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Pursuit Start Orienteering Race

In this two-run orienteering race, students start the second run in the order and with the time gaps from the first, so whoever crosses the finish first wins the combined total. They practice navigating under pressure, pacing, and handling competition.

PhaseMain activitie
Duration25 min
Ages14–16
SpaceField
EquipmentMaps, Control markers, stopwatch, Code cards
IntensityHigh

How to play

  1. Prep two 6-control courses of similar difficulty on the same terrain, with different code cards.
  2. Run 1: students start one at a time every 15 seconds and record their finish time from the stopwatch at the finish. It takes about 8 minutes.
  3. Active recovery for 3 minutes: while students walk, the teacher works out the time gaps and writes the start order for run 2 on the whiteboard.
  4. To keep waiting short, cap the gaps at 2 minutes: anyone far behind starts 2 minutes after the leader.
  5. Run 2 is a pursuit: the fastest runner goes first and the rest go when the stopwatch hits their gap; the order of finish is the final ranking. It takes about 9 minutes.
  6. In the final 5 minutes, talk about how navigation changes when someone is chasing you or ahead of you.

Rules

Variations

Easier

Use 4-control courses and cap the gaps at 1 minute.

Standard

Two 6-control runs with a pursuit start on the second.

Harder

Run 2 includes a control with two possible routes so chasers can take a risk.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Have a template ready to work out the gaps quickly, or ask a student who is not running to help. Remind students that the typical pursuit mistake is running faster than they can read the map.

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