Forked Orienteering Relay
In this relay for teams of three, each runner covers a different combination of loops, so nobody can follow anyone else, but by the end every team has run every leg. Students work on independent navigation, personal responsibility, and teamwork.
How to play
- Set up three short loops, A, B, and C, with 3 control markers each, all starting and ending at a central exchange zone; each control has a code card.
- Make teams of 3 in matching pinnies and give each team three maps with the loop order already printed: ABC, BCA, and CAB.
- Each team decides who runs which map; the assigned orders guarantee all three loops get run by the end.
- Mass start for each team's first runner; when they finish, they hand off the baton, which is their own map with the codes, to the second runner.
- Each leg takes about 5 minutes; while waiting, teammates check the incoming runner's map and get ready to go.
- When the third runner finishes, the team checks it has all nine codes from the three loops; in the final 5 minutes, post results and talk through mistakes.
Rules
- Each runner goes alone and may not get help out on the course.
- Each missing code adds a 1-minute penalty for the team.
- Safety: walk into the exchange zone and leave from the opposite side.
Variations
Easier
Use two-control loops and the same fixed order for every team.
Standard
Three loops in forked order so every leg is different.
Harder
Add a shared control in each loop with two nearby decoys, so runners must read the right code.
Adaptations
- Limited mobility: the student runs an adapted loop on firm paths that counts as one of the three.
- Autism or shyness: the student runs the first leg next to a runner from another team during the mass start to ease the pressure.
- Fitness level: build balanced teams and give the longest loop to the runner with the most endurance.
Learning goals
- Navigate independently without following other runners.
- Take responsibility for part of the team's result.
- Check as a team that the task is done correctly.
Equipment for a class of 25
- maps: 27
- control markers: 9
- pinnies: 27
- code cards: 9
Teacher tip
Have each team's maps ready in envelopes before class; setting up the forking on the spot causes chaos. Put the exchange zone near you so you can watch the hand-offs.
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