30-Minute Activity Plan: Rescue Relay
When something goes wrong outdoors, the first instinct can be to rush in and try to fix it.
Good decision-making means stopping first, working out what has happened and deciding what help is actually needed.
The Rescue Relay is a fictional team challenge that introduces Scouts to this way of thinking. Rather than carrying out physical rescues, Scouts are given a series of imaginary outdoor incidents and must decide what they would do next.
The activity is about staying calm, assessing a situation, communicating clearly and knowing when to get help.
Activity Overview
Time: 30 minutes
Group size: 6–30 Scouts
Age: Adaptable for Cubs and Scouts
Location: Indoors or outdoors
Equipment: Scenario cards, cones, paper and pencils, optional rucksacks or outdoor equipment
The scenarios should be fictional and controlled. Scouts should never be asked to physically rescue, carry or treat another Scout as part of the activity.
Before You Start
Prepare several short scenario cards.
Keep the situations realistic but simple enough for the age group to understand.
Examples might include:
The objective is not to teach Scouts to diagnose injuries or provide medical treatment.
Instead, concentrate on the basic principle:
Stop. Think. Make the area safe. Tell a leader. Get appropriate help.
0–5 Minutes: What Would You Do?
Start by giving the Scouts a simple fictional situation.
Tell them:
“You’re walking with your group when someone falls over and says they are hurt. What do you do first?”
Take several answers.
If someone suggests immediately picking the person up, ask:
“Would you know that moving them was safe?”
Use the discussion to introduce the idea that rushing can sometimes make a situation worse.
Explain that today’s activity is about making good decisions rather than being a hero.
5–15 Minutes: The Decision Relay
Divide the Scouts into small teams.
Place a set of scenario cards at the opposite end of the activity area.
One Scout from each team collects a card and brings it back.
The team then has a short amount of time to decide what they would do.
They should identify:
What has happened?
Is there an immediate danger?
Who needs to know?
What help might be required?
Once they have agreed on their response, another Scout can collect the next scenario.
The physical relay element keeps the activity energetic, but the important part happens when the team stops and discusses the problem.
15–25 Minutes: Make the Decision
Now make the scenarios slightly more complicated.
Give each team a situation containing an additional problem.
For example:
The Fallen Walker
A Scout has fallen and says their leg hurts. The group is outdoors and the path is narrow.
What should the group consider before doing anything?
The Missing Member
A Scout isn’t where they are expected to be when the group stops.
What should the group do, and who should be informed?
The Changing Conditions
A group is outside when conditions become unpleasant and one member of the group is struggling.
Should they continue, change the plan or return?
The Broken Equipment
An important piece of equipment breaks during an activity.
Can the activity safely continue, or should the group stop?
Ask the teams to explain their decisions.
There may be more than one sensible answer. What matters is whether the Scouts have considered safety, communication and getting appropriate help.
25–30 Minutes: The Stop–Think–Tell Rule
Bring everyone together and introduce three simple words:
Stop
Don’t immediately rush into an unfamiliar or potentially dangerous situation.
Think
Work out what has happened and whether there are any dangers.
Tell
Get a leader or another responsible adult involved and follow the appropriate emergency procedure.
Ask the Scouts to repeat the three words together.
Then give them one final scenario and ask the whole group what they would do.
Finish by reminding them that asking for help is a strength, not a failure.
Safety
This is a decision-making activity, not a physical rescue exercise.
Do not ask Scouts to carry one another, drag someone, perform simulated CPR, move an injured person or deliberately create dangerous situations.
Avoid acting out serious injuries in a way that could frighten younger Scouts.
Make it clear that in a real emergency, Scouts should alert a leader immediately and follow the instructions of responsible adults and emergency services.
Don’t encourage Scouts to diagnose injuries or attempt medical procedures beyond any training and instructions appropriate to their role.
Keep the relay area clear of obstacles and make sure Scouts aren’t running into each other.
Leader Notes
The most valuable part of this activity is the discussion after each scenario.
If a Scout gives an answer that isn’t appropriate, avoid simply saying “wrong”.
Instead, ask:
“What could happen if you did that?”
This helps Scouts understand why a decision might be unsafe.
Older Scouts can be encouraged to consider priorities and explain why they would take one action before another.
You can also introduce the idea that sometimes the correct decision is to stop an activity.
For example, continuing because “we’re nearly finished” isn’t a good reason if someone is struggling or conditions have changed.
For Cubs, keep the scenarios straightforward and focus on getting help.
For Scouts, add more information and ask them to prioritise their actions.
Learning Outcomes
By the end of the activity, Scouts should have had the opportunity to develop:
Final Thought for Leaders
Outdoor skills aren’t just about knowing how to build something, navigate somewhere or use a piece of equipment.
Knowing when not to act can be just as important.
The Rescue Relay encourages Scouts to pause, assess what’s happening and involve someone who can help rather than rushing into a situation they don’t understand.
That simple habit — stop, think and tell someone — is a useful principle that Scouts can carry into many different situations.
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