10 Navigation Games for Scouts: Fun Activities for Leaders
⚠️ SAFETY FIRST
Navigation games should take place in an appropriate, clearly defined area with suitable adult supervision.
Before starting, leaders should check the route, weather, terrain, boundaries and any hazards. Make sure young people understand where they can and cannot go and establish a clear stop signal.
The aim is to develop navigation skills — not to see who can get furthest away from the leaders.
For younger or less experienced groups, keep activities within a controlled area and gradually increase the challenge as their skills develop.
10 Navigation Games for Scouts
Navigation is one of those outdoor skills that can be taught in a classroom but is much more memorable when Scouts get outside and use it.
Maps, compasses, bearings and grid references can seem complicated when they’re introduced as theory.
Turn them into a game, however, and Scouts quickly start putting those skills into practice.
The following activities can be adapted for different ages and abilities, from simple map-and-observation games to more challenging navigation exercises for older Scouts and Explorers.
🧭 LEADER TIP
Accuracy should normally matter more than speed.
A team that takes five minutes longer but follows the correct route has demonstrated better navigation than a team that runs quickly in completely the wrong direction!
1. Navigation Treasure Hunt
This is one of the easiest navigation games to organise.
Create a series of checkpoints around a suitable area.
Give each patrol:
- A map
- A starting location
- Their first clue
The clue leads them to the next checkpoint.
At each checkpoint they find another clue.
The final location contains a small prize or challenge.
Add navigation skills
Instead of simply giving directions such as:
“Walk to the big tree.”
Use:
“From the starting point, follow a bearing of 120° for approximately 100 metres.”
Or:
“Find the six-figure grid reference for the next checkpoint.”
This allows you to introduce navigation skills gradually.
Skills developed
2. Compass Bearing Race
This game focuses specifically on compass bearings.
Set up several marked points around your activity area.
Give each team a starting point and a bearing.
For example:
Start → 090°
At the destination they find another instruction.
The Scouts then take the next bearing.
You can create a sequence that eventually leads them to a final checkpoint.
Make it competitive
Give points for:
- Correct bearing
- Correct destination
- Accurate distance
- Good teamwork
Don’t reward reckless running.
💡 BEGINNER VERSION
Start with the four main directions:
North → East → South → West
Then introduce:
NE → SE → SW → NW
Finally move on to degrees and three-figure bearings.
3. Map Symbol Bingo
This is a great way to introduce or reinforce map symbols.
Give each Scout or patrol a bingo card containing map features.
For example:
- Road
- Footpath
- Building
- River
- Woodland
- Contour line
- Bridge
- Railway
- Church
- Campsite
Give them a map and ask them to find the corresponding symbols.
When they find one, they mark it off.
The first team to complete a line wins.
Make it harder
Instead of giving them the symbol name, show them the symbol itself.
They have to work out what it represents.
Skills developed
4. Grid Reference Treasure Hunt
This activity turns grid references into a treasure hunt.
Place a series of numbered markers around your activity area.
Give Scouts the grid reference for each one.
They must use their map to work out where to go.
At each marker, they can record a letter or number.
When all the checkpoints have been found, the information forms a final answer.
For example:
Checkpoint 1 = S
Checkpoint 2 = C
Checkpoint 3 = O
Checkpoint 4 = U
Checkpoint 5 = T
The Scouts have to solve the final word.
Skills developed
5. Follow the Route
Give each patrol a map with a route marked on it.
Their task is to follow the route accurately and locate a series of checkpoints.
Don’t necessarily make it a race.
Instead, score teams on:
Accuracy
Correct checkpoints
Map handling
Teamwork
Navigation decisions
This works particularly well when introducing Scouts to navigating without constantly relying on a leader.
6. The Wrong Route Game
This one is particularly useful for teaching Scouts to think critically.
Give teams a map with a proposed route marked on it.
However, the route contains deliberate mistakes.
For example, it might:
- Cross a river where there is no bridge
- Go through a building
- Follow an unsuitable path
- Take a very inefficient route
- Ignore a major terrain feature
The Scouts must identify the problems.
Challenge
Ask:
“Would you actually follow this route?”
Then ask them to suggest a better alternative.
Skills developed
This is particularly useful because navigation isn’t simply about knowing where you are.
It’s also about choosing a sensible route.
7. Memory Map Game
Give each patrol a map for a short period.
For example, allow them to study it for two minutes.
Then take the maps away.
Ask questions such as:
What road was north of the campsite?
How many paths left the woodland?
Where was the nearest river?
Which direction was the railway running?
You can then give the maps back and let them check their answers.
Make it harder
Ask Scouts to draw a simple map from memory.
It doesn’t need to be perfect.
The aim is to encourage them to notice important features rather than simply staring at the map.
Skills developed
8. Map and Ground Matching Game
This game teaches Scouts how to connect what they see on a map with what they see around them.
Take the group somewhere with identifiable features.
Examples could include:
- A path junction
- Stream
- Building
- Hill
- Woodland edge
- Bridge
- Road
Give each patrol several photographs or descriptions of features.
They must identify where each feature appears on the map.
Alternatively, give them map references and ask them to identify what they should find when they reach the location.
This is an important navigation skill.
A map isn’t simply a picture.
It is a representation of the real landscape.
9. Navigation Relay
Create a series of navigation stations.
Each station tests a different skill.
For example:
Station 1
Identify a map symbol.
Station 2
Give the four-figure grid reference of a feature.
Station 3
Take a three-figure bearing.
Station 4
Calculate or estimate a distance.
Station 5
Identify a feature from the map while standing outdoors.
Station 6
Choose the safest route between two points.
Teams rotate around the stations.
You can award points for each task.
Why it works
Scouts get to practise multiple skills without spending too long on one exercise.
10. The Lost Scout Scenario
This is a scenario-based game rather than a traditional race.
Give each patrol a fictional situation.
For example:
“You’ve realised that your group is no longer where you expected to be. You have a map and compass, but you’re not completely sure where you are.”
Ask them what they would do.
The important part is getting Scouts to understand that the first response isn’t necessarily to start walking randomly.
They might consider:
- Stopping
- Staying calm
- Working out their last known location
- Checking the map
- Checking their surroundings
- Establishing direction
- Contacting a leader
- Using agreed emergency procedures
Make it practical
Give them a map and place them somewhere within a controlled area.
Ask them to identify:
Where are we?
What features can we see?
What direction are we facing?
Where is our intended destination?
This combines several navigation skills into one exercise.
🧠 THE GOLDEN NAVIGATION RULE
Knowing where you are is often more important than knowing where you want to go.
Encourage Scouts to stop and reassess if they’re unsure rather than simply continuing in the hope that they’ll eventually find the right place.
Bonus Game: North, South, East, West
This is a simple game that needs almost no equipment.
Choose an open, safe area.
Call out:
North!
Everyone moves north.
Then:
South!
East!
West!
Gradually increase the speed.
Then introduce:
North-East
South-West
and so on.
Add a compass
Give patrols compasses and ask them to identify the directions themselves.
Skills developed
This works particularly well as an introduction for younger Scouts.
How to Progress Navigation Games
Not every Scout needs to start with a compass and six-figure grid references.
A useful progression is:
Stage 1 — Observation
What can you see?
↓
Stage 2 — Directions
North, south, east and west.
↓
Stage 3 — Map Symbols
What does the map show?
↓
Stage 4 — Grid References
Where is the feature?
↓
Stage 5 — Bearings
Which direction should you travel?
↓
Stage 6 — Distance
How far is it?
↓
Stage 7 — Route Planning
Which way should you go?
↓
Stage 8 — Independent Navigation
Can you navigate the route yourself?
This gives leaders plenty of opportunities to revisit the same skills at increasing levels of difficulty.
Navigation Games for Different Scout Sections
Beavers
Keep activities simple and visual.
Try:
- Map symbol games
- Treasure hunts
- North/South/East/West games
- Following simple routes
The emphasis should be on exploration and confidence.
Cubs
Introduce:
- Simple maps
- Grid references
- Compass directions
- Treasure hunts
- Basic route planning
Scouts
You can introduce more advanced skills:
- Bearings
- Six-figure grid references
- Distance estimation
- Route selection
- Independent navigation
Explorers
Older participants can take on more responsibility.
For example:
- Planning their own routes
- Leading a navigation activity
- Navigating in more challenging terrain
- Teaching younger sections
- Combining navigation with survival scenarios
Always match the activity to the individual’s experience and the safety of the environment.
Make Navigation About More Than Speed
It’s tempting to make every navigation activity a race.
But speed isn’t the most important navigation skill.
A Scout who:
- Checks their map
- Confirms their direction
- Identifies terrain
- Communicates with their team
- Makes a sensible route choice
is demonstrating excellent navigation.
A Scout who runs quickly in the wrong direction isn’t.
Consider awarding points for good navigation behaviour, not just finishing first.
🏆 ALTERNATIVE SCORING
Instead of:
1st place = 10 points
Try:
Accurate navigation = 5 points
Good teamwork = 3 points
Correct map work = 3 points
Safe decision-making = 3 points
First to finish = 2 pointsThis reinforces the skills you’re actually trying to teach.
Common Navigation Game Mistakes
Making the area too large
Start small and increase the area as confidence grows.
Making the instructions too complicated
Introduce one skill at a time.
Making everything a race
Accuracy and decision-making matter more.
Not checking the route beforehand
Leaders should know exactly where the activity could take the group.
Ignoring the weather
Rain, fog, heat and wind can dramatically change an activity.
Assuming everyone understands the map
Check understanding before sending teams out.
Letting teams separate too far
Keep groups within appropriate boundaries and supervision.
Navigation Game Leader Checklist
Before running an activity:
What Should Scouts Do If They Get Lost?
This is worth teaching alongside navigation games.
A simple principle is:
Stop, think and work out where you are before continuing.
Scouts should know how to raise the alarm and follow the group’s agreed procedures rather than simply wandering around trying to find the route.
For younger sections especially, the safest approach is to ensure they understand exactly what their leader expects them to do if they become separated.
Turning Navigation Into a Full Activity
You can combine several of these games into a single session.
For example:
15 minutes
Map Symbol Bingo
↓
15 minutes
Compass Directions
↓
20 minutes
Grid Reference Treasure Hunt
↓
30 minutes
Navigation Challenge
↓
10 minutes
Debrief
This gives Scouts a mixture of:
Theory + practice + teamwork + fun
without turning the session into a classroom lesson.
Final Thoughts
Navigation is one of the most useful outdoor skills Scouts can learn.
But it doesn’t need to be taught entirely through worksheets and classroom exercises.
Games make navigation practical.
A treasure hunt teaches map reading.
A compass challenge teaches bearings.
A grid-reference game teaches precision.
A scenario teaches Scouts what to do when things don’t go according to plan.
And perhaps most importantly, games help Scouts develop the confidence to stop, think and make decisions when they’re outdoors.
The goal isn’t to produce Scouts who can simply memorise compass bearings.
It’s to develop young people who can look at a map, understand their surroundings and make sensible decisions about where to go next.
🧭 THE BIG IDEA
Good navigation isn’t about getting somewhere as quickly as possible.
It’s about knowing where you are, knowing where you want to go, choosing a sensible route and being able to recognise when something isn’t right.
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