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CHAPTER 2

COURSE DETAILS

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One of the unique attributes of Adventure Racing is the fact that the specific details of the course and maps remain secret until a few hours before the event starts. Competitors and support crews are provided with a logistics planner overview approximately a week before the start which allows teams and support crews to organise gear and food into some kind of order. This pre-race logistics planner outlines the broad lay out of the course – individual stage disciplines, distances, travel recommendations and any ‘remote’ gear movements that the teams need to prepare for – which allows teams to get gear into decent order without giving the exact route away. A more detailed logistics planner is provided as part of the team handbook (and course maps) which outlines, in great detail, the full course and may give some hint of  estimated timing.

In some events teams have had plenty of time with their maps before the start. In other Chapters teams have had to organise their maps in a remote venue just a couple of hours before the start  – it all depends on the location and resources available. Teams should be prepared for both outcomes but we will let you know as soon as we can. Well, as soon as we think it’s appropriate!

The ExpeditionAR philosophy is to make the course feel like a logical and inspiring journey for teams from start to finish. Whilst some teams will ‘race’ their way through the wilderness, most should treat ExpeditionAR as an expedition that provides an unrivaled sense of fulfillment should teams complete the course in the time frame allowed. It really is an Adventure Like No Other.

PURE and PURSUIT teams are given a team handbook and two sets of waterproof maps before the start. An additional set of maps will be provided to PURSUIT support crews. As a general rule (though there has been no set format in previous Chapters), PURE teams will receive their maps and handbook a few hours before they start. PURSUIT teams may receive their team handbook and maps earlier than PURE teams if time for map preparation is limited – giving those teams additional time to consider strategy, route choice and aid map preparation. The handbook contains the description of each race checkpoint, transition areas, information about mandatory equipment and any cut-off points. To complete the full course, teams must navigate through all the checkpoints and arrive at the finish line before any short course cut offs come into play and the course closes.

It is expected that the winning teams for both PURE and PURSUIT will complete the courses in approximately 4-5 days, with weather and other mitigating factors having some influence on the final outcome. All teams in the GZ Pure and GZ Pursuit events will be permitted up to 7 days to complete the course. There will be at least one mid-race cut off which will allow the slower teams on the respective courses to move towards the finish in an accelerated fashion. ExpeditionAR encourages and helps as many teams as practical to reach the finish line and at the same time experience the most exciting stages.

Transitions are areas where teams change from one discipline to another. They provide a brief respite for highly competitive teams and a well-earned and welcome break for most. These areas may allow teams the opportunity for shelter, sleep and a chance to stock up on supplies. PURSUIT is a ‘supported’ event which means each team has a small support crew who are responsible for the teams equipment transport between stages and for looking after their team in transition.

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