Updates June 29th, 2023:

  • 1.2 Time limit for the 12 h race —> 14 hrs, treshold for time penalties 15 min —> 30 min, maximum time

  • 1.3 Results example

  • 2.1 Lake Äkäslompolo —> Äkäsjoki river

  • 2.3 “Some of the intervals between two checkpoints must be traveled entirely along waterways“ removed.

  • 2.5 Only maked routes inside the national park, other forbidden ares and routes

1. Race Format

1.1 GOAL OF THE RACE

The goal is to navigate the race course as fast as possible, either completely or partially, and get to the finish line in time.

1.2 DURATION OF THE RACE

The goal is to arrive at the finish line before the time limit (25 hours, 14 hours or 6 hours).

If the team's time exceeds the time limit, one checkpoint will be deducted from it’s results for every starting 30 minutes.

If the team finishes after the finish closes (July 6th, 9 pm), it will not get an result.

1.3 RESULTS

If several teams find all checkpoints in numerical order before the time limit, the final time will decide the ranking.

If more than one team does not complete the entire course, but finds the same number of checkpoints in numerical order, the one that has collected more bonus checkpoints wins (see 2.2).

If more than one team finds the same number of checkpoints in numerical order AND the same number of bonus checkpoints, the final time will decide the ranking.

The amount of checkpoints found and the finishing time can also be affected by penalties caused by infringements (see 8.1).

Example (14 h course):

  • Team X finds 9 CPs in numerical order and no Bonus CPs. It finishes in time 13:00:00 —> Team X’s final result is 9 CPs.

  • Team Y finds 10 CPs in numerical order and 2 Bonus CPs. It finishes in time 14:00:01 —> Team Y’s final result is 9 CPs + 2 bonus CPs.

  • Team Z finds 11 CPs in numerical order and 5 Bonus CPs. It finishes in time 15:00:01 —> Team Z’s final result is 8 CPs + 5 bonus CPs.

  • Team Ä finds 9 CPs in numerical order and 5 Bonus CPs. It finishes in time 13:59:59 —> Team Ä’s final result is 9 CPs + 5 bonus CPs.

  • Results:
    1. Team Ä 9 CPs 5 bCPs 13:59:59
    2. Team X 9 CPs 0 bCPs 13:00:00
    3. Team Y 9 CPs 2 bCPs 14:00:01
    4. Team Z 8 CPs 5 bCPs 15:00:01

2. Course

2.1 Marked route from the start & to the finnish

There is a marked route from race start to the Äkäsjoki river. The markings (black Kairacross flags) must be followed to the river, after which the team is free to choose their route.

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

2.2 checkPOINTS

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

Checkpoints must be visites primarily in numerical order. When the team quits visiting the checkpoints in numerical order, the team can search for checkpoints it hasn't visited before. These bonus checkpoints can be visited in any order.

Visiting a checkpoint is proven by punching the control card (provided by the race organizers). The punching is done with a pin punch hanging near the flag.

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

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

2.3 ROUTES BETWEEN checkPOINTS

The team is free to choose the route between most of the checkpoints, 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-Yllästunturi National Park.

2.4 Manned checkPOINTS

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

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

2.5 PROHIBITED AREAS

In the Pallas–Yllästunturi National Park area, it is only allowed to use offical marked routes. The boundaries of the national park and permitted routes are marked on the map.

You may not cross any yards, even if they are not marked on the map. Always go around the yards through the forest.

Some other areas and roads where you are not allowed to move are also marked on the map.

The competitors may not enter any free-to-use cabins, 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 course 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 checkpoint 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.