OVERVIEW: DMT SERIES Adventure Races
Adventure racing is a team sport (usually teams of 2-4) where participants must navigate around an unmarked course collecting checkpoints in the minimum time possible. Disciplines typically include trail running/hiking, mountain biking and kayaking, but you never know what sort of extra challenges might be thrown in to test you.
The course itself is kept secret until the day of the race, only to be revealed at registration, when you will be issued with maps and course description instructions. Getting around the course and finding the checkpoints will require some basic navigation skills and the ability to read a topographic map. Tip: It’s worth turning up to the race early to give your team plenty of time to plan your route of choice.
You will receive a punch card that you MUST keep with you at all times. This punch card is used for the unique punch key that is attached to each checkpoint. Each unique punch provides proof that you located the checkpoint.
In the majority of adventure race events, there is no required order that you must do, in locating the checkpoints, unless the race director specifically mentions a certain order.
This makes adventure racing unique from other sports, as it requires a balance of pace, perseverance, and strategy to obtain as many checkpoints as possible.
Please click HERE to see a short video on Adventure Racing.
Topographical Map: A topographic map is a detailed and accurate illustration of man-made and natural features on the ground such as roads, railways, power transmission lines, contours, elevations, rivers, lakes and geographical names. The topographic map is a two-dimensional representation of the Earth’s three- dimensional landscape. Please click HERE to better understand how to utilize a topo map for adventure racing.
Orienteering Control Marker (Checkpoint or CP): An adventure racing checkpoint is a location on the course that teams must find using map and compass navigation. These are typically marked by bright, orange and white flags and require racers to prove they were there by using a unique punch on a passport or electronic timing card. Checkpoints can be mandatory or optional, and there is no set limits as to how many checkpoints may be placed in an event.
Please click HERE to see a checkpoint.
Clue Sheet: A clue sheet is essentially a separate reference item to be used to help locate check points.
Punch Card: A physical card or booklet with numbered boxes for each checkpoint. Racers arrive at a check point and use a unique punch with a specific pin pattern for each checkpoint to mark their punch card.
Sprint Series: This series is the beginner level series of adventure racing. The series is typically 4-hours in length and promotes the “I can do this!” mindset. It is a great series for any person looking to venture outdoors and have fun challenging themselves in a unique sporting event.
Endure Series: This series is the intermediate level series of adventure racing. The series is typically 10-hours in length and promotes the “Bring it on!” mindset. It is a great series for any person looking to take their adventure racing interest to the next level. The hiking, biking, and paddling disciplines are more challenging, and the checkpoints take more effort to locate and achieve.
Membership has its perks!
Affordable option: If you plan to attend more than one DMT Series event in a given year, the membership cost includes up to five AR events with each specific series. The cost savings can be significant the more races you attend during the season series.
Invitation to the end of season Member Championship Adventure Race: DMT Series members can race in the Sprint or Endure Series Member Championship event.
Early event registration: Members can preregister for any upcoming adventure race event within their series, and you do not have to wait for registration to open.
Historical tracking of event results: After each completed event, your results are updated within your membership dashboard.