Radio Search and Rescue

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Description

A wide game involving the use of radio


Resources

A minimum of 5 radio handsets. More if possible.

Instructions

The Story
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A helicopter has crashed behind enemy lines and the crew needs to be rescued before they are discovered and captured.
They have a vital secret message which must not fall into enemy hands.
They have between them only one radio and it works on only one channel.

Fortunately, the Command Centre is also able to transmit and receive on the same channel and so they are able to communicate with the Helicopter Crew.

Command despatches a Search Team with radios but these operate on a different channel.
The Search Team can communicate with each other and also with Command, but they cannot receive or transmit on the channel used by the Helicopter Crew.

But there are Spies about!! They try to locate the Helicopter crew first and discover the secret message.
They are able to listen on the Search Team channel. They also have their own channel which nobody else can hear.

Objectives of the Game
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The game pitches the Spies against the remaining teams.

For the Spies to win, they must transmit the secret message to Control.

For the other side to win, the Search Team must transmit to Control on the Helicopter Crew channel.

Setting the Game Up
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Identify two suitable starting positions: one for the both the Command and Search Teams and the other for the Spies.

Split the Scouts into 4 teams:

* Helicopter Crew
* Search Team
* Command
* Spies

Each team is given a map of the game area and a compass.

One Leader acts as overall Radio Control for the duration of the game
Remaining Leaders act as patrolling referees and technical assistance

The Helicopter Crew is given the secret message in a sealed envelope and one radio. If possible, it's locked to operate on only one channel.
The team can move from its starting position as much as it sees fit.

The Search Team is given one or more radios which can only operate on one channel (different to the Helicopter Crew channel).
The team can split up if they chose as long as each sub-team has at least one radio.

Command is given one or more radios which are setup such that they can operate on the Helicopter Crew and Search Team channels.
The entire team must stay together and cannot move away from their designated position.

The Spies are given one or more radios such that they can receive (but not transmit) on the Search Team channel.
If they have more than one radio, they also have a channel made available to allow them to split up and still communicate with each other. If they do so, each sub-team must have at least one radio.
It is not necessary that each radio handset has the full capability across all three channels. By choosing to split up, the team may have to compromise on the capability of each sub-team.
Any member of the team can operate the radios.

Running the Game
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Accompanied by a Leader, the Helicopter Crew sets off to find a suitable hiding place.
Once in place, they transmit to Radio Control that they are ready.

A Leader takes the Command and Search Teams to their starting position.
Once in place, they transmit to Radio Control that they are ready.

A Leader takes the Spies to their starting position.
Once in place, they transmit to Radio Control that they are ready.

Radio Control transmits on all three channels that the game can start.

All transmissions must observe proper radio procedure. Control can intervene at any point to remove a player abusing the radio facility.

The secret message must be handed over without argument by the Helicopter Crew team when found by a spy.

The game ends either when the Search Team transmits to Control on the Helicopter Crew channel or when the Spies transmit the secret message to Control.


Tags

  • radio
  • wide game

Badge Links

  • Communicator - Message
  • Communicator - Procedure