Minefield with a Secret Map
Each team secretly draws a path of mines on a plan of a 6 x 6 cone grid that the opponents must cross in a relay. When a scout steps on a mined square, the authors signal it and the next scout must start over, remembering the safe path found so far: group memory, communication and planning against the clock.
How to play
- Set up two 6 x 6 grids of 1 m squares with cones, one for each pair of teams (4 min).
- Four teams of 7: each team gets a card with the grid drawn on it and secretly marks 12 mines, leaving at least one possible path from side to side (4 min).
- Game 1: team A crosses team B's grid in a relay; each scout moves to adjacent squares and, on stepping on a mine, team B claps and the scout runs out along the side to the back of the line; time it until someone gets across (6 min).
- Game 2 with roles switched (6 min).
- Compare times and mines stepped on; each team explains how it organized its memory of the path (for example, one memorizer per section) (3 min).
- Quick rematch: the slower team redesigns its map using what it learned (2 min).
Rules
- Only one scout on the grid at a time.
- The waiting team may talk to the scout but not point.
- The authoring team answers honestly; the teacher checks the map at the end.
- Run back along the side at a jog to avoid colliding with the next scout.
Variations
Easier
Use only 8 mines and a 5 x 5 grid.
Standard
A 6 x 6 grid with 12 mines and a timed relay.
Harder
The waiting team may not speak: it communicates only with gestures agreed beforehand.
Adaptations
- Limited mobility: act as the main memorizer or the map keeper who claps.
- Visual impairment: move with verbal directions from the team, with a tap on the shoulder meaning mine.
- Autism: record the discovered mines on a copy of the plan, which serves as a visual aid for everyone.
Learning goals
- Develop group memory strategies in a movement task.
- Give precise, brief instructions.
- Design a strategic problem for another team.
Equipment for a class of 25
- cones: 50
- cards: 4
- stopwatch: 1
- pinnies: 28
Teacher tip
Check that every map has at least one possible path before starting. Allow the team 5 seconds to talk between scouts: that is where the strategy shows up.
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