Chinese ARDF rules

80m & 2m individual game

  1. Transmitting frequency
Mode 3.5-3.6MHz(A1A) ; 144-146MHz(A2A)
Electromagnetic Polarization Mode : Vertical
NumberCall signCode(10 to 12WPM)Transmitting timeFrequency
MOMO– – – – –Continue3.600MHz 145.800MHz
00– – – – –3.500MHz 145.000MHz
1MOE– – – – – •3.510MHz 144.100MHz
2MOI– – – – – • •3.520MHz 144.200MHz
3MOS– – – – – • • •3.530MHz 144.300MHz
4MOH– – – – – • • • •3.540MHz 144.400MHz
5MO5– – – – – • • • • •3.550MHz 144.500MHz
66– • • • •3.560MHz 144.600MHz
77– – • • •3.570MHz 144.700MHz
88– – – • •3.580MHz 144.800MHz
99– – – – •3.590MHz 144.900MHz
  1. No map in the short distance competition.
  2. The quantity of Transmitter including True and false one in 80m & 2m individual game is more than 11.
  3. False transmitters (whose power is off) can be set serval in the competition. Punching each one false transmitter will reduce 1 effective transmitter in result. Punching the true transmitter which is no needed to find won’t affect the result.
  4. Finding transmitter by order presenting on check site by referees is necessary for competitors. Each group have different order. Skipping one transmitter won’t affect the effectiveness of the rest of the transmitters you found, and It’s allowed to punch again by right order when you found missed one.

Result counting

→Finding more effective transmitters and using less time ranks higher in final result.

→Only the true transmitter by order is counted in the quantity of effective transmitter in final result.

→Punching each one false transmitter will reduce 1 effective transmitter in final result.

80m & 2m relay game

  1. Each relay team contains 3 competitors.
  2. Find out the transmitters setting for each group by referees.
  3. Unnecessary to find the transmitter by order.
  4. Every competitor have 3 punch chance, only the first 3 transmitters will be calculated to be effective.
  5. Competitors in one team should decide the start order by themselves. When arrived at preparation area, the first and second legs and the third need to divided in different place. Only adjacent competitors can exchange message.
  6. Only the first competitor in a team can see the transmitters sequence they needed to find and the time for them.
  7. Only counted once if one effective transmitter is also found by other competitors in a team.

Sprint game

  1. Transmitting frequency
Mode 3.5-3.6MHz(A1A)
Electromagnetic Polarization Mode : Vertical
NumberCall signCode(F1-F5:14 to 16WPM, other10-12wpm)Transmitting time (one minute cycle)Frequency
MOMO– – – – –Continue3.600MHz
1MOE– – – – – •0-12s3.510MHz
2MOI– – – – – • •13-24s
3MOS– – – – – • • •25-36s
4MOH– – – – – • • • •37-48s
5MO5– – – – – • • • • •49-60s
SS• • •Continue3.540MHz
F1MOE– – – – – •0-12s3.570MHz
F2MOI– – – – – • •13-24s
F3MOS– – – – – • • •25-36s
F4MOH– – – – – • • • •37-48s
F5MO5– – – – – • • • • •49-60s
At the end of 1-5、F1-F5 are 2 seconds sustain signal

FoxOring
(1)Transmitting frequency

Mode 3.5-3.6MHz(A1A)
Electromagnetic Polarization Mode : Vertical
NumberCall signCode(10 to 12WPM)Transmitting timeFrequency
MOMO– – – – –Continue3.600MHz
00– – – – –3.500MHz
1MOE– – – – – •3.510MHz
2MOI– – – – – • •3.520MHz
3MOS– – – – – • • •3.530MHz
4MOH– – – – – • • • •3.540MHz
5MO5– – – – – • • • • •3.550MHz
66– • • • •3.560MHz
77– – • • •3.570MHz
88– – – • •3.580MHz
99– – – – •3.590MHz