Table of contents |
Wilderness Scramble Checklist
This page contains information for organizing a BAOC Wilderness Scramble. This information should be considered as additions or alternatives to The Checklist for regular orienteering events. Also, be sure to reference the Electronic Punching Guide.
Standard Event Schedule
8:00–8:30 AM | Event center setup |
8:45–9:15 AM | Registration/Check In |
9:15–9:25 AM | Map distribution and pre-race instructions |
9:25–9:35 AM | Route planning clinic for beginners |
9:50 AM | Collect intention sheets; final pre-race instructions |
10:00 AM | Mass start |
1:00 PM | Course closes |
1:30 PM | Award ceremony |
1:45 PM | Start control pickup and event center teardown |
Event Day Flow
Event Setup
(8:00–8:30) Must be complete before 8:45.
- Set out directional (road) signs.
- Set up tables and tents. (Reserve one extra table for refreshments.)
- Setup up registration and E-punch tables. If E-Punch system requires pre-punching, it is very important that E-punch is functioning before 8:45.
Check In
(8:45–9:15)
- For a 100-person event, recruit 4–5 registration volunteers to serve from 8:30 to 9:20.
At least one volunteer should have registration experience. - Bring registration forms, cash box, pens, rental compasses, rental E-sticks.
- Collect safety information (cell-phones and car) and keep this info on-site.
Pre-Race Meeting
(9:15)
Once all teams are registered, gather all participants.
- Distribute maps to each team.
- Explain scoring: 30–40 checkpoints marked on map. Most checkpoints wins. Ties broken by first back.
- Demonstrate punching technique, what controls look like, necessity of Clear and Check.
- Discuss time limit and penalty for being late.
- Explain intention sheets. (Point out meet officials who can collect intention sheets.)
- Describe special map features (out-of-bounds features, map boundaries).
- Describe "Safety Bearings" for the venue.
- Discuss emergency protocols (whistles, aid stations, assisting other teams, event center cell-number).
- Direct first-time participants to "route planning clinic."
Route Planning Clinic
(9:30)
Have a team of 3–4 volunteers to provide short clinics (10 minutes) for first-time participants.
Mass Start
(9:50–10:00)
Regroup all participants 10 minutes prior to the race.
- Confirm that all intention sheets have been collected.
- Confirm that all teams have Cleared and Checked.
- Remind the teams to put safety first and return on time.
- Synchronize watches.
- Point out the Finish line.
- Get the crowd amped up, cheering, etc... Establish a fun atmosphere!
- Blow the vuvuzela to start the race.
During the Race
(10:00–1:00)
- Staff the event center with two people at all times to respond to emergencies and watch gear.
- Set up Finish line and Finish punches.
- Clean up registration supplies.
- Compile a list of teams (sort by competitive categories) for scoring and tracking finishers.
- Set out refreshments (keep in shade) and award displays.
Finish Line
(~12:00–1:30)
- Barebones event center staff handles early finishers.
- From 12:30–1:30, one designated E-punch volunteer, and one designated scorer should be available.
- Begin tabulating scores as soon as teams begin to finish, for rapid award ceremonies.
Refreshments
(~12:00–1:30)
A designated refreshments volunteer should be available from 12:30–1:30 to restock and maintain cleanliness of the refreshments table.
Award Ceremony
(1:30–1:45)
- Start no later than thirty minutes after course closure.
- Keep it brief and relaxed (no more than 10 minutes).
- Recognize new participants.
- Distribute awards (ribbons) to #1 team in each category, and top 3 overall.
- Thank volunteers.
- Share major club news, point out next race, and note series championship.
- Thank parks. Remind participants to clean trash.
Begin Cleanup and Control Pickup
(1:45–4:00)
- Make sure to arrange cleanup and control pickup volunteers in advance.
- Participants will be tired, and will not volunteer after a three-hour event.
The Rules
- Competitors must compete in teams with 1–6 members.
- 45 minutes prior to the start of competition, each team is provided with a copy of the race map. This is a topographic map that shows the locations of 30 or more checkpoints in the competition terrain. The checkpoints are marked with small red, magenta, or purple "control circles".
- Teams will have 20–30 minutes to plan their expected route and return an "intention sheet" to the meet organizers. The intention sheet shows which checkpoints they will attempt to find, and in what order. This intention sheet is collected for safety purposes, but is non-binding. Teams are free to change their plans during the competition.
- The competition begins with a mass start. Once the competition begins, each team has three hours to find as many checkpoints as possible. Each checkpoint is worth 1 point. The team that scores the most points wins. Ties are broken based on which team returns to the Finish first.
- Checkpoints are marked in the terrain using traditional orange and white orienteering bags. (Reflective tape should be added for night competitions.) The bag should be clearly visible (not hidden), and located in the exact center of the control circle (within about 5 m). Teams prove they have found a checkpoint by using a pin-punch or SPORTident timing box that is attached to the control marker.
- During the competition, all team members must stay within aural and visual contact. Each team must carry a whistle for emergency signaling purposes. Teams are encouraged, but not required, to carry compass, water, small first aid kit, and cell phone.
- Teams must conclude their race and return to the Finish within the 3-hour time limit. Every minute (and fraction) late results in the loss of 1 point.
- All teams must agree to put safety first, and are expected to stop their race if they encounter others who are in need of emergency help.
- Award categories are recognized for the following categories:
- Best Overall Team
- Best All-Male Team
- Best All-Female Team
- Best Mixed Team
- Best Family Team (at least one member under 16)
- Best Masters Team (all members over 45+)
- Best Youth Team (all members under 16)
Volunteer Requirements
Competitors tend to arrive in big waves, so DO NOT UNDERSTAFF.
- 2 registration volunteers for every 50 competitors. Can be competitors. At least one should be experienced.
- 6 control pickup volunteers. Can be competitors. Confirm in advance!
- 1 refreshments manager. Can have other roles too.
- 1 or 2 E-punch staff. Consult with E-Punch Staff in advance. Should start 1 hour before course closure and stay until last finishers.
- 1 results volunteer Count punches, assist E-punch, and determine winners in each category. Can be competitor.
- 2-3 general staff. To set out refreshments, watch gear during the event, and respond to emergencies. May include event director and course setters.
- 2-4 setup/takedown volunteers to haul gear, set up tables, tents, etc... Can be competitors.
Course Setting Guidelines
- Time Limits Standard Scramble length is 3 hours.
- Number of Controls 30-40 controls is typically sufficient. More detailed maps should have higher checkpoint density. Remember that SI-5 E-sticks have a limit of ~30 checkpoints.
- Point Values All controls have the same point value, to ensure rapid scoring and prevent 'inflating' the elite scores.
- Course Length: Advanced Loop The shortest sweep route should be ~25 km, so that elite teams can get all but 1 or 2 checkpoints.
- Course Length: Beginner Loop All teams should be able to encounter 10-12 checkpoints. Include a 5 km loop with about 10 checkpoints of beginner to intermediate difficulty.
- Technical Difficulty Most controls should be highly visible, and be of beginner-intermediate (yellow) to intermediate (orange)technically. Elite challenge is derived from route choice, not technical map reading. Make sure there are some very easy checkpoints near the start, and increase difficulty slightly for the more distant controls.
- Safety Bearings Use terrain with distinct features and high visibility, so beginners can relocate. Make sure the competition area has clear boundaries so beginners don't wander off the map and can easily return to the start.
- More tips on technical difficulty
- Consider how the map looks to beginners. Simple generalized maps are best.
- Minimize the consequences of failure. To make relocation easier, avoid steep vegetated terrain, and place controls on hilltops rather than ravines.
- Consider all likely routes, and make sure you don't tempt people into traps, where they may decide to cross dangerous or off-limits terrain.
- Special Considerations Include checkpoints with good vistas, water stops, or unique cultural significance when possible.