https://ipar09.wordpress.com/2009/05/31/updates-to-rules-gear/
After another day of thinking and talking through our race management plan, we’ve made a few tweaks to the Rules and Gear lists. Nothing major, just a few simplifications to keep things in line with our goals of providing a fun, fair, and challenging event. But you should read through them again anyway. Its always good to know the rules going into a race.
One of Bushwhack’s race philosophies is to keep the rules as simple as possible. You’ll notice that most of our rules are safety related. When it comes to where you can go on the course, we like to use intelligent course design to let geography control your route and mode of travel as much as possible. There are always a few trail-use rules to follow, as set by the land owner, but we’ve managed to mesh those into our course design in a sensible way.
For the 6 and 12 hour courses, the 2009 Impossible Panther will come pretty close to a pure rogaine format. You show up at the start with your team, your bikes and boat, your required gear, and your spirit of adventure. We’ll give you the maps, the UTM coordinates, and 6 or 12 hours on the clock. Geography will tell you not to trek to the points out on the water, not to bike through the woods where there are no trails, and not to paddle up a trail to a summit. Should you bike or trek to get points on all-use trails? Excellent question! Don’t be late for dinner.
For the 24 hour course, it’s a little harder to stick to a pure rogaine format. We’ve come up with what we feel is a good compromise – a series of rogaine sections. A few sections are fairly linear, where we’re basically getting teams from one area to another, but the other sections are scattered with CP’s and teams will have a number of route options to pick from. These sections are where strong navigation and route strategy skills come into play and distinguish adventure racing from other types of racing. We’ve chosen the CP placements to allow geography to control the mode of travel where we wanted teams to travel a certain way, but for the most part we’ve tried to leave it up to the teams to make their own decisions. That’s why I adjusted the Gear list to say “while biking” instead of “during the biking legs”, etc. The transitions where you meet your support crew and pick up or drop off gear offers us another point of control for the race flow. When they take your bike, then you don’t have the option to bike again until you meet them at a TA where you can get it back. Same for the boats.
Sounds fairly simple and straightforward, right? We hope it is. You’ll have your hands full enough with navigation and time management. Another change to the rules was to increase the point penalties for the 12 and 24 hour teams. We increased them to 20 points each for the four infractions listed, one of which is being late for dinner. It’s really a points-per-minute penalty for finishing past the course cutoff. Dinner won’t be served until a little later, but we want time to process your results so we won’t be late for dinner either!
There are a few rules that result in a DQ, but we’ve tried really hard to avoid having to give any team a DQ or DNF. If you’ve gone to the effort of coming out to race, we want you to race and will consider you a winner even if your point total is lower than all the other teams. As long as you give it your best shot and find your way back to the finish line, you should be able to avoid a DQ or DNF. We’re not using “mandatory” CP’s. Instead we have weighted the ones we really want you to visit with enough point value that you’ll want to get them too.
On the other end of the spectrum, I’m sure you’re wondering if any teams can clean the courses. We’ve got some pretty strong teams in the field this time, so I think a few teams will be able to clean the courses. The RD’s are still negotiating a wager amongst themselves on just how fast the top team will get through the 24 hour course.
We thought about setting intermediate cutoff’s but chose to simply provide the 24 hour teams with an estimated time for each section and put the time management in your hands. These estimates total 24 hours, so if you see that your team is falling behind you’ll either need to crank it up a notch or start thinking about skipping some CP’s. You’ll get these estimates at check-in, along with some of the UTM’s. We’re holding back some of the UTM’s until mid-race in order to control the race with less rules. That also gives teams a chance to plot under the influence of endorphins – always a fun thing to watch!
I hope everyone is looking forward to the Impossible Panther as much as we are. It’s gonna be fun!
https://ipar09.wordpress.com/2009/05/31/updates-to-rules-gear/
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