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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.

Illustration of the PE activity Score Relay: One Control per Run
PhaseMain activitie
Duration30 min
Ages16–18
SpaceField
EquipmentLaminated maps, Control markers, Team sheets, Pencils, cones, stopwatch
IntensityHigh

How to play

  1. 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).
  2. Team strategy: with the map in front of them, teams split up controls and set the running order (3 min).
  3. 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).
  4. Score check against the teacher's code key (3 min).
  5. Analysis: which split worked, who ran the most, and whether they'd change strategy (3 min).

Rules

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

Learning goals

Equipment for a class of 25

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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