Organizer: Cheryl Smith (Event Director)

Registration will be from 6:30-7:00pm, with instructions to follow and a mass start at 7:15. Due to the nature of the event, and the requirement for swapping of punch cards, the SI system will NOT be used.

Register by emailing Cheryl: fiddlesqueak@hotmail.com or on this site by Thursday, October 26, 2017 at 8pm.

Please join the Annapolis Valley Orienteering Club (AVOC) for a fun event designed to help get you in the Hallowe’en spirit. This will be a Score O course with a twist:

The objective of the Vampire O is to find as many control locations as possible in the park using a map, compass, headlamp/flashlight and a punch card to record the controls you have found. However, there is a catch: There will be participants designated as “vampires” waiting in the shadows to “vamp” you and take away your punch card and all of your hard-earned points.

There will be some protection from the Vampires—3 objects (“The Sacred Cross”, “The Holy Water” or “The Garlic Chain”) will be placed at random controls. Participants who find them AND are carrying one of the items with them are immune to being tagged by a vampire. The Start/Finish area is also a Safe Zone where participants cannot be tagged by a vampire.

The Vampire-O can be done as an individual or in teams. Teams must stay within 5 metres of each other during the event.

The individual or team with the most points after 45 minutes wins the event.


Rules:

This is a "Score-O" format event. That means you may visit the controls in any order. But, be sure to punch your punch card in the correct box: the one that matches the control number. Numbers, codes and descriptions are printed on the map.
• You get 10 points for each correct punch on the control card you bring to the finish.
• There is a 45 minute time limit to return to the finish. If you take over 45 minutes, you lose 20 points for each minute or part of a minute overtime. We will sound the horn when time expires. Vampires may continue to lurk outside the "safe zone" while runners remain out.
• Trick Controls: One or more controls may be tricks. A trick control has no punch. It is worth zero points.
• Treat Controls: One or more controls will be worth double points (20 instead of 10). You will not know which one(s) until you finish.
• Maps will be available at the registration table when you register for the event. Everyone gets a map.

Start Procedures:
Everyone will line up on the start line and (one member of each team will) hold one hand behind his/her back. The meet director will place a punch card in your hand. When he says "GO", look at your card. If it is a standard punch card, you may begin orienteering immediately. If it says "Vampire" on it, wait at the line. The meet director will then issue you your special vampire laser. Vampires will be allowed to leave the start exactly 3 minutes after the mass start.

Vampires try to tag orienteers with the red beam from their vampire laser. Be fair and honest in claiming and admitting to tags. If there is doubt, vampire calls it. A good tag should be no more than 20 meters (60 feet). When tagged, the vampire takes the victim's control card and gives victim the vampire flashlight. The victim is now the new vampire; the former vampire is now an ordinary orienteer. The new vampire may not tag the person who just made him/her a vampire.

Out of Bounds: All of the controls are located within the park boundary. Participants must stay in the park at all times. A Safe zone around the start/finish is marked with traffic cones and glowing decorations. Vampires may not enter (or shine their light into) this zone.

Protection from Vampires:
If any of the following items are found in the woods, they may be carried as protection from vampires. Vampires may not tag a person carrying a valid protection. If a vampire finds an untended protection, he/she may not touch or move it. All of these protections have some small red reflectors and a tag that says “orienteering marker”. Solo orienteers may set their protection on the ground while punching, but must remain within 2 metres to be protected. The protection may not be stolen while the orienteer is punching. If you are orienteering in a group, one group member must hold the protection at all times and all group members must stay within 5 metres to be protected. If you decide to discard a protection that you have been carrying, it must be left at a control.

The Holly Cross: made of lumber, 2 metres tall.
The Holy Water: Large vessel of water (water must remain in the jug!!).
The Garlic Chain: a large steel chain about 3 metres long. This chain has been used to pull
tractors!


Course Maps

No course maps posted yet.

Photos

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