Navigation Games

These games can be played over 1 or more hours, with teams of a variety of ages and mixed orienteering skills. We aimed to provide a fun outing involving team communication and strategy. 

AttackPoints and Clean Sweep. The first half provides intensive practice on navigating from an on-trail attack point to an off-trail control, and the second half uses those skills and team strategy to check in at all the controls.

Vampire-O. Teams head out after dark with flashlights to find checkpoints. Watch out for vampires, who can steal all the punches you have accumulated! Look for objects that protect you from vampires.

Poison Score-O. Teams get as many controls as possible in the time allotted - but controls not shown on the map are poison! Requires careful map reading.

Landmarks and Treasure. Teams share landmark controls but have their own private Treasure controls. Can the teams, collectively, collect all the treasure?

Anchor Stream. Teams split up to visit controls, and get points for being the first team to each control. Gather at intermediate locations for safety and strategizing for the next leg.

Pop-Up Controls. Teams race to controls and leave streamers at each one. The last team to each control collects all the streamers.

Satellite-O. Clues at controls are circles; intersect the circles to find the secret controls.

Catan-O. Collect and trade resources. Build settlements and upgrade to cities.

Rabbit and Foxes. The rabbit gets a head start and leaves maps along the way for the foxes to follow. Foxes split up based on navigational level and meet up to exchange maps.

Network Protection. The attacking team visits a series of controls. The defending team protects the controls by blocking paths and forcing teams to split up and go around to get to the controls and rescue their blocked teammates. 

Quidditch-O. Chasers, Keepers and Beaters play Network Protection while the Snitch and Seekers play Rabbit and Foxes.

Capture the Flag-O. Divide the territory up between teams. Place controls on the map in each territory. Control markers are easily retrieved (eg, streamer tape tied to clothespins). Teams try to capture the markers from enemy territory. Normal Capture the Flag rules: if you're tagged, you must return the flag to any available control location in the enemy's territory and go to Jail until tagged by a teammate. If you successfully escape enemy territory with the flag, bring it to the coach/teacher. When all flags are retrieved from one territory, the retrieving team wins.