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