Your First Event

So, you're ready for your first orienteering event. You've found an event near you. Now what?

Registration

For many local events, you can pre-register online; this can help clubs plan how many maps to print. (At national events, pre-registration is typically required for advanced competitors.) Otherwise, registration on the day of race is available at local events and, for beginners at most national events. At registration you'll be provided information for the day: a control card and a clue sheet, or control descriptions. Some clubs provide the clue sheet at the start instead. Maps are typically provided at the start as well. A compass is usually not required for beginning courses, however you may want to take the opportunity to become familiar with its basics. A baseplate orienteering (Silva style) compass is best and often may be rented at events.

A brief beginner's clinic or presentation of instructions may be available. Be sure to ask at registration.

How to select your course

The rule of thumb is, if you have to ask, stick with the White (beginner's) course until you feel comfortable with the procedures and the navigational requirements of the course. Expect to spend 30-60 minutes on the white course. (Learn more about the different orienteering course levels.)

General information regarding the terrain, courses, conduct of the event and special and unusual situations is explained in the Event Notes, sometimes called Meet Director's or Course Setter's Notes, often on the club's website. At some events, rather than receive a map with a pre-printed course, you may be required to copy this information onto a blank map from a master map. Beginners are sometimes allowed to do this before their start time at low-key events.

The control description sheet, often referred to as "clue" sheet, does not contain clues at all, but precise descriptions of the control feature you will be looking for. Control descriptions use internationally recognized symbols that are usually accompanied in English for beginners.

Once registered, you will be assigned a start time or you may proceed directly to the start area, depending on the event. Staggered start times are assigned to minimize following, which is not allowed. The starting official will assign a start time if needed that will be entered on your control card.

Ready, set, go!

At the start signal, you will either go to the master maps or begin navigation to control number one. Sometimes the beginning of navigation (marked by a triangle on the map) will be at a point beyond the actual start. Your description sheet will give specifics for the start triangle and each control including the code number, the kind of feature, which, if more than one in the circle, what part of the feature the marker is located and other descriptive information.

Each control point has an orange and white flag at the precise point described. The flag will have a code number, corresponding to the number on your description sheet, and a needle punch. (A flag at the the start of navigation will not have a code or punch.) Compare the codes and use the needle punch to punch in square number 1 of your control card. At some events electronic punching replaces the needle punch. Continue from control to control around the course.

The finish line is usually near the final control and available for spectating. Your finish time will be recorded at the finish where you will turn in your control card. There is usually no control marker or punch at the finish line (except in the case of electronic punching.) You will be listed in the results, usually posted soon after you finish and within a day or two on the club's web site. If you miss a control or are overtime, you will be listed as DNF or OT, respectively, and not receive a time. But don't worry -- anyone can have an off day!

Some basic rules and etiquette

  • Always report to the finish within the time allowed whether or not you have reached all the controls.
  • Controls must be visited in the specified order, except for at a Score O.
  • Move away from controls as soon as you punch. Lingering at controls can give away the location to other competitors.
  • Orienteering is usually an individual sport. For that reason, following or assisting others is not allowed, unless you're working in a team (where permitted).
  • Groups, if allowed, must stay together and each person punch his/her own card.
  • Move aside on narrow paths for faster runners.

(Adapted from Your First Orienteering Event in a Nutshell by the Bay Area Orienteering Club)