Adults want a challenge, not a children's game with bigger words. These tasks use observation, local knowledge and teamwork, and you can set them up in an afternoon.
A scavenger hunt for adults works for birthdays, stag and hen weekends, team outings and reunions because it gives a group something to do together without anyone having to lead the conversation. You need a route of eight to twelve GPS points, one charged phone per team, and a few things from the kitchen drawer: a pen, a length of string, a coin and a piece of paper. The tasks below are written so that a team of three to five can complete each one in five to ten minutes. When building the route, walk it yourself first and check that each point is on a public spot where a small group can stand without blocking anyone. Keep at least one task where local knowledge helps, so the person who grew up nearby gets a moment as well.
| Group size | 6-30 adults, in teams of 3-5 |
|---|---|
| Duration | 60-120 minutes |
| Age | 18 and up |
| Where | town centre, neighbourhood or park |
| Preparation | 45-60 minutes, plus walking the route once |
| No. | Task | How it works |
|---|---|---|
| 1 | Recreate the Picture | At the checkpoint the team receives an old photo or painting of a group scene. They recreate the pose as accurately as they can in front of a nearby landmark and upload the result. |
| 2 | Read the Building | A question about the spot itself: the year on the facade, the number of windows on the top floor, the name on the plaque. The answer is only visible if they actually look up. |
| 3 | Local Voice | The team asks a passer-by or shopkeeper to say the team name and the name of the street into a short voice recording. Points for the recording, bonus if the stranger adds one fact about the area. |
| 4 | Paces and Bearings | The map view is switched off for this leg. The team gets instructions such as '60 paces north, then left at the second lamp post' and must arrive within 20 metres of the next point using only the phone compass. |
| 5 | Sound Collection | Within five minutes the team records five different sounds from a list: church bell, bicycle bell, running water, a foreign language, a dog. Each confirmed sound scores a point. |
| 6 | Sign Cipher | A code refers to a street sign or shop front: 'third letter of the second word, first digit of the house number'. The combined characters form the password that unlocks the next checkpoint. |
| 7 | Pocket Tower | Using only items from their own pockets and bags, the team builds the tallest free-standing tower they can. They photograph it next to a shoe for scale and take everything with them afterwards. |
| 8 | Memory Check | At the final point the team answers five questions about things they passed earlier: the colour of a door, how many benches were in the square, the name of the café at checkpoint three. Nobody is warned in advance. |