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Sample Control Card

Team Number 1 Team Name AROC   Compulsory Gear
sighted
CP1 CP2 CP3 CP4 CP5 CP6
CP7 CP8 CP9 CP10 CP11 CP12
CP13 CP14 CP15 CP16 CP17 CP18
CP19 CP20 CP21 CP22 CP23 CP24
CP25 CP26 CP27 CP28 CP29 CP30
CP31 CP32 CP33 CP34 CP35 CP36
CP37 CP38 CP39 CP40 Finish Time  

Each team receives a control card at the start of the event. The checkpoints are generally orange and white prisms that have a punch attached. When you reach a checkpoint you punch the number on your control card that corresponds to the checkpoint number. This leaves a unique imprint on your control card which proves you have been to that checkpoint.

 

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