Forked Relay: Same Controls, Different Order
Teams of three run an orienteering relay where each leg is a different loop (A, B or C), so in the end every team visits the same controls but nobody can follow anyone else. It mimics the forking used in real orienteering relays and forces runners to navigate with their own map.
How to play
- Explain how forking works and give each team an envelope with maps A, B and C in a different order (5 min).
- Walk-through of the handoff zone: where the tag happens and which way you leave (5 min).
- Full relay: each runner does their loop and tags the next runner's hand in the handoff zone (15 min).
- Card check: the team must have all three combinations right (5 min).
- Review: did you follow someone? Where did you hesitate? What helped you trust your map? (5 min).
Rules
- Handoffs happen inside the marked zone with a hand tag.
- Each runner carries only their own map and card.
- A wrong control adds one minute to the team; no disqualifications.
- Each runner walks the first few meters out to avoid collisions.
Variations
Easier
Three-control loops and a handoff zone in plain view.
Standard
Four-control loops, with shared controls in different orders.
Harder
Five-control loops and a map with no north arrow.
Adaptations
- Limited mobility: a short, flat loop; times are compared within the team, not between teams.
- Students with hearing loss: a visual handoff signal (holding up the map).
- Hesitant students: on their first loop, they go with a teammate who isn't running that leg.
Learning goals
- Navigate independently without relying on other runners.
- Make quick decisions with the map.
- Compete fairly and value the team's effort.
Equipment for a class of 25
- orienteering markers: 15
- schoolyard maps: 30
- control cards: 30
- envelopes: 10
- stopwatch: 1
Teacher tip
Build the forks from one map with three courses: A = 1-2-3-4, B = 3-4-1-2, and so on. Label the maps with a big letter so they don't get mixed up when handing them out.
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