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Nav-Trek

 

Introduction

 

Nav-trek is an activity especially created to be an incentive for the participants to firstly learn map reading and compass skills, then learn to apply these skills to the real situation in the bush or city, the combination of these bush / city skills, bush walking and camping skills are all required for successful completion of a Navtrek game.

 

All these learnt skills are to be used to take part in this competition / Game with or without prizes, giving entertainment and pride in achievement and success as a team so to encourage further learning and practise of these skills.

The whole process is to be learned step by step resulting in the youths becoming very proficient at navigation and team playing, self confidence will be an added bonus.

 

The term Spy Trek came from an idea that I had when attending a mountaineering camp in NZ many years ago, combining the skills of Trekking being a New Zealand word describing what we call in Australia as bush walking and the action of navigation. Observing other participants also taking part in the activity whilst remaining unseen themselves.

 

The original development of the first spytrek observation now called (NavTrek) was a combined effort. I thank both Mr Glen Longbottom and Mr Jim Mc Gregor of 1st Camden Sth Scouts and Venturers respectively for assisting me in the running and development of this first game.

 

The original activity was held at Cataract Scout Park as a district activity and Nepean scouts were in attendance.

 

Note if after reading these basic plans for this activity modifications may be made. I am quite willing to assist in any way.

I have itemised below a few variations in of the original activity to enhance further skills required by the team players.

 

You can email me on michael.rawnsley@gmail.com

 

 

1)               Observation.

2)               Orienteering.

3)               Pioneering. (Building and rope skills)

4)               Bushranger.

5)               Nightseeker.

6)               Codebreaker.

7)               Locate and Conquer.

8)               Search First aid and Rescue.

 

Some extra variables can be.

 

The activity can be based in the city or suburbs of the city.

 

Any of the activities can be day or night.

 

Slight modifications can be made for the junior’s teams.

 

The whole activity can be participated by Boys, girls or a mixture.

 

Prizes are optional according to the funds available.

 

Special age limitations should be considered. For example team size and therefore a team average age might be considered.

 


 

1:Observation.

 

A course should be set out in the form of a cross over maze to ensure the participating teams actually coincide with each other during the game.

 

The participants are given a question sheet on which their answers to the questions are to be written.

 

The final score for a team is calculated by the combination of correct answers the total opposition team sightings made during the day and the time taken to complete the course.

 

Each participant has a random number printed on a piece of cloth and this is pinned to the participants pack or shirt, and is to remain visual throughout the day, this is to be checked on occasionally by the organising helpers.

 

Whilst obtaining the answers to the questions, navigating the given course using their mapping skills the team must remain unseen as much as possible.

 

The teams will also have the job of identifying other teams numbers whilst remaining hidden, when a sighting is made the time is recorded along with the numbers of the opposing team, verifying the sighting.

 

For each correct sighting a point is scored for that team and deducted from the team under observation.

 

An accurate log book should be kept, recording the team’s location, time and any sightings made of other teams. This log will be used to verify the sightings.

 

The clues that the participants have to look for might take the form of questions about the local area like:

What is the colour of the building at …….?

How high is the tree at …….?

How far is it from ….. To another location?

Who did something significant?

When did something happen?

Which direction is certain road facing?

 

The range and style of questions you can ask your teams can be complex or easy depending on their ages and experience. And will also depend on what you want them to experience.

Knowledge of the site, mapping skills, walking skills, team skills.


 

2:Orienteering

 

Each team is given a map or a copy of a map of the game area and a compass. Each team has a set of instructions, referring to grid references, land marks, back bearing from certain points, triangulation exercises, direction using magnetic bearings and direction using grid bearing calculated and converted to magnetic bearings.

 

Each set of instructions are the same for each team but mixed up in order so each team starts at a different point on the ground. As the team proceeds through the set of instructions again they are to observe other teams without being seen themselves, scoring points for sightings, and losing points for being seen by other teams.

 

Again numbers on cloth squares are used to identify the team members.


 

3:Pioneering

 

Standard rules, numbered squares for each team member or just one for the team.

 

Instructions for navigation given to each team.

 

Extra information for each team include location of special pioneering equipment like ropes, poles etc previously stashed by the leaders, These items will be necessary to complete a special task like climbing a tree to retrieve a planted prize.

 

Special tasks might include activities like crossing a river, climbing a cliff or rescue a leader.

 

Points can be awarded for completing the task.

 

Points deducted for excessive time taken.

 

Points awarded for observing other teams and deducted for being seen.

 

Ropes to be stashed in one location.

 

Poles to be left in a different location.

 

First aid equipment to be in a third location.


 

4:Bushranger

 

This may be the most complex of the spytrek activities and requires more effort to set up and control by leaders.

This is well worth the effort as I believe the most enjoyable by the participants and of course requires more technical skills as well as being educational in history.

 

As usual numbers to be worn at all times.

 

Each team is given the opportunity to select the name of a bush ranger and his followers. A sample list is given at the end of this page.

 

Dressing up for this event is also considered beneficial for the whole experience.

 

Having bush rangers then require another group of participants called Rangers or mounted police or troopers. These people can be parents helpers or leaders, and must independent.

 

Permanent bases are setup and include the Post office, the bank, the trading post/ general store, the hotel, the jail, stage coach terminal, a homestead, and anything else you might like to include to set the scene for this era.

 

Each base has a tin with a certain amount of tokens/ washers in to be used as money and point scorers.

 

Each team is given a set of instructions including the mapping details of the course they choose to take to visit each base and as many as they wish.

 

The team decides which order to the bases are visited keeping in mind other teams may choose the same order and at any time they can be seen by another group and of course they can spy on others if the are good enough.

 

The troopers can be in touch with the base members by radios if available to get the latest on the movent of each team.

 

When a team visits a base their intention is to rob the base for as many tokens as there are members in their team.

 

As the team leave the base the base supervisor can instruct the troopers via radio of the location of the departing team. The troopers can then catch the team if possible. When the team is caught they are relieved of all their tokens and sent on their way.

 

The tokens are then returned to the base staff.

 

Each team can only rob each base once.

 

The teams may establish a hiding place for their loot as long as they collect this loot and return to the main camp by the predetermined time to enable good scoring, all the tokens are counted and the sightings are tallied to determine the winning team.

 

Some bushranger names are:

Michael Howe. Mathew Brady, Jack Donahoe, Captain Melvile, Frank Gardiner, Ben Hall, Captain Thunderbolt, Harry Pover, Ned Kelly, Captain Starlight, Joe Byrne, Martin Cash.

 

The teams are encouraged to read up on the history of their chosen bush ranger name.


 

5:Night seeker

 

Numbers are worn on backs.

 

Each team given separate instructions for their primary target.

Extra instructions for secondary targets can be given.

 

Each team carries torches with fresh batteries.

 

The course chosen should be on easy ground for safety reasons.

 

The aim for this activity is for each team to locate a red flashing lantern. The location is to be found by compass and map.

Return with the lantern to the main camp area without being seen.

 

Points for sightings and points deducted for being seen.

 

A time limit is to apply and points deducted for over time.


 

6:Code breaker

 

This will be the most technically difficult of all spytreks.

As each of the teams participating will have to think and apply a code to each clue to establish the correct information.

 

The final location of the treasure will not be known unless the team is successful in locating each check point which will have the necessary instructions for the next checkpoint.

 

Again numbers on the back for point scoring.

 

The instructions given to each team will only get them to their first check point. This checkpoint will be one of six spread around the course. This checkpoint will be numbered 1-6 and represent the position number of the six figure grid reference.

For example

 

The final grid reference for the treasure might be 816401

 

Checkpoint 3 has the third number (6)

Checkpoint 5 has the fifth number (0)

And checkpoint 1 has the first number (8)

 

Thus the six figure reference will be unknown unless all six checkpoints have been visited.

 

If you have more than six teams then double up the instructions and delay the time of departure for the second team.

 

Each team get a different first instruction leading them to a different checkpoint.

 

Teams can be named like alpha bravo Charlie or names like dog cat budgie or rose lilac (anything you please).

 

At each checkpoint the instructions will look like this:

 

(Alpha team) Proceed to the intersection of 328 degrees from your base camp and a natural feature which has a bearing of 75 degrees

 

(Bravo Team) proceed to the intersection of 160 degrees to your base camp and natural feature having a bearing of 75 degrees.

 

 

(Charlie) team proceed to grid 452813

 

Another type of instruction might be (echo) team proceed along a bearing of 156 degrees for 300 meters

 

Another might be travel 320 degrees for 200 meters the 180 degrees for 50meters

 

Another could be travel for 200 meters at 180 degrees travel 45 degrees for 100meters take a back bearing on the last checkpoint you visited and proceed away from this checkpoint for 60 meters.


 

7:Locate and Conquer

 

Numbers are worn as usual.

 

Separate instruction for each team.

 

The route as described to each team include natural obstacle they must get around and re find their course.

 

These obstacles include cliffs, must climb.

Rivers must cross.

Gullies must go over.

Artificial fences (rope barrier), must go over with out touching.

 

The necessary equipment is available and the location for all this equipment is made known to the team. The team does not know what equipment there is or the type of barrier until they reach the barrier.

 

The team then decides what equipment they need and how to locate it from the obstacle they have met.

 

See other teams or be seen by others during this activity score or lose points.

 

Timing can also be taken into account.

 

 


8:Search First aid and Rescue

 

The team is given the location of an injured person but no details of the injury are known.

 

The team will after finding the injured person and identify the injury give necessary immediate first aid then plan to evacuate the casualty.

 

For example both legs might be broken, splints and bush stretcher are to be made and injured person carried out.

Stay hidden and observe others, points for first aid, recovery and observation.

 

 

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