In short: find as many orienteering markers as you can, finish before the 12-hour cutoff to be an official finisher, and the team with the most points wins, with finish time breaking ties.
The Pocket Gopher Chill follows the ARWS (Adventure Racing World Series) format, which uses an expected winning time and a course cutoff time.
How it works
Clearing the course
The course is designed so that teams of every skill level, from beginners to experienced racers, can find 100% of the orienteering markers. Skipping markers is not against the rules, but we don’t want teams to do it. Take your time, and use the full 12 hours if you need it.
Example (50 possible points)
| Place | Team | Points | Finish Time | Result |
|---|---|---|---|---|
| 1st | Team B | 50 | 11 hr 59 min | Official finisher |
| 2nd | Team D | 49 | 9 hr 30 min | Official finisher |
| 3rd | Team E | 49 | 10 hr 15 min | Official finisher |
| 4th | Team A | 48 | 7 hr 59 min | Official finisher |
| n/a | Team C | 49 | 12 hr 02 min | Unranked (UR) (missed the 12-hour cutoff) |
Note for USARA racers: The USARA format is different. In an 8-hour USARA race, teams find as many markers as they can and lose one point for every 3 minutes they are late past the 8-hour mark, so skipping markers is a normal strategy. That does not apply at the Chill.