#YEGCORPCHALL RULES

TEAM ROSTER (3 members) Your team will consist of 3 members.

FORMAT The race will be a relay event with each competitor running one leg consecutively. The start will be a mass start of the first leg runners. Each leg of the course will be approximately 3 km in length and each competitor should be able to complete their leg in less than one hour.

REGISTRATION NO ID - NO PLAY - NO EXCEPTIONS!! Team Captains (or designate) will be responsible for bringing completed & signed team rosters to the registration with the minimum team required for your division. Roster & Registration information will be included in the Schedule Book distributed in May. Team Captains are responsible to see that each athlete registers with photo ID and proof of employment (i.e. Human Resource letter or Pay stub). It is the responsibility of each participant to have the proper ID. Athletes must register on the day of the event together as a 3-person team, otherwise the team will be designated either a NO SHOW or INCOMPLETE (with attendant penalties). Once the three players have registered, no additional people may register.

SCORING The sum of the times for all three runners determine the team's finish position, barring disqualifications. All three runners must complete their respective course.

RULES Leg 1 runners will report to the start officials at the mass start area prior to the start. They must be wearing a bib in the 1000 series, pinned on the front of their shirts and must be carrying a whistle or a working cell phone and their electronic “finger-stick” (provided in the registration package). They will line up behind their folded maps to await the start signal and must not look at their course until the start signal. They may ‘warm up’ by running around BEHIND the Mass Start line- not in front of it. At the start signal, each competitor may open their map and proceed on to the course. Each competitor must navigate through the course individually, and must go around the course in numerical sequence. Control locations are marked by a circle on the map; additional information about the control feature and its code is found on the course description sheet printed on the maps. At each control the competitor checks that the code on the control matches the code on the description sheet, and punches the electronic control unit at the control with their finger-stick. Competitors must also punch at the finish line to stop their clock before proceeding to tag their team mate. Competitors will be disqualified (DSQ) for punching a control that is not on their course UNLESS they correct their mistake before they finish. Control codes are on the competitor’s description sheet. If the competitor makes a mistake punching with their finger-stick, they must correct the mistake by punching the correct control with their finger-stick (the computer ignores the wrong punch). Teams that have runners who do not complete their course (DNF – did not finish) or are disqualified will not get a placing. All runners who are out past course closing will be ruled DNF. Course Closing Time will be printed on the map. All competitors must complete their courses for their team to get a placing. For second and third-leg runners: the courses are designed so that toward the end of the course, their team mate will run (or walk) past the finish/assembly area on their way to their last few controls. This is called a “spectator control”. It is the competitor’s responsibility and theirs alone to watch for their team-mate. When the next competitor sees their team mate pass the spectator control the competitor reports to the pre-start / tag area to await their team-mates arrival through the finish chute. We estimate a good orienteer will take about 5-10 minutes after they pass the spectator control to find their last controls and reach the finish. Leg 2 runners wearing a 2000 series bib and leg 3 runners wearing a 3000 series bib must check in with a start official with their whistle and their finger-stick. They then pick up their map, but must not look at their course until they have been tagged by their team mate. All finishing runners must download their finger-stick at the computer station and then turn in their map, tear-off portion of their bib, and finger-stick to the finish official. There will be a mass start of the trailing leg 2 & 3 runners at the discretion of the officials. This happens when either the 1st or 2nd leg runners have not yet come in, to give the next runners enough time to complete the course. Each competitor must complete their course individually without consulting other competitors. Competitors who are finished shall not provide information about the course to any participant who has not started. Competitors should carry their own whistles and cell phones. Competitors should only blow their whistles or use their cell phones in the event of being injured or desperately lost. For the whistle, three blasts indicate you are in trouble. Nearby competitors should assist as necessary. You can use your cell phone to call your team mates who will then get the organizers to arrange for medical assistance, if need be. You can call the organizer’s number directly (it will be on your map) and they will send help out to you. Participants may carry a compass on the course. Participants are responsible for supplying their own compass. Participants may not have any person accompanying them on the course. Violations will result in disqualification of the entire team. It is extremely important that all competitors report to the finish by course closing even if they did not complete their course. Also, for safety reasons, at least one team member must wait for all their team to finish! The organizers will initiate a search for late competitors. Course closing will be printed on the map. The official rules of Orienteering will apply.

TEAM CANCELLATION / NO SHOW PENALTY Cancellations must be in writing either emailed or faxed to the Corporate Challenge office. If a team must cancel their participation in a sport, the Penalties are as follows: CANCELLATIONS: (Within 48 hours of your event start time) Teams that provide written notification (by email or fax) that they are canceling out of an event within 48 hours of the start of the event will be penalized 5 points. A company with participants who register at the event but are unable to register a complete 3 member team will be considered a cancellation and the penalty will apply. NO SHOWS: (No notification of cancellation) A No Show will result in a 10-point deduction and disqualification from that sport for the following year. A NO SHOW is a team that has not provided any notification that their team is not participating in an event prior to start time of the event.

WHAT IS ORIENTEERING? Orienteering combines adventure, the outdoors, exercise and thinking. It's kind of like a car rally on foot and involves navigating from one checkpoint to the next to the next, using a map.

LEARN TO ORIENTEER Beginner courses like the one used for Corporate Challenge stay on trails and open areas. The basics of orienteering can be learned in about 20 minutes. To help you prepare for the Corporate Challenge orienteering competition, the Overlanders Orienteering Club (EOOC) always offers beginners clinics in conjunction with their regular Wednesday evening orienteering events beginning in April. For further information visit their web site at: www.orienteer.ab.ca.

Instructions on using the orienteering electronic timing system-

Before the race The SI “card” or “finger-stick” is held onto your finger by the elastic loop. Most people put it on either the index or middle finger of the hand which is not used to carry their map. Make sure it is on tight so that you don’t lose it, as your team will be charged $40 (replacement cost) if it is lost. Confirm that your SI card is working properly by inserting it in the hole of one of the CHECK stations near the pre-start area (aka “punching”) or mass start line (first-leg runners only). If you do not see the lights flash and/or hear a beep, contact the nearby volunteer for help. You only have to hear one beep at any control station. Do not hold your finger-stick in a unit while it beeps madly away.

During the race Confirm that the 2 or 3 digit number on each Control Station (SI unit) located at each control location matches the number on your control description sheet (printed on your map). If there is more than one control unit, any one will do (multiple units are used at controls where we expect high traffic). You “punch” the control unit by placing and holding your finger-stick in the hole of the control unit. You should get a verification from the control unit in the form of a beep and/or flashing light in less than a second. Once you hear the beep and/or see the flash, remove your finger-stick and head onto the next control. If you do not get this verification from the unit, try once more. If still no response you HAVE to use the manual pin-punch and punch anywhere on the edge of your map. If you cannot prove that you have visited all your controls you will be disqualified. If you used a manual punch at any control location, let the volunteer know at the down-load station after you have finished. It is no problem if, by mistake, you punch a control that was not on your course. As long as you eventually punch all the controls on your course in the correct order the extra punches will be ignored by the computer. e.g if you punch 31, 32, 45, etc. and you should have punched 31, 45, 32, etc. you will be disqualified. But if you punch 31, 65, 45, 32, etc. (the 65 by mistake) you will be fine. If your course has the same control location at two different times (e.g. the 2nd control and the 8th control are the same location), you MUST punch the second time as well as the first, in the correct order (e.g. after the 1st and 7th controls for this example). Multiple punches of the same control unit made at the same time will be ignored. However, the SI card holds a maximum of 30 punches: anymore than that and you will not see a flash or hear the beep. So don’t overdo the miss-punches or punch too many times at the same time at a given station.

At the finish You have to punch the unit on the finish line. That stops the clock for your run and starts it for your team-mate. Tag your team mate then relax and continue to the download unit. Your SI-card will be checked automatically to confirm that you visited all your controls and that they were in the correct order. Your splits (time you took between controls) will be downloaded to the computer. You will be told by the down-load volunteer whether you had a clear run or not. If you did not punch all your controls and in the correct order, you will be disqualified. Take your splits that were printed from the thermal printer. Return your SI card to the volunteer as you exit the finish chute. If you do not return the finger- stick your team will be billed $40 for its replacement.