Almost all our meets have beginner courses and we can help you get started. We also offer introductory training sessions early in the season.
When you start going off-trail on intermediate courses, you should know the basic skills of using a compass to orient the map to north and how to follow a bearing back to a known road or trail.
- Complete the annual waiver. Required once per season for all participants. You can complete the waiver online or in person at the meet.
- Pay meet fee. $10 per adult, kids under 18 are free. You can pay online or in person with cash or check. If you have a season pass you are covered.
- Select a course. Most meets offer different courses referred to by color. Consult with the meet volunteers about what would be appropriate for your skill level.
- Register on course sign up sheet. There is a different sign up sheet for each course. If going out as team make sure all adults sign their name. Unless a mass start, select a start time that is about 5-10 minutes into the future and at least a minute or two apart from other starters.
- Prepare a control card. You will mark a card with at punch mark at each control you visit on the course. Fill out this card with your name and any team members, what color course, and the start time.
- Make sure you have a whistle. Participants are required to carry a whistle to be used in case of emergency. We sell them for $1.
- Get a map. Ask a meet volunteer for a course map, do not look at it until your start time. If this isyour first time or you need a refresher, you should look at this map with a meet volunteer to understand how to read it.
- Go out. Start on the course when your time comes up. Be safe and have fun!
- Come back. When you finish the course, write your end time on the control card and check your name off the sign up sheet. Always check back in even if you do not find all the controls. Have a drink of water and a snack. Talk about your course with others.
- Some money for the meet fee if you did not pay online.
- Suitable footwear. People wear boots, trail-running shoes, and everything in between.
- Clothing appropriate for the weather and for being out in the woods.
- Perhaps some snacks and water.
- Perhaps bug dope. There will be some at the start/finish, but you may want some extra along the way.
- Pershaps a compass. Only needed for intermediate and advanced courses. Loaner compasses will be available at the meet start area if you don’t have your own.
- A whistle. It is required equipment in case you are in very serious distress; do not blow it for any other reason. There will be some whistles for sale at the start/finish.
- A sense of adventure!
course name | difficulty level | # of controls | distance (straight line) | typical finish times |
White | beginner | 6-10 | 1-2 Km | 15-45 min |
Yellow | adv. beginner | 7-10 | 2-4 Km | 30-60 min |
Orange | intermediate | 8-12 | 3-5 Km | 40-90 min |
Green | advanced | 8-12 | 3-5 Km | 40-90 min |
Red | advanced | 10-15 | 5-7 Km | 60-120 min |
You go to each “control” marked on the map, in numerical order. Controls are printed magenta circles numbered sequentially, 1-whatever. The start is a magenta triangle. Often the finish location is the same as the start, but if different, would be a double circle. Straight lines run from the start, to each control, and back to the finish.
The lines between controls are to guide your eye. You are free to choose any route you wish. This is the essence of orienteering. The straight route is rarely the best way to go. Consider distance, ease of navigation, and ease of travel. NOTE: In a traditional meet, it is unethical to follow other competitors.
The clue sheet lists each control’s unique ID code and has a list of “clues” that help you find a control once you’re in its vicinity. For advanced courses, the clues are symbols; for others, they’re written descriptions.
A control is a triangular orange/white fabric marker (like a small box kite about 14″ tall) with a unique ID number (usually written on a piece of foam-core board at the top.) Compare the ID number on the clue sheet with the one on the control to make sure you’re at the right control. Punch your control card with the red/orange plastic paper punch hanging from the control. Be sure to punch the correct box on your card.
Each control will have a point value based on its relative difficulty and distance from the start, other controls etc. Points are deducted for coming in over the time limit. If there is a tie in points, the competitor or team finishing ahead of the other prevails.
There is a different element of strategy in a score-O vs a traditional meet — choosing which controls to visit and in what order. Typically most competitors will not be able to visit all the controls. Bring a watch and keep a close eye on it. Plan your strategy before heading out and have alternates if you run short on time.