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10 Navigation Games for Scouts: Fun Activities for Leaders

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.

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:

Use:

Or:

This allows you to introduce navigation skills gradually.

Skills developed

  • Map reading
  • Bearings
  • Distance estimation
  • Observation
  • Teamwork

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.

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

  • Map symbols
  • Map interpretation
  • Observation
  • Map confidence

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

  • Four-figure grid references
  • Six-figure grid references
  • Map reading
  • Navigation
  • Teamwork

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:

Then ask them to suggest a better alternative.

Skills developed

  • Map interpretation
  • Route planning
  • Risk assessment
  • Critical thinking

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

  • Observation
  • Map interpretation
  • Memory
  • Spatial awareness

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:

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.

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

  • Cardinal directions
  • Compass awareness
  • Spatial awareness
  • Listening

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.

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:

  • Check the map is current and suitable
  • Walk/check the planned area
  • Identify hazards
  • Check weather conditions
  • Set clear boundaries
  • Explain the route and rules
  • Establish a stop signal
  • Decide how groups will be supervised
  • Check everyone understands what to do if they become unsure
  • Carry appropriate communication equipment
  • Have suitable first-aid arrangements
  • Set a clear finish time
  • Account for everyone at the end

What Should Scouts Do If They Get Lost?

This is worth teaching alongside navigation games.

A simple principle is:

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.

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CRAIG BURR

I'm Craig, the person behind Survival Guides UK. I created SGUK because I wanted somewhere people could learn real outdoor skills in a practical, straightforward way — from lighting a fire and tying knots to navigation, campcraft and everything in between.

You can read more about the story behind SGUK here as well as our approach here.

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