Ground Learning Activities

Bomb Disposal
On arrival at the scene the team are faced with the challenge of diffusing a bomb to save the lives of thousands of people.

There are a series of coloured balloons , these must be burst in the correct order (one per team member) to diffuse the bomb.  Shooting them in the correct order using archery equipment will do this. The code however is locked inside a box within a radioactive area. The team must first retrieve the box from the area without entering or touching the area. Limited equipment is supplied to retrieve the box. The event is done against the clock – run out of time and the bomb goes off!

Escape to Sanity
Your team is being chased by a group of canvassing politicians armed with the latest Des O’ Connor CD. To evade this painful experience your team has a limited time to move across the facing obstacles.

You can place the resources on the obstacles for measuring purposes while planning, but this has to be done from the obstacles and not from outside the bunted area.

Hospital Run
Upon arrival at the command post the team find that one of their members has broken their leg. The other team members have to construct a safe stretcher and transport their team member to the hospital – using what equipment they find.

Upon arrival at hospital the team find they have no money. In order to pay for treatment the team must shoot down 4 ducks in the range, once all the ducks are down their member is healed. Any ammo left over is then used to score points on the targets. To gain pellets the team are given a brainteaser, each unscrambled word earns them a tin of pellets.  

Escape through the Spiders Web
The teams have arrived at the perimeter fence of the camp they are trying to escape from. To leave the camp and move on to their next destination they have to move through the electric fence. This however is not as easy, as each time the fence is touched it will alert the guards who will inspect the fence. This will cause a delay in the escape of 1 minute before making another attempt. Added to this, there is a problem of electrical interference and the team can only use each hole once – thus each member has to pass through a different hole

All the above activities can be worked in conjunction with each other bringing different elements in, such as orienteering between activities.

The Magic Carpet
“Twister in mid air”

The team is on a magic carpet, high above the surrounding countryside. The team realise that they are heading in the wrong direction, because the carpet they are riding on is in fact upside down. As the team are off the ground they must turn the carpet over without touching the ground.

Blind Man's Cure
A large circle is marked off.  In the centre is an egg of a very rare species. Because the area is toxic no one can enter unless blindfolded and wearing a helmet.  No person can touch the ground in the circle.  Using a few items provided the team has 20 minutes to retrieve the egg before fumes destroy it.

Trolley
The team needs to cross to the other side of a swamp that is not possible by foot.  Using the materials provided in the emergency transporter kit, the team members must build a devise that will carry everyone across the swamp without touching the ground.

Moonwalk
Placed on the ground are a number of circles.  The team has to cross from one side to the other only stepping in the circles. The team is connected to each other by the ankles using large rubber bands, when one person moves everyone has to move.

Ice Station Zebra
On an expedition to the North Pole your team is caught in extreme weather conditions:2 team members have frost bite and therefore have lost the use of their hands. 2 team members have lost their sight through snow blindness. Your team has a tent that has to be erected within 30 minutes.

Others include:
Sword Balance
Transfer
Numbo Jumbo
Grid Lock
High Tower

Cone-undrum

 

 

    • NOTE: Although best endeavours are always made to fulfil expectations S.P.L.A.T reserves the right to alter, cancel or replace any feature on the grounds of safety, weather or other unforeseen circumstances. Participants must be over 16.

Serious Play Leisure And Teambuilding