Friday, April 10, 2015

Chasetrek handbook












Annual
Youth Challenge Walk

EVENT
HANDBOOK
 
 


















Chasetrek Handbook

The information given in this booklet is issued for the benefit of all COMPETITIORS and their LEADERS.

PLEASE READ THESE NOTES VERY CAREFULLY NOW and avoid possible disappointment later.


Chasetrek is one of many similar events which are organised all over the country for young people to test their training and compare their skills in competition with other teams.  It is not easy to explain the event fully, and perhaps the best way to find out what is required is to have a go and enjoy the experience for yourself ….

Chasetrek is a TEAM event, designed to encourage the qualities of leadership, initiative and teamwork under difficult conditions.  It offers a challenge to navigate an unmarked course of at least 25 miles across the wilder parts of Cannock Chase entirely on foot, walking between remote checkpoints located only by six figure grid references on an Ordnance Survey map.  At these checkpoints the teams will be further tested by a series of unusual incidents.

PREPARATION AND ADEQUATE TRAINING IS ESSENTIAL
TEAMS



A team will consist of three people who can work together under pressure - either three boys or three girls - no mixed teams accepted.  Members of the team must be self sufficient throughout the event and have to rely on their training, specifically in navigation and first aid. 



AGE LIMITS

The minimum age for entry is 14 and the maximum is 18 years on the day of the start of the event.  This means that a person who is 19 years old on the day after the start can enter, but a person who is 14 years old on the day after can not.  These age limits will be strictly enforced and any team member found to be outside these limits will be immediately disqualified.

PROOF OF AGE MAY BE REQUESTED.

An age handicap will operate against the 17 and 18 year olds, this will be deducted from the team's total score at the Finish.

For each 17 year old...  5 marks

For each 18 year old...  10 marks



PRE-EVENT PREPARATION

Teams are advised to check that all equipment which is expected to be used on the event is thoroughly inspected to make sure there are no broken or missing parts. Teams are also recommended to pack their rucksacks with all the equipment then check the weight to make sure they are not too heavy for the individual who will be carrying it.

A loaded rucksack should not exceed one third of the wearer’s body weight.


MAP READING

THERE IS NOT A MARKED ROUTE.  Extensive compass knowledge is not necessary, but the ability to read and interpret the information shown on an Ordnance Survey map is.

A team should be capable of:-

·             Using six figure Grid References.

·             Complete confidence with OS maps.

·             Ability to take and walk on a Compass Bearing.

·             Make allowances for Magnetic Variation.

Experience has shown that blindly following a team ahead is the easiest way of making a mistake - trust your own judgement and stick to it.

The basic knowledge advised in this and the next section is necessary to ensure that competitors are safe to enter - to do well in the event they need to be fully competent in map-reading and hiking skills.

Chasetrek is a Challenge Walk and it should not be treated as a weekend stroll.  It will be hard work - mentally and physically, but on the other hand however, it is not a race.


NEW MAP

The Ordnance Survey have now published a new single map covering the whole of the Cannock Chase area and since the route has been devised using this map, teams are advised to obtain a copy of the Explorer Map 6 ~ Cannock Chase.     Do not use photocopied maps.


FIRST AID

The very nature of the event means that a team may be in a remote area of the Chase when an accident occurs, which without prompt and competent treatment, could become an emergency.  It is for this reason teams must be practised in and be capable of dealing with all of the following :-

·               Mouth to mouth resuscitation,

·               Treatment for shock,

·               Treatment of serious bleeding,

·               Immobilisation of fractures or other serious injuries,

·               How to deal with an unconscious casualty,

·               How to send for help.


The telephone number of Event Control is given on the back of the Team Log Book.  In the case of an accident the team must rely on their own preparation and training to decide how the situation should be handled. A mobile First Aid Officer is on call at Event Control, please call the telephone number shown on the back of the log book.  Also refer to Emergency Procedure Section later in this Handbook.

IMPORTANT
In order to avoid an un-necessary risk, any member of a team who is prone to Asthma, must carry their own inhaler at all times - including when attempting the tests

 
 









FIRST AID KIT

Because a team must stay together, only one First Aid Kit is necessary, but to be safer, the team should try to provide one for each member. 

A Kit must have the following as a minimum in a closed pack :-

·         Individually wrapped sterile adhesive dressings, of various sizes,

·         Triangular bandage,

·         Sterile dressings,

·         Roll bandage,

·         Crepe bandage,

·         Safety pins

·         Small scissors


IMPORTANT
Prescribed medication for personal use, e.g. Inhalers, capsules etc., must be packed separately and be shown to the inspectors at the Kit Check
 
  
WARNING ~ PARACETAMOL TABLETS

Because of the potential dangers relating to the taking of paracetamol tablets, a maximum of 2 tablets per person will be applied by the Inspectors at the Kit Check
 
 















START PROCEDURE

The Group Leader will receive two Team Details Sheets per team entered, both must be filled in and brought to the Start.  Remember, when filling in the name of the team, this must be the same as the name on the accepted Entry Form.  Do not use a 'nick-name'.  This may cause confusion at the Start Control and will thereby forfeit the team's place in the queue to start.

The Entry Confirmation letter will specify the position of the Start and the time when the Start Control will be open. When you arrive, park your vehicles in the car park, or where shown and follow the marshal's directions.
           
An Information Point will be located at the Start Control with staff able to answer general questions and assist visitors.

After Entry Registration where the details of the team’s entry and other documentation is checked the team will pass to the Kit Check. 

The Kit Check is important to ensure all teams have an acceptable minimum standard of equipment to protect them if caught out after dark or in unpredictable weather. One of the leaders should accompany the team through the Kit Check area, where the team's kit will be inspected item by item, and it is wise for the leader not to leave until the team has satisfied the Kit Inspectors. 

Please read the Kit List Sheet very carefully and ensure your team arrives properly equipped.

The items specified on the Kit List should be considered as a minimum requirement. Teams are free to add to this what ever else they may consider useful, providing they understand: teams must carry all the equipment with which they start over the whole route including their overnight camping equipment.


Teams must arrive with all the equipment specified on the Kit List and carry it throughout the competition, so therefore much of this will need to be the lightweight type.  Before the event practice packing the rucksack so each team member knows where individual items will be and then remember to weigh it so that it does not exceed one third of the wearer’s body weight.  Please don't bring expensive watches. 

Accompanying staff should carry in reserve a change of clothing for each competitor, which is not to be carried by the teams, but retained by the leaders.  This can be given out at the Finish - just in case they have managed to get themselves wet during the event.

Once through the Kit Check the teams will be issued with their Log Book and, subject to satisfying the Age Check, will start the contest.

Leaders and team supporters must resist the temptation to give any assistance whatsoever to competing teams after their team has passed the Kit Check.

The Team Log Book is used to record all details about the team and how they do in the competition.  It is important that this book is kept safely - we suggest the team uses a plastic bag to keep it clean and dry.  The Start Officials will enter the Team Details and then the members must sign opposite their names.  Inside the Log Book is the score sheet and other information about the event which will help the team to plot the intended route.                           

The Team is now ready to go.

After being asked if there are any final questions, the departure times will be entered in the Log Book and the first Grid Reference Board will be shown.  It remains the responsibility of the team to ensure that the entries made are correct, whether it be the Grid References, arrival or departure times or the actual test scores.

Remember, the Log Book is the team’s passport - Don’t lose it!


Before leaving the Start, and at each subsequent Checkpoint (CP) during the competition, the Departure Marshal will enter 2 times into the Log Book.  The first will be entered in the ‘TIME OUT’ column and the second will be the ‘LAT’ time.  Once the times have been recorded the team will be shown the Grid Reference Board.

The TIME OUT is the current BST time.  The LAT (Latest Arrival Time) is a time which gives the maximum allowed walking time to the next CP.  In order to continue beyond the next CP, the team must check in at the Arrival Marshal before the time entered in that column of the Log Book.  The ‘LAT’ duration is the same for every team but differs for each CP.  It is not to be confused with the CP closing time.

The Grid Reference Board will give the six figure reference of the next Checkpoint (CP), but some boards may have two references shown.  The first is the location of the CP, ­copy this into the 'GR' column; and if there is a second reference, this is a Via Point - record this also in the ‘GR’ column in the space above the CP ref.  This gives another point through which the team must go, before reaching the CP.  These 'via' points, which may be manned, are used to help you plot the intended route where it passes through a difficult area.  Via points are part of the route so make sure your chosen route passes through them, but don't stop at them longer than necessary because your target time is ticking away.
 


 CHASETREK
 CP.  5     IS AT            GR.     056 102          
 
    GO VIA                   GR.     052 085
TARGET TIME
          :    40   MINS                                                 CP CLOSES AT      :   13.25
Typical Grid Reference Board


Also shown on the Grid Reference Board will be the Target Time for walking to that Checkpoint and the closing time of that CP.
The Target Time is how much time you have to reach the next CP before losing marks.  Running between Checkpoints should not be necessary if your route finding is accurate.  If you arrive at the CP on the Target Time you will score maximum walking points.  You will not increase your score by arriving earlier than the Target Time.

The CP Closes time is the latest time that the CP will be manned and this is worked back from the event time limit at the Finish.  It gives the latest time a team may book in before the CP is closed.  A team arriving exactly on this time will be given a 'TIME IN' but will not be allowed to attempt the test and must pass through to the Departure Marshal to be given a 'TIME OUT' - if they wish to continue in the competition.  A team arriving after this time will be given a 'TIME IN' but will not be allowed to continue and will be retired 'out of time' and then transported to the Overnight Campsite or Finish Control.


NAVIGATION

There is no marked route, and the navigation between Checkpoints will be determined by the Team Members’ map and compass skills. With the references plotted on the map, check in the Log Book for any specific instructions which must be observed between Checkpoints, then
choose the most appropriate route to the Checkpoint. The notes in the Log Book will help to find the best route. After the test at the next CP the Departure Marshal will again enter the ‘Time Out’ and ‘LAT’ when you are ready to leave,  then show you the Grid Ref Board for the next CP. This procedure is repeated until arrival at the Finish.



CHECKPOINTS (CP)

These are manned positions which must be found in ascending numerical order, before a team can proceed to the next CP.  The Arrival Marshal will enter the time of arrival of the last member of the team, in the 'TIME IN' column of the Log Book and will retain the Log Book.  The team is now free to rest until their team number is called when the test is ready for the team to tackle.  After the test the score will be entered into the Log Book. The team will then move to the Departure Marshal who will enter the 'TIME OUT' and ‘LAT’ before returning the Log Book and showing the Grid Reference Board.  Do not wait at any CP longer than necessary because teams considered to be loitering will be penalised.  If a CP is discovered out of sequence do not check in otherwise the team will be eliminated.  Walk away  and attempt to find correct CP, unless the team wishes to retire.  The overnight camp will be treated as a CP.
IMPORTANT
For easy recognition at Checkpoints, the Supervisor will be wearing a Chasetrek 'Senior Marshal' yellow vest.  All other Chasetrek Staff will be wearing Chasetrek Armbands.  Do not accept instructions or assistance, particularly rides in vehicles, from anyone not wearing either form of identification.  All Chasetrek Officials will carry a Chasetrek Identity Card.
 
 












VIA POINTS

These points are part of the route and provide intermediate points between some CPs to help you plot the intended route where it passes through difficult or sensitive areas, such as crossing rivers, railway lines or restricted access land etc.  These points may be manned as route monitor checks for tie-breaking.  Do not spend time searching for marshals, you are not expected to check in at ‘via’ points.  Teams cannot retire at ‘via’ points.                                                                  
OVERNIGHT CAMP

Upon arrival at the campsite, teams must check in with the Arrival Marshal who will enter the time in the Log Book.  The team will then be shown the place to camp - the team number will be marked on the pitch-marking peg and the tent(s) must be pitched immediately behind the peg.  The peg must not be removed nor interfered with and must remain visible at all times to the Chasetrek Officials.  Once the tent has been pitched the team will be expected to prepare and eat a cooked meal as planned on the Campcraft Assessment sheet.  We recommend that teams practice preparing the meals using the same equipment and provisions before the event.  The teams will be marked on their ability to erect the tent(s) and the preparation of their evening meal, by the Overnight Assessor and a score will be given as for a test.  We suggest that teams then get an early night to prepare themselves for the following day!

In the morning the teams will also have to prepare and eat a cooked breakfast, which will again be marked by the Assessor.  Teams should not begin to prepare their meal until the Assessor is on camp.  After the breakfast has been marked and eaten, the team may begin to strike camp, but each pitch will be inspected by officials before the team may queue ready for the re-start.  Penalty marks will be incurred if the pitch is left untidy or the pitch-marking peg has been interfered with.  The first team ready to leave will be shown the Grid Reference Board at 7.30 a.m. and may then leave to find the first Checkpoint of the day.
 

WARNING
Teams found to be interfering with other team’s equipment or causing continued disturbance after dark will be disqualified and may be required to leave the camping area without further warning.
 
 










TESTS AND INCIDENTS

There will usually be an incident or some form of activity at each CP to test all types of skills.  These should be tackled as a team because they will challenge the team’s ability to work together and help each other.  Most of the tests will be hard work, some will be physical and others will be mental but the element of fun is not forgotten in some of the more unusual tests. 



SCORING AND PENALTIES

The team with the greatest number of points as a final score wins the competition.

Points are scored for walking between each CP, and on the tests at each of the Checkpoints.  The team will score maximum if they arrive exactly on the Target Time, but one mark will be lost for each minute over the target time when checking in at a CP.  The team cannot increase their score by arriving early.  A scoring scheme is used to give the marks awarded on the tests. 
Roving Route Marshals will monitor the teams between each CP and teams will be penalised for accepting any outside help.  Penalties will be given to teams who do not obey the COMPETITION RULES, LOG BOOK INSTRUCTIONS or take any other action judged by the Committee to spoil the competition.

THE HIGHWAY CODE AND THE COUNTRY CODE MUST BE STRICTLY OBSERVED AT ALL TIMES AND TEAMS FOUND TO BE DISREGARDING THESE RULES WILL  BE  HEAVILY PENALISED OR DISQUALIFIED.


The Country Code



Enjoy the countryside and respect its life and work.
Fasten all gates 
Keep to public paths across farmland
Leave livestock, crops and machinery alone
Help to keep all water clean
Guard against all risk of fire
Keep your dogs under close control
Use gates and stiles to cross fences, hedges and walls
Take your litter home
Make no unnecessary noise 
Protect wildlife, plants and trees
Take special care on country roads 


DROP OUTS

During the course of the competition, one member of the team may drop out, (due to injury or fatigue, etc.) leaving the remaining two to carry on in the event.  Under these circumstances, the remaining two will be able to add to their score, but the team will not be placed overall.  However each competitor will be awarded a certificate upon successful completion of the route.  The two competitors wishing to continue must carry all essential equipment including the First Aid Kit to allow them to fully participate in the remainder of the event, safely.

If two members are unable to carry on, then the team must retire.  Under no circumstances will the third member be allowed to carry on alone, join forces with another team or otherwise continue in the competition.  Teams or individuals who retire on the first day will be taken to the Overnight Camp, from where they will be encouraged to restart on the second day.

Teams or individuals may retire only when at a CP, but remember ......

ALL COMPETITORS MUST SIGN OUT AT THE FINISH CONTROL BEFORE LEAVING FOR HOME. 

This rule is essential since failure to do so will mean tired voluntary staff having to carry out an exhaustive search of the Chase attempting to find an individual or team who have thoughtlessly gone home without following this simple procedure.

If the team decides that they are completely lost, we recommend that they make their way to a main road and remain in a safe but prominent position.  Our Roving Route Marshals will initially concentrate on searching the main roads once a team has been identified as 'overdue' at a CP.


EMERGENCY PROCEDURE

Should an emergency arise, and the team needs urgent medical assistance, ring the Event Control telephone number given on the back of the  Log Book.

Be prepared to give the following information:-

·                     1.         Team number

·                     2.         Colour code and name of casualty

·                     3.         Telephone number from where you are speaking

·                     4.         Location of incident

·                     5.         Road name, land marks, last CP visited.

OR RING 999 AS FOR ANY OTHER SERIOUS EMERGENCY. Then ring the telephone number given on the back of the Log Book, to notify Event Control that the Emergency Services have been summoned to attend.

INSURANCE

It is a Condition of Entry that each and every competitor is covered by Insurance for this type of activity.  Most of the Uniformed Youth Groups have their own policies, but it is the duty of the entrant to make sure and advise their authority of their participation in this event.  This can not be stressed too strongly - an accident can happen anywhere.

It is also a Condition of Entry that the Organisers and the Event Committee are indemnified from any claim whatsoever arising from participation in the event.


AND FINALLY...

Although Chasetrek is organised as a competition and the winning team takes home a trophy, remember you have the chance to test yourself and your ability to work as a member of a team.  It is fun for both the teams taking part and for the adults organising it.  We try to make it as fair as possible but luck will always play its part.  All the helpers are volunteers and without them there could be no Chasetrek - they deserve your respect.  Chasetrek is a mixture of fellowship, association, and training to meet the Challenge.  It calls for tolerance and understanding by all concerned, plus the recognition that ultimately the individual is responsible for the experience they have, be it good or bad. 

WE HOPE CHASETREK WILL BE AN EXPERIENCE YOU WILL REMEMBER WITH PLEASURE .......


















Issued by Chasetrek         01543-684050


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