Play Idea 1
Social Pace
Full Activity Page
Run or walk one agreed loop at a steady social pace. Closest finish to the target split wins.
Final segment is a no-watch finish where everyone locks in a pace by feel.
Players
2-12
Time
15-40 min
Gear
route, timer + safe meeting point
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Play Idea 2
Social Pace
Full Activity Page
Hit marked landmarks in any order and complete the bingo card first.
One hidden bonus landmark is worth an instant free square.
Players
4-20
Time
15-40 min
Gear
route, timer + safe meeting point
This activity is for points or bragging rights only. STUD mode is not recommended for this format.
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Play Idea 3
Social Pace
Full Activity Page
Complete two equal loops. Lowest combined time wins only if loop two is faster than loop one.
Miss the negative split and add a 10-second penalty.
Players
2-10
Time
15-40 min
Gear
route, timer + safe meeting point
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Play Idea 4
Social Pace
Quick idea
Draw a repeat count, run the hill that many times, and post the best total time.
The final repeat is backward-jog recovery only before the sprint starts.
Players
2-12
Time
15-40 min
Gear
route, timer + safe meeting point
This activity is for points or bragging rights only. STUD mode is not recommended for this format.
Open board
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Play Idea 5
Social Pace
Full Activity Page
Complete a short list of photo prompts and checkpoints before the timer ends.
One prompt must include the whole team in motion.
Players
2-20
Time
15-40 min
Gear
route, timer + safe meeting point
This activity is for points or bragging rights only. STUD mode is not recommended for this format.
Start session
Send to group
Play Idea 6
Social Pace
Full Activity Page
Relay between two landmarks, with each teammate completing one leg.
The final runner has to call the handoff point before they take off.
Players
4-16
Time
15-40 min
Gear
route, timer + safe meeting point
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Play Idea 7
Social Pace
Full Activity Page
Run one song length at a chosen pace and hold it as closely as possible. Smallest pace drift wins.
Round two switches to a faster song and shorter target split.
Players
2-12
Time
15-40 min
Gear
route, timer + safe meeting point
This activity is for points or bragging rights only. STUD mode is not recommended for this format.
Start session
Send to group
Play Idea 8
Social Pace
Full Activity Page
Call your recovery pace before the loop, then finish as close to it as possible without checking your watch.
Closest guess gets to set the next target pace for the group.
Players
2-12
Time
15-40 min
Gear
route, timer + safe meeting point
Start session
Send to group
Play Idea 9
Social Pace
Full Activity Page
Run or walk a short loop at the agreed conversation pace, then step the pace up one notch each round. Cleanest ladder wins.
The last round is by feel only, with no watches checked until everyone finishes.
Players
2-16
Time
15-40 min
Gear
route, timer + safe meeting point
This activity is for points or bragging rights only. STUD mode is not recommended for this format.
Start session
Send to group
Play Idea 10
Social Pace
Full Activity Page
Tag the next runner at each called landmark and hold the agreed tempo between exchanges. Fastest clean team total wins.
Each team gets one pace-check token to call a reset before the final leg.
Players
4-16
Time
15-40 min
Gear
route, timer + safe meeting point
Start session
Send to group
Play Idea 11
Social Pace
Full Activity Page
Complete one social-pace loop, then finish with a called number of controlled strides. Most accurate finish wins.
Round two changes the stride count halfway through the loop.
Players
2-12
Time
15-40 min
Gear
route, timer + safe meeting point
This activity is for points or bragging rights only. STUD mode is not recommended for this format.
Start session
Send to group
Play Idea 12
Social Pace
Quick idea
Call your partner's split before they leave, then see who comes closest without checking a watch. Best combined guess wins.
The last rep flips roles and shortens the segment.
Players
2-10
Time
15-40 min
Gear
route, timer + safe meeting point
Open board
Send to group
Play Idea 13
Social Pace
Quick idea
Rotate who calls the next surge landmark and who calls the recovery landmark. Best total pace control across the route wins.
One recovery segment each round has to be walk-only before the next surge.
Players
2-16
Time
15-40 min
Gear
route, timer + safe meeting point
Open board
Send to group
Play Idea 14
Social Pace
Quick idea
Run two equal segments and only score if the second closes faster while staying within the agreed effort band.
Closest legal negative split gets to pick the final route order for the group.
Players
2-12
Time
15-40 min
Gear
route, timer + safe meeting point
Open board
Send to group