Information about Skill Track

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SKILL TRACK GAME INFO

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STRATEGY

Strategy gives the team freedom to choose route, pace, and role distribution in an open area. Each decision about order, distance, and difficulty affects the final result, so players train overview, collaboration, and the ability to think several moves ahead.

TAG

Tag pits two teams against each other in a defined area, where one team chases the players carrying hidden questions. Once the questions are captured, it is about collaborating quickly at the answer sheet and turning intense energy into sharp decisions.

RELAY

Relay is a fast-paced relay scenario where the team is divided into small running groups, who move along the course to read questions at the stations and return to base. The entire team collaborates to place answers, and time rewards precise coordination between running, memory, and shared problem-solving.

OFFICIAL GAME MANUAL

1. PURPOSE

SkillTrack Relay combines movement, strategy, and fast problem-solving. The team is split into small running groups who run out to read questions at the stations. The group returns to base, where the team collaborates to answer correctly and quickly.

2. COURSE SETUP

The Relay course consists of 2–8 stations marked with colored belts. Questions are printed on A4 and mounted with velcro. They may only be read, not touched. The base is placed at the start of the out-and-back route.

3. TEAM ROLES

The team is split into running groups of 2–4 people. Runners read the questions, return with the information, and can optionally mark an answer on the answer sheet, after which the entire team agrees on the final answer together.

4. THE QUESTIONS (TASK FORMATS)

SkillTrack AI Task Generator provides three formats: Multiple Choice, Right/Wrong, and Match (2–10 items). Answers may only be marked once on the answer sheet. No changes.

5. STARTING THE ROUND

The leader says “GO”, and the team starts the time. The first running groups run out and read the question at a station of their choice.

6. TASKS FOR THE RUNNING GROUPS

The group runs to a station, reads the question, marks the answer if it is known, returns to base, and passes the whiteboard on. The process is repeated until all stations have been visited.

7. HANDLING QUESTIONS

A station is completed when the question has been read, marked, and the group is back at base. Only the leader may apply time deductions.

8. END OF ROUND

The team stops the time when the last answer is marked. The leader deducts 10 seconds per correct answer. If stations are skipped, the team receives the longest time of the day + 10 seconds.

9. SCORING & WINNER

The winner is the team with the fastest final time after deductions. In tournaments, the best total time can determine the winner.

10. FAIR PLAY

No physical contact, and no manipulation of stations or questions. Questions may only be read. Cheering is allowed without giving hints.

11. NUMBER OF PLAYERS

Minimum 4 people. No upper limit. For large teams, 5–10 running groups are recommended for flow and pace.

12. SAFETY

Avoid sprinting indoors. Keep distance at the stations. Be aware of terrain, slippery surfaces, and surroundings.

13. QUICK OVERVIEW (STEP-BY-STEP)

1. Set up belts + questions. 2. Split into teams. 3. Prepare the base. 4. The leader says GO. 5. The group runs out. 6. Reads the question. 7. Optionally marks an answer. 8. Solve the question together. 9. Pass the whiteboard on. 10. Stop the time and apply deductions.

1. PURPOSE

SkillTrack TAG combines movement, strategy, and task answers. One team carries the questions in their pockets, while the other team hunts them. When all questions are captured, the goal is to answer correctly and quickly to achieve the best time.

2. COURSE SETUP

The course is marked as a square or naturally defined area, for example between buildings or four trees. Smaller teams are recommended about 10 × 10 meters, while larger teams use proportionally larger areas. The area is marked with tape or natural boundaries.

3. TEAM ROLES

Teams decide for themselves who are runners, strategists, or thinkers. Roles can change freely during the game. Flexibility and teamwork are key.

4. THE QUESTIONS

Questions are printed on A4, folded three times, and sealed with tape to prevent peeking. Both teams receive the same number and types of questions. Each player may carry one question, and its location is kept secret as part of the strategy.

5. START OF THE ROUND

The tagging team starts at the timer with the whiteboard and answer sheets. The running team positions itself furthest away. When the leader says “GO”, START is pressed and the round begins.

6. TAGGING

A player is tagged by a light touch on the arm, shoulder, or back. When tagged, the question is handed over immediately and the player leaves the field. If a player steps outside the field, it counts as a tag.

7. HANDLING QUESTIONS

The tagging team receives the folded questions, breaks the seal, and collaborates on the answers. Answers are marked with checkmarks or crosses. No corrections.

8. END OF ROUND

A round ends when all questions have been captured. The field freezes, answers are collected in a stack, and the team stops the time. Time deductions are given for each correct answer.

9. SCORING & WINNER

You win a round by capturing all questions and answering correctly. The entire game is won by the most rounds won or the best total time in a tournament.

10. FAIR PLAY

Light contact only, no pushing. Pace: light to moderate running. Questions must be handed over immediately when tagged. Cheering is allowed without revealing answers.

11. NUMBER OF PLAYERS

Minimum 4 players (2 per team). Maximum about 10 per team. For larger groups, multiple fields can be set up.

12. TIME PENALTIES FOR RULE VIOLATIONS

If a player steps outside the field without being tagged = 10-second penalty to the opposing team. If the question is not handed over immediately when tagged = 30-second penalty. Penalties are noted on the answer sheet and deducted from the final time.

13. SAFETY

Avoid uneven terrain. Run with awareness. No hard turns, blocking, or physical pressure.

14. QUICK OVERVIEW

1. Questions are distributed secretly. 2. The tagging team prepares at the timer. 3. The leader says GO. 4. One team runs, one team tags. 5. Tagged players hand over questions and leave the field. 6. When all questions are captured, the field freezes. 7. Answers are marked. 8. Time is stopped. 9. Deductions are applied.

1. PURPOSE

SkillTrack Strategy focuses on planning, overview, and collaboration. The team moves freely between stations and, with a well-thought-out strategy, must solve all questions correctly in the shortest possible time.

2. COURSE SETUP

The course consists of 2–10 stations placed in an open area, indoors or outdoors. Stations are marked with belts and questions are mounted with velcro so they can be read on site without being moved. The base is placed so the team has a clear overview of the area.

3. TEAM ROLES

The team can assign roles such as runners, memory keepers, and analysts. A strategy coordinator can maintain overview, decide the order of stations, and adjust the route based on time, distance, and difficulty.

4. QUIZ FORMATS

Strategy uses the same quiz formats as the other games: Multiple Choice, Right/Wrong, and Match. The answer is marked only once on the answer sheet and cannot be changed afterward.

5. START & PLANNING

Before the start, the team reviews the course, station locations, and possible routes. When the leader says “GO”, the time starts, and the first running group is sent out according to the shared plan.

6. ROUTE CHOICE & PRIORITIZATION

The team chooses the order and priorities: nearby stations, difficult questions with high payoff, or quick points first. Decisions are continuously adjusted based on time, energy, and feedback from the runners.

7. VISITING STATIONS

A running group moves to a station, reads the question, and evaluates whether the answer can be given immediately or if the information must be brought back to base. A station is considered visited when the question has been read and passed on.

8. HANDLING ANSWERS

At the base, the team collaborates to mark answers on the answer sheet. Runners and analysts share knowledge, while the strategy coordinator keeps track of which stations remain and where the greatest gains can be made on the next run.

9. END OF ROUND

The round ends when all planned stations have been visited and all questions have been answered. The team stops the time at the base, and the answer sheet is handed to the leader.

10. SCORING & WINNER

The leader reviews the answers and deducts time for correct responses. The winner is the team that best combines strategy and knowledge and finishes with the best final time after deductions.

11. FAIR PLAY

No physical contact, and no manipulation of stations or questions. Questions may be read, but not removed or moved. Cheering is welcome without revealing answers.

12. NUMBER OF PLAYERS

Minimum 4 players. Strategy can be scaled to larger groups by adding more running groups and clear role distribution, so everyone has an active function in planning, running, or analysis.

13. SAFETY & QUICK OVERVIEW

Choose safe routes without slippery or dangerous areas. Quick overview: plan the route, assign roles, GO, visit stations, record answers, adjust strategy along the way, stop the time, apply deductions, and compare final times.

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Frequently Asked Questions

How do I choose the right Skill Track package for my needs?

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Start by considering how many participants you typically have and how often you plan to use Skill Track. Smaller groups and occasional use are best served by the Starter or Pro packages, while schools, companies, and frequent facilitators benefit most from the Team package. If you are unsure, we recommend starting with a smaller package and upgrading later as your needs grow.

How do I use the AI Task Generator?

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Upload a PDF, paste your text, or insert a YouTube link, then choose task type, difficulty, and number of questions. Click Generate, and the AI instantly transforms your material into ready-to-use tasks that integrate directly into the Skill Track game flow.

How do I get more tokens?

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You can purchase additional tokens at any time from our pricing page. Tokens are added instantly to your account after checkout, allowing you to continue generating tasks without interruption.

How do I use the physical game utilities?

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The utilities are designed for fast and intuitive setup. Place the belts, question holders, and markers along your chosen route, attach the tasks, and start the game. The flexible system allows you to create both short and long courses, indoors or outdoors.

Can Skill Track be adapted for different ages and group sizes?

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Yes. Skill Track is fully flexible and can be adjusted in difficulty, content type, group size, and physical intensity, making it suitable for children, students, adults, and professionals across education, training, and team-building.