This is borrowed straight out of Wikipedia...basically because I needed to get some training done...
Adventure racing is a combination of two or more disciplines, including orienteering and navigation, cross-country running, mountain biking, paddling and climbing
and related rope skills. An expedition event can span ten days or more
while sprints can be completed in a matter of hours. There is typically
no dark period during races, irrespective of length; competitors must choose if or when to rest. (Team Rest and Relaxation almost always chooses TO rest.)
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, in-line 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).
Rules
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.
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.
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 captain’s role to be the keeper of the racing passport and rules, and limit the navigator’s role to carrying the map and having primarily responsible for determining the team’s 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 team’s 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.
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.