About Adventure Racing

History

Adventure Racing HistoryThe roots of adventure racing are deep and people debate the origin of the modern adventure race. Some point to the two-day Karrimor International Mountain Marathon, first held in 1968 as the birth of modern adventure racing. The Karrimor Marathon required two-person teams to traverse mountainous terrain while carrying all the supplies required to support themselves through the double-length marathon run.

In 1980, the Alpine Ironman was held in New Zealand. Individual competitors ran, paddled and skied to a distant finish line. Later that year, the Alpine Ironman's creator, Robin Judkins launched the better-known Coast to Coast race, which also involved all the elements of modern adventure racing: trail running, mountain biking and paddling. A similar race, the Alaska Marathon Wilderness Classic debuted in 1982 and involved six days of unsupported wilderness racing.

In 1989, the modern era of adventure racing had clearly arrived with Gerald Fusil's launch of the Raid Gauloises in New Zealand. Inspired by the Paris-Dakar Rally, Fusil envisioned an expanded expedition-style race in which competitors would rely on their own strength and abilities to traverse great and challenging terrain. The race included all the modern elements of adventure racing, including mixed-gender teams competing in a multi-day 400+ mile race. Building on Fusil's concept, the inaugural Southern Traverse was held in 1991.

In the early-90's, Mark Burnett read an L.A. Times article about the Raid and was inspired to not only bring the race to America, but to promote the race as a major televised sporting event.

The First Eco-Challenge

After purchasing the rights from Gerald Fusil, Burnett launched the first "Eco-Challenge" race in 1995. Burnett promoted his event with Emmy-award winning films (tapping the talent of Mike Sears to produce the films for the first two events). The Eco-Challenge was last held in 2002. With the Eco-Challenge also came the name "adventure race", a phrase coined by journalist and author Martin Dugard, to describe the class of races embodied by the Raid and Eco-Challenge.

In 2002, the first major expedition length race to be held exclusively in the United States was launched. Primal Quest has become the premier U.S. expedition race, being held each year since its launch. In 2004, the death of veteran racer Nigel Aylott over-shadowed the race, and raised debates about the nature of Primal Quest and adventure racing.

Race types

Lengths

  • Sprint: typically a two to four hour race, featuring minimal navigation and occasionally involving games or special tests of agility or cunning
  • Endurance: a four- to twelve-hour race, featuring limited navigation and orienteerin
  • 24-Hour: a race lasting between 12-36+ hours, typically involving UTM-based 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 5 to 10 day Primal Quest, do not permit support crews, with race organizers transporting gear bins to designated checkpoints for racers
  • Mutli-day: a 36 hour to 4 day race, involving advanced navigation and route choice; sleep deprivation become a significant factor
  • Expedition: 4 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, riverboarding and tubing
  • Traveling on wheels: Mountain Bikes, Kick-scooters, in-line skates, roller skates
  • Beasts of Burden: Horses, mules and camels
  • Catching Air: Parasailing, hang-gliding
  • Covering Terrain: Orienteering, mountaineering, coasteering, swimming
  • 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)
  • teams must carry all mandatory gear

In addition, each race will have their own special rules. For example, Primal Quest includes penalties for un-sportsmanlike 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 3 minutes; tread water for 5 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 3 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).