Mystery-Value Score: Points Revealed on Arrival
In pairs, students try to score as many points as possible in a time limit, visiting controls in any order, but each control's value (1 to 5) is only revealed on arrival. It works on route choice under uncertainty and time management.
How to play
- Explanation: 12 minutes, any order, each control has a card with its value, and you lose a point for every 30 seconds late (4 min).
- Pairs plan on the map: which zone to hit first and when to head back (3 min).
- 12-minute score event with a mass start (12 min).
- Count up with the answer map and compare routes between pairs (4 min).
- Five-minute mini score with the values now known, then compare: did your strategy change? (7 min).
Rules
- Partners stay together; a control counts only when both are there.
- Late penalty: one point every 30 seconds.
- No moving, flipping or covering cards.
- Walk in high-traffic areas and give way.
Variations
Easier
8 minutes, nearby controls and no penalty.
Standard
12 minutes with a late penalty.
Harder
Two "wild card" controls double the value of the next control visited.
Adaptations
- Limited mobility: the pair gets 3 extra minutes or a map with accessible controls marked.
- Students who struggle with math: a card with tally boxes for adding up.
- Asthma or low fitness: the pair chooses a jog or brisk-walk pace.
Learning goals
- Make route decisions with incomplete information.
- Manage the time available.
- Accept the result and value strategy over winning.
Equipment for a class of 25
- orienteering markers: 20
- point cards: 20
- schoolyard maps: 15
- control cards: 15
- stopwatch: 1
Teacher tip
Put the point cards face down under a cone or in an envelope taped to the marker. Place high values both near and far so nobody can guess the pattern.
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