choice; sleep deprivation becomes a significant factor.
Expedition: Three to 11 day race (or longer), involving all the challenges of a multi-day race, but often with additional disciplines (e.g., horse-back riding, unusual paddling events, extensive mountaineering and rope work).
Disciplines
The vast majority of adventure races include trail running, mountain biking and (ideally) a paddling event. Navigation and rope work are also featured in all but the shortest races, but this is only the beginning. Part of the appeal of adventure racing is expecting the unexpected. Race directors pride themselves at challenging racers with unexpected or unusual tasks. Past races have also featured:
- Paddling: kayaks, canoes, out-riggers, rafts and tubing;
- Traveling on wheels: Mountain Bikes, kick-scooters, roller skates, roller skates;
- Beasts of Burden: Horses and camels;
- Catching Air: Parasailing, hang-gliding;
- Covering Terrain: Orienteering, mountaineering, coasteering, swimming, canyoneering;
- Learning the Ropes: Ascending; rappelling, traversing (including via zip-line).
Overview
Rule
The rules of adventure racing vary by race. However, virtually all races include the three cardinal rules of racing:
- no motorized travel;
- no outside assistance except at designated transition areas (assistance from competing teams is generally permitted at all times); and
- teams must carry all mandatory gear.
In addition, each race will have their own special rules. For example, Primal Quest includes penalties for unsportsmanlike conduct, public protest or "displays of disgust" with race rules; failing to travel as a team; traveling within a wilderness boundary, destruction of property; damage to race equipment; testing positive for banned substance; missing race bib; administration of IV fluids other than by race medical staff.
Longer races may also involve skill tests. For example, Primal Quest 2004 required that each team member swim 50 meters in three minutes; tread water for five minutes in 50 degree water; perform a Double T Rescue in less than 5 minutes; pass a single boat rescue; and ascend a vertical 8-10 meter cliff with three knot transfers in 10 minutes.
Organizational meeting
Typically races will feature an organizational meeting either the night before or the morning of the race. At this meeting the course will be revealed for the first time. For sprints, racers may follow a marked course. For longer races, racers may be given maps marked to show checkpoints ("CPs") or racers may be simply given coordinates (usually UTM coordinates) that indicate where the CPs will be found. Special rules, last minute changes and other information may also be provided at the meeting.
Checkpoints
Racers are required to locate a series of checkpoints or passport controls, usually in a defined order. At each CP, racers are required to have their passports stamped, either by a volunteer or by using a specialized punch left at the CP. The primary function of the checkpoints is to ensure that racers are completing the indicated course. Checkpoints also serve several important safety functions. CPs may be manned by medical personnel who can determine whether racers are fit to continue their race. Moreover, if teams become lost during the race, having numerous strategically placed CPs allow search parties to substantially reduce the search area.
Transition areas
Most races include one or more transition areas that teams can visit to replenish supplies. Shorter races often feature a single transition area that teams may visit numerous times during the event. Teams will leave food, water, paddling and biking gear, fresh clothing and any other items they may need during the course of the race.
Longer races feature multiple transition areas. Team gear is transported either by a support crew (provided by the team) or by the racing staff.
Gear check
Virtually all adventure races feature mandatory gear that must be carried during part or all of the race. Races will often include mandatory gear checks by race personnel and harsh penalties or disqualification may result if a team lacks requisite equipment.
Short course
Adventure races attract individuals of greatly divergent abilities. To make the sport more inclusive, many race directors will "short course" racers; allow racers who miss mandatory time cut-offs to continue racing on a reduced-length course. These racers will often earn an official finish time but be "unranked" and not eligible for prizes. Some races provide the option for teams to skip certain CPs but incur a time penalty (which often must be "served" during the race).
Teamwork
Most adventure races are team events, with expedition length races typically requiring a set number of teammates (usually four or five) and requiring the teams to be co-ed. Many racers find the team aspect of adventure racing to be among the most enticing and demanding aspects.
Teams typically elect a team captain and designate a team navigator. Teams have different views as to the functions of each of these positions, with some teams having very little structure, while others assigned specifics rights and responsibilities to each of these persons. For example, a team that stresses a democratic philosophy may limit the captains role to be the keeper of the racing passport and rules, and limit the navigators role to carrying the map and having primarily responsible for determining the teams position at any given time. A more regimented team may give the captain ultimate responsibility for making all decisions regarding rest schedules, rule interpretations and the like, while the navigator has full responsibility for not only tracking the teams location, but determining route choice as well.
Although teams have been successful with differing organizational philosophies, few teams are able to complete expedition length races with poor team dynamics. Determining roles, goals and team philosophy before the start of the race is critical.
Self-discovery
Adventure racing has been said to allow an individual to find his or her limits and push through them. Racing often takes participants out of their comfort zone by challenging competitors with unfamiliar surroundings, often while sleep deprived and physically exhausted.
Relation to traditional events
Numerous adventure racers were former triathletes and marathon (and ultra-marathon) competitors looking to add more spice to their chosen fields. Some found themselves suffering recurring injuries, and enjoy the cross-training adventure racing demands. Aging athletes discovered that while they can no longer keep up with 20-somethings in a foot race, in a 24+ hour races, they have some competitive advantages.
Preparing for an adventure race
Because adventure racing is a multi-discipline event, training for adventure racing combines pure strength and endurance training with skills training. The three disciplines that should be practiced are 1) trekking or running 2) cycling 3) and paddling. It is worth noting though, that to simply compete and have an enjoyable race, you do not need to be an expert in all these events. Often a basic working knowledge will suffice. Navigation is another aspect to consider, so basic map and compass knowledge is often prerequisite for at least one teammate.
To become a competitive adventure racer, one must be an accomplished runner, mountain biker, paddler and navigator. Moreover, adventure race training goes beyond physical preparation; navigation skills, rope knowledge and basic wilderness medicine skills are also vital when competing in the longer events. Proper nutrition, foot care, and mental preparation are essential during these longer races.
An effective way to quickly learn the basics of adventure racing (or to refine skills) is to attend a formal adventure racing academy. These schools vary from a single day of workshops, to a week-long program. Many academies end with a mock race, often 24 hours or longer. Another method of learning the sport is to train with experienced racers. Many local racing group exist, and racers are often willing to mentor those interested in joining the sport. Organizations like Team in Training offer adventure racing training in connection with their fund raising activities in limited locations. Finally, there are several websites with information on all aspects of preparing for an adventure race. A comprehensive non-commercial site for newer racers can be found.
Equipment
Most specialty outdoor gear retailers will offer a broad selection of equipment necessary for any length of adventure race. As the sport has grown, a few adventure race specialty retailers have emerged online to serve this niche.
Basic equipment (sprint races)
- Mountain bike, including a basic tool kit and biking specific helmet;
- Backpacks with water bladder (hydration pack); and
- Equipment specified by race directors.
Note: typically paddling gear will be provided by race directors for sprint level races, although on occasion racers will be required to provide their own Personal flotation device.
Equipment for an endurance-length event
- Endurance-Length adventure races will require all of the equipment of a sprint race, plus basic survival gear, such as a compass and first aid kit.
Equipment for multi-day events.
- Multi-day races will have extensive gear lists that vary depending upon the length and conditions of the race.
Safety
The danger of participating in an adventure race depend on the race and the racers participating. Although several deaths have been reported in multi-sport events, three recent deaths have intensified the debate over the safety of the sport. In June 2003, Dominique Robert was killed when she was pinned underwater during a canoe section of the Raid Gauloises. On September 21, 2004, Nigel Aylott was killed by a falling boulder during an orienteering section of Primal Quest. Eduardo Delgado Rosas died on February 24, 2005 while completing a one kilometer swimming leg of the Extreme Adventure Hidalgo.
The death of these athletes has fueled a debate regarding the safety of adventure racing, with some participants calling for international regulation of the sport. In the shadow of the death of Nigel Aylott enhanced scrutiny and heated debate has surrounded the relative responsibilities for ensuring the safety of racers.
Nigel was killed during an orienteering section of the Primal Quest race. Nigel and his team elected to descend a talus runout when alternative routes would have involved substantial delay. Some, including Nigels teammates, have argued that the race course was irresponsibly designed, putting racers at unnecessary peril. Other have suggested that the dangers Nigel and his team encountered were obvious and part of the sport of adventure racing.
In some more exotic locales, danger of contact with unusual pathogens should be taken into account. In 2000 Malaysian Borneo "Eco-Challenge" dozens of participants were hospitalized with leptospirosis; none died.
Renal shutdown and heat stroke are other common health and safety concerns in endurance events.
The Canadian Adventure Racing Association (registered amateur athletic Association) has drafted comprehensive sayigfety guidelines]for use in Canada. The safety guidelines are a working document and have been revised several times by industry experts and government agencies. They serve as the benchmark for adventure racers across Canada.
External Links
Rookie Arena -- Comprehensive information for adventure racersSleepMonsters - the global source for Adventure Racing information
The Weekend Warrior's Guide to Adventure Racing
National racing associations
Canadian Adventure Racing AssociationUnited States Adventure Racing Association
Expedition-length events
Link to Wiki listing of expedition events
Endurance-length events
Links to Wiki Listing of Endurance-length events