My Curta!

Washington State Rank: #708
Benchmarks Found: 3
M255 RESET 1977 (SY0892)
Mitchell 5 (AH6645)
*Unregistered* benchmark (RPLS9398)
Caches Found: 14
Clear Creek Trail (GC349A)
Children's ParkBeach (GC3B1E)
The RailRoad (GC39FB)
Rotary Field (GC793B)
Banner-nanner (GC3CA1)
Putty Tat (GC809E)
Diesel Boats Forever(GC7424)
Over the Streams (GC7B93)
Howe Farm (GC1B5E)
Howe Farm II (GCG3YB)
Howe Farm III (GCG3PB)
Howe Farm IV (GCG47A)
Howe Farm VII (GCG8WE)
Lion Rock (GCGA1N)
Caches Hidden: 8
2 Tubes (GC7F2E) (archived)
Depression (GC857B) (archived)
Colby45 (GC857D)
Long Lake Diamond (GC8582) (archived)
Mossy Grove (GC85E3) (archived)
Easy Egg-Hunt (GCF865) (archived)
Difficult Egg-Hunt (GCF86F) (archived)
Veteran's Cemetery West (GCGCE4) (archived)
Multiplayer Geo-Games
The following multiplayer games provide Geocaching fun at the group-
level & are ideal for tournaments. You'll soon find many people in
the middle of nowhere rooting around together searching for that
elusive needle in the haystack. Some games are better suited for
teamplay, while others are designed to play rather quickly.
GPS receivers, orange surveyor's tape hereafter referred to as "flags",
FRS-radios, & a sounding horn to signal the beginning & end of the
matches are all that is necessary for these games. Any aspect of the
individual games can be modified as long as the rules are understood &
agreed upon by all of the players & officating staff.
Remember to keep the courses fairly large, remove the caches & flags
as necessary, bring plenty of water, & always use the buddy-system in
animal-infested areas & bring along pepper-spray just to be safe.
Have fun!
Cache Race (2-8 players)
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The root-cache location/time is posted so the players can meet. It is
recommended you arrive at least a half-hour in advance as late entrants
will be greatly disadvantaged. At the designated time, the root-cache
is open to all players revealing different legs to the next waypoint.
Players divide the legs amongst each other & teams of two or three may
formed to support large groups. There may be up to 10 intermediate caches
& some may be shared-waypoints from different legs. These intermediate
caches contain the coordinates to the other waypoints along the path
to the final destination. This effectively splits & combines the players
during the course of the game to enhance friendly competition.
Eventually, all legs converge to the final cache which typically
contains a cash-prize. The prize is to be shared within the winning
team-members where applicable.
Capture the Cache (2 or 4 players)
This game plays a bit like paintball Capture the Flag. Two teams start on
opposite ends of the designated playing area. At a specified time, both
teams rush to the enemy cache respectively & obtain the coordinates to
the winning waypoint. The winning waypoint is to be marked low to the
ground with a flag & may be located anywhere roughly centered bewteen
& perpendicular to the caches.
Of course the winners will be sitting around enjoying the fruits of victory
when the losers finally show. This variation can be played very quickly &
the ease of setup only requires 3 waypoints. In this way, many games can be
played on a given day making it perfect for a tournament setting. Radios can
further enhance setup with a couple officials spread over the course to
keep the games moving along rapidly.
CacheMaster (2 or 3 players)
This variation plays in series & is best with a very small number of people.
One person labeled the CacheMaster scouts ahead 5 minutes armed with 12
small caches & a radio. At each 5 minute interval, he hides a new cache &
radios his position to the players also carrying radios. It is highly
recommended that the CacheMaster create a random pattern leading away from
the origin & back again. When the CacheMaster drops the final cache, he
proceeds back to base & is not permitted to loiter around the caches.
Players take turns acting as the CacheMaster.
Seeker (2-4 players)
One team goes out & place multiple flags or caches into the search area
& returns to base while the other team then actively hunts for them.
When playing flags, coordinates of all flags must be given to the seekers
or the coordinates to another flag in the series may be written on the flags.
If playing caches, each cache shall contain the coordinates to another,
all caches must be referenced from at least one other cache, & only one
waypoint given the seeker. If played with 3 people in a round-robin
fashion, there will always be one person out hiding flags or caches,
one seeker, & one waiting turn which promotes fast games.
A variant designed explicitly for hunters or members of Special-forces &
is great practice for improving your stealth. One or more players simply
hides in a heavily covered area wearing camouflage & radios his position
back to the seeker. The seeker hunts for the hiders in the underbrush.
Domination (2-8 players)
There are two teams, red & blue made of at least 2 members per team. At the
horn, one member from each team draws a random waypoint from the cache &
scouts the waypoint. Upon retrieval of the flag at each waypoint, another
member from each team draws & scouts again. The game ends when a team first
returns with their half of the total number of flags. In this game
configuration, an even number of flags are mandated. If in fact an
odd number of flags are chosen, the team with the most flags win.
All Out War (2 or 4 players)
This game is similar to Domination but progress is from opposite ends of the
field. Each team places flags or caches for the other team to find within their
own territory. Then they relay the coordinates to the other team. Additionally,
it should only be played with an odd number of flags or caches. The object is
to collect the most flags or caches in the allotted time. The horn sounds
signaling the end of the fight at which time all players converge at the
middle-waypoint (coordinates given previously by the offical) for scoring.
Relay (2 players)
In this variation, 2 players simply navigate from waypoint to waypoint
in one direction. Upon reaching the end of their respective route, each
player will follow the alternate route taken by the other player back
to base. This keeps an equal playing field for both participants.
Whoever makes it back to base 1st, wins.
Tag Race (4-6 players)
Each player on a team successively retrieves one of a double-flag
at each waypoint. Player #1 retrieves from waypoint #1, player
#2 from the 2nd waypoint, & so on. The 1st team to retrieve
the final flag & backtrack to base wins.
Around the World (2-4 players)
The Red team navigates around the world in a clockwise fashion while the
Blue team navigates in a counter-clockwise fashion. One player from each
team starts & upon making base, his other team-member starts his round.
When the 2nd team-member makes it Around the World, his team wins.
Yahoo! Magellan Meridian Group