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Score Orienteering Against the Clock

Pairs have a time limit to visit any controls they choose, in any order, worth 10, 20, or 30 points depending on distance and difficulty. It builds planning, decision-making under pressure, and aerobic endurance.

PhaseMain activitie
Duration28 min
Ages10–12
SpaceField
EquipmentMaps, Control markers, cards, Pencil, stopwatch
IntensityHigh

How to play

  1. Before class, spread 16 controls around the site: nearby ones are worth 10 points, mid-range ones 20, and far or hidden ones 30; mark each value on the map.
  2. Form pairs, hand out a map and a control card, and give them 3 minutes to plan their route before the start.
  3. On the signal, all pairs start together and have 12 minutes to visit the controls they choose and write down the codes.
  4. Every minute late back to the finish costs 10 points, so pairs must judge when to head back; call out the time left every 3 minutes.
  5. At the finish, each pair adds up points for correct codes and subtracts penalties (4 min).
  6. Run a shorter second round of 6 minutes so they can apply what they learned, then discuss which strategies worked best (3 min).

Rules

Variations

Easier

Extend the time to 15 minutes, drop the penalties, and place all controls in plain sight.

Standard

Pairs have 12 minutes with a 10-point penalty for each minute late.

Harder

Cut the time to 10 minutes and add decoy controls with similar codes that take points away.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

The classic mistake is chasing every 30-point control and coming back late; during the debrief, spotlight pairs who returned on time with a solid total. Use a whiteboard at the finish to post results.

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