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Star Relay diagram showing a central start triangle with out-and-back loops to five numbered checkpoints, alternating between two runners
The star pattern: partners alternate out-and-back legs from the start

Star Relay — Activity

Team up; hand off between checkpoints

Time30-60 minutes
SpaceSchoolyard or local park
MaterialsOrienteering flags, Regular course maps (1 per pair)
VocabularyCheckpoint, Leg

"Partners take turns visiting checkpoints"

Star Relay (also called Star-O or Star Orienteering) is a partner relay where runners alternate visiting checkpoints on a course, returning to the start between each one. One partner runs to a checkpoint while the other watches and waits. When the runner returns, they hand off to their partner for the next checkpoint. The star pattern (out and back, out and back) gives both partners repeated practice with map reading, route choice, and checkpoint confirmation. Partners watch each other and provide feedback. A variation called "Move the Object" adds a physical relay element: instead of just visiting a checkpoint, the first runner leaves an object there, and the partner retrieves it and moves it to the next checkpoint. The underlying themes are teamwork, communication, and memory. Partners must strategize about which checkpoints to tackle, remember where they have been, and trust each other's navigation.

Setup

  1. Place checkpoints according to the all-checkpoints map

Steps

1. Pair up. Have students pair up for the activity.

2. Star relay. First person goes to the first checkpoint, returns to start, and hands off to their partner. Visit checkpoints in order, switching runners between each one. Partners watch and make sure their partner visits the correct checkpoint. Runners report the code or animal at the checkpoint they visited.

3. Move the Object (variation). First person goes to the first checkpoint, leaves an object, and returns. Partner runs to that checkpoint, picks up the object and moves it to the next checkpoint, then returns to start to tag off. Repeat until the object is retrieved from the last checkpoint and brought back to the start.

4. Leave the Clothing (precision variation). One partner runs out and leaves a piece of clothing (hoodie, hat) where they think the checkpoint is. The partner then runs out to collect it and move it to the next checkpoint. If the first runner was not precise, the partner will not be able to find the clothing. This tests precision and leads to fun discussions about who was actually in the right spot.

Adaptations

Ways to adapt the activity to meet the needs of your students: slow things down, increase the challenge, or adapt for different learners

  • Navigate by memory: leave the map at the start; runners must memorize which checkpoint to visit, then report the checkpoint code or animal to their partner to confirm they went to the right place
  • Two checkpoints per turn: have each pair visit two checkpoints per turn instead of one
  • Timed: add timing for a competitive element
  • Electronic timing: use electronic timing to track completion times
  • Try Compass Spider: add whited-out map sections that require compass navigation (see Related Activities tab)