Updated July 5th, 2022

1. Race Format

1.1 goal of the race

The goal is to navigate the race track completely as fast as possible, visiting the control points in numerical order.

The fastest team to fully complete the course wins.

2. Course

2.1 Markings from the start & to the finnish

Taped markings lead from race start to the shore of lake Äkäslompolo. The markings must be followed to the beach, after which the team is free to choose their route.

There are also markings from the last control point to the finish line. These markings must be followed as well.

2.2 COntrols

In the terrain, the control points are marked with an orange-white flag commonly used in orienteering competitions.

Control points must be retrieved (or “punched”) in numerical order.

Visiting a control point is proven by punching the control card (provided by the race organizers). The punching is done with a pin punch located on the control point.

If the team does not find a punch (or even a orange-white flag) but believe they are in the right place, they can prove they have visited the control point by taking at least two photos of the place and team members (excluding the photographer).

When punching at the control point, the entire team must be together, no more than 5 meters from the control point.

2.3 ROUTES BETWEEN CONTROL POINTS

The team is free to choose the route between most of the control points, subject to the restrictions in chapters 2.1 and 2.5. Whenever possible, marked routes should be favored in accordance with the guidelines of Pallas-Ylläs National Park.

Some of the intervals between two control points must be traveled entirely along waterways, and land may be visited only when punching the card on a control point. These sections are marked on the map with a blue dotted line.

2.4 Manned controls points

Some of the control points are manned. On these checkpoints the team must follow all instructions of the control point staff. The instruction can be, for example, a text attached to the control point flag asking you to wake up any control point staff sleeping nearby.

The control point staff may for example check that the competitors have any mandatory equipment on them.

2.5 PROHIBITED AREAS

It is forbidden to pass through people's yards. There may also be some other areas on the map where moving is forbidden.

The competitors may not enter any free-to-use cabins in the wilderness, as they are not intended for commercial events. In an emergency, overnight stays inside the cabin are allowed.

3. Team

3.1 Team composition

A team has 2-5 members. A team has completed the race when the last member of the team crosses the finish line.

If one member of the team has to drop out of the competition, the team can only continue the competition if:

  • the safe return of the dropped out member is ensured AND

  • the team still has at least two members in competition AND

  • the race director gives the team permission to continue the competition.

3.2 MOVING AS A TEAM

The team must travel the entire journey together so that all members are within sight and shouting distance at all times.

4. EQUIPMENT

The team must finish the race with all the equipment they had at the start of the race.

4.1 MANDATORY EQUIPMENT

Mandatory equipment is listed on a separate equipment list.

Some of the mandatory equipment (such as a whistle) must be on the competitor at all times, some (such as the packraft) may be temporarily left in the terrain.

4.2 PROHIBITED EQUIPMENT

Prohibited equipment is listed on a separate equipment list.

5. ASSISTANCE AND MAINTENANCE

5.1 TEAM’S OWN MAINTENANCE

The team is responsible for their own foods and drinks during the competition. There is no food or drink supply during the race by the organizers.

The team may not use outside supplies or other assistance during the competition, except for shops and restaurants in the area.

No equipment can be hidden in the terrain before the start of the race.

5.2 OTHER TEAMS

A team may choose to help other teams, but this assistance must be offered equally to all teams that are in need of similar help in that situation.

6. EMERGENCIES AND COMMUNICATION

6.1 EMERGENCIES

In emergencies, all competitors must help the injured or ill, even if the person is on another team.

Time spent helping is credited in the results where possible. Failure to assist a person in an emergency will be penalized.

Organizers such as control point staff have the right to require the team to either rest on the spot for a set time or withdraw from the competition altogether if it is obvious that this is necessary for safety reasons.

7. ENVIRONMENTAL ISSUES

7.1 Leaving tracks

Competitors must respect nature when moving in terrain and leave as few traces as possible.

All rubbish and non-perishable waste must be transported to the finish or left in a rubbish bin.

7.2 FIRE

It is forbidden to make an open fire (ie. campfire, open fire or pocket stove).

8. INFRINGEMENTS

8.1 INFRINGEMENTS

Violation of the rules will result in a penalty determined by the race director. The penalty may be a warning, time penalty or disqualification of the team.

The penalty is typically defined by first assessing how much benefit the team has been able to derive from the violation at best, and this amount of time is multiplied by three and added to the team’s end time.

8.2 Protests

A team may object if it feels it has received an unjustified or unreasonably large penalty. Protests must be submitted in writing to the race director no later than one hour after the end of the competition.

The race director will consult with the objector and other necessary parties before making a decision. The decision of the race director is final.