Score Relay: One Control per Run
A mix of score and relay: each team has one map at its base, and teammates head out one at a time to a single control, bring back its code, and tag the next runner. The team decides who goes where based on distance, value, and how fresh each runner is.
How to play
- Explain: 20 controls, each with a letter code, worth 10, 20, or 30 points by distance. Each control scores only once per team (3 min).
- Team strategy: with the map in front of them, teams split up controls and set the running order (3 min).
- Game: the runner memorizes the location at the base, heads out without the map, remembers the code, comes back, writes it on the sheet, and the next runner goes. 18 minutes of play (18 min).
- Score check against the teacher's code key (3 min).
- Analysis: which split worked, who ran the most, and whether they'd change strategy (3 min).
Rules
- Only one runner per team out at a time.
- The map never leaves the base.
- A wrong code costs that control's points.
- Yield at crossings with other runners and stay out of out-of-bounds areas.
Variations
Easier
Controls visible from the base, no codes.
Standard
20 coded controls worth 10 to 30 points.
Harder
Far-out 40-point controls requiring two codes on a card, plus a bonus if the team clears a full group.
Adaptations
- Limited mobility: acts as team strategist and scorekeeper, or goes for accessible controls, which are worth the same.
- Visual impairment: runs with a guide and their trip counts for both.
- Minor injury: only goes for nearby controls and leads team strategy.
Learning goals
- Design a team strategy with limited resources.
- Memorize the map and navigate without it.
- Coordinate under time pressure.
Equipment for a class of 25
- laminated maps: 8
- control markers: 20
- team sheets: 8
- pencils: 8
- cones: 8
- stopwatch: 1
Teacher tip
Codes can be short words or big letters taped to each control. The typical mistake is the fastest runner taking every long trip and burning out; encourage the team to share the load.
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