An activity in the Big game family carries a button that opens its checkpoint course.
What it is
QR codes printed, cut out and placed in the field. Teams run, scan, and every passage is timestamped. It is the oldest camp game, and the only one computing genuinely improves: counting slips of paper picked out of the mud takes an hour, and nobody will ever know who went where.
Two secrets, always
The checkpoint code exists only in the field. The ticket code exists only on the youth's phone. Both are needed.
That is what makes it safe without complicating anything: a sheet of QR codes forgotten in the grass after the game opens nothing, and a ticket alone is useless without having run.
Time is the heart of the game
Two teams that find all eight checkpoints are not level: the one that finished at 15:12 ran better than the one that finished at 16:04.
Every passage is timestamped. Without that, a checkpoint course has no winner, only ties.
The sheet to print
The print button produces one block per checkpoint: its QR, its name, its points, and its code very large. Cut, tape, go.
The code appears large because it can be typed by hand. In a wood, under trees, against the light, the camera fails half the time. A checkpoint that can only be scanned is a checkpoint lost.
On an ordered course, the clue printed on a checkpoint leads to the next one: that is the sheet you read before setting off again.
In order, or as a treasure hunt
- Run in order: each checkpoint gives the clue to the next, and skipping one is refused. Without that rule, you run straight to the last.
- Unchecked: you pick checkpoints up as you cross them. That is the treasure hunt.
What the youth sees
They type their ticket code once for the whole race: asking again at every checkpoint would cost them the race. Then they scan, or they type the code.
If they pass a checkpoint they already found, the screen says "you had already found it". Never a flat refusal, which would make them doubt their route.
Following and pushing
The race table refreshes itself: a gauge per team, the points, the time of the last scan. That is what lets you follow from the table without chasing everyone.
The Push the result button writes into the scoreboard: points are the sum of the checkpoints found, and the rank follows the finish time. Having run counts as having been there, so the youth is marked present without a second pass.
Removing a checkpoint
A checkpoint is removed, not deleted. Teams may already have found it, and erasing it would erase their passage.