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Team Tasks & Assault Course
Half Day : Approximately 3 hours
A great way of getting to know the rest of the group before the big day if included as part of a Stag or Hen do, as well as working up a thirst before the evening entertainment.
For family groups, this is something for all ages and generations. You don’t have to be particularly fit or agile to enjoy the competitive nature of the tasks.
Whether it is a Dads v Lads, Mums v Daughters or a family reunion this event provides something for everyone.
We will show you around the Assault Course before some gentle inter-team rivalry during the race.
Experienced Instructors will explain each task and run through the objectives, ground rules and explain the kit before the teams have a quick planning session and get to work.
We will tackle anything from the Minefield Crossing (notional mines!), Fred’s Cadillac – building a vehicle similar to the one in the Flintstones, Discs, Pot on the Pole, Sheep Pen and then the climax of the day – The Canal Crossing. The water may only be around 9 metres wide and 1 metre deep if you get it wrong, you could get very wet. The groom/bride to be is strongly advised to bring an extra change of clothing!
During the 3 hour session we would aim to achieve 4 short tasks and 1 long task (Canal or Ravine Crossings).
Includes initial welcome, briefings and tea/coffee breaks. Instruction and all safety equipment is provided.
Very popular with both Stag and Hen groups and ideally suited to all regardless of age and fitness.
All participants must wear sturdy footwear, warm, waterproof clothing, long trousers, long-sleeved tops and thin gloves. Bring a complete change of warm kit & footwear. THIS IS ESSENTIAL THROUGHOUT THE YEAR.
The group is divided into 2 teams. The 2 shepherds (one from each team) have to get their blindfolded sheep into the pen in the shortest possible time via the far side only.
The sheep cannot talk (surprise, surprise!) and the shepherd can only use letters (A-Z), numbers, and the word ‘STOP’
Get the whole team safely from one side of the minefield to the other, together with a part filled 25 litre drum of "blood plasma” in the shortest possible time.
No team member or equipment can touch the ground and may only step on the equipment or on stepping blocks. Nobody may jump from one block to another. They must use a piece/pieces of equipment, which must cover the ground between the blocks.
POT ON POLE
Get the bucket part-filled with water on to the top of the pole and leave it there with nothing attached. The boundary barrier is approximately 3m away from the pole and 1m from the ground.
No team member or equipment can touch the pole or the ground inside the boundary fence or the boundary tape. If a piece of equipment touches the pole or the ground inside the barrier, the team then loses the use of this piece of equipment.
Get every member of the team from one side of the 7m wide canal and back again during the course of the event, without them touching the water. Collect the barrel of "vital medical supplies” (a 25 litre white drum with handle ¾ full of water) from the far side of the canal back to this side without team members touching it directly and to get the injured team member from the far side to this side assuming he has severe spinal injuries.
Get three barrels from one side of the wood to the far side in the shortest possible time. None of the barrels may be touched by the team members.
At the three 10m wide Ravine crossing points no team member, nor equipment, nor barrel may touch the ground.
If any team member touches a barrel accidentally, a 30 second penalty will be added.
Get the whole team from one side of the spider’s web to the other without touching any of the ropes via the gaps in the rope in the shortest possible time.
Each team member must go through a different "hole” plus the team must go through the holes in sequence.
If any member touches a rope/pole/tree, the whole team goes back and starts again!
RAISING THE FLAG
Construct a flag pole from the equipment provided and then fly a flag from the top of the pole, which must be situated in the middle of the "no-go” area.
If any team member or equipment touches the ground inside the "no-go” area (except for the flag pole, which must be secured before the flag is flown) all the equipment must be returned to its starting position and the exercise repeated.
Move 5 tyres from peg A to peg C leaving them in the correct order of size - largest at bottom, smallest at top.
Only one tyre can be moved at a time. There can never be a larger tyre placed over a smaller tyre. Each tyre must be on a peg before another is moved. Tyres cannot be thrown and pegs cannot be moved. Each time a ground rule is broken a team member has to drop out.
4/5 PERSON SKIS
Aim: For every team member to have skied around the Obstacle Course in the shortest possible time.
Feet must stay on a minimum of one ski at any one time when skiing. If anyone falls off the skis they must "re-mount” with no advantage gained.
A maximum of 5 people on the skis at any one time (if a team of 6) and 4 if a team of 5.
Move 25 litres of water from the starting point to the empty barrel 14 metres away using the equipment provided. Neither the original barrel or the empty barrel can enter the taped off area.
Once the drainage system has been built and the water is poured, team members may not touch any of the pipes, guttering or supports.
THE GUN RUN
Move the Field Gun from Point A to Point B in the shortest possible time and reassemble the Gun in the correct order ready to fire.
Different areas may be used: around the Assault Course, across the parkland, through the woods or over a Canal.
Get the whole team plus the injured man "dummy” plus the 25 litre barrel around the Assault Course in the shortest possible time.
At least 3 team members must go at a time and at no time can there be less than 2 people carrying the dummy.
Construct a method of transporting all team members (the Flintstones and Rubbles) from one side of the 8m wide "no go area” to the other in the shortest possible time.
No team member can touch the ground between the tapes.
Get all team members safely through the alleyway negotiating all obstacles along the way and to transport equipment & puzzle pieces for correct assembly on the other side.
When inside the alley, team members must be blindfolded and all team members and equipment must travel in a forwards direction at all times.
Plan 2 x 50 miles helicopter trips starting and finishing at Arena. Each flight must gain as many points as possible by flying over 3 enemy bases and defending 3 home bases.
Cryptic clues refer to places of interest in the area. Each of these will be worth a set amount of points. If any flight is more than 50 miles no points are scored.