little fans
3 - 6 years

Ready to share your love of racing with the next generation? Introducing your little ones to the world of motorsport is easier than ever. From official F1 junior initiatives (available at f1.com) to simple, low-resource activities you can do at home or with friends, there are plenty of inclusive ways to get kids of all ages into the fast lane!

little fans
7 - 11 years

little fans
12+ years

Bring your ideas for our little fans to the grid.

Red light, green light!

The Grid Start:

Test your reaction times just like a Grand Prix driver! In this version, you’re a high-performance machine aiming for the checkered flag.

The Set-up: 

  • Age Group: 3+

  • Players: 2 or more

  • Resources: None (Optional: Green and Red paper or a checkered flag)

  • Time: 5–10 minutes

The Blueprint:

  1. Designate the Roles: One person is the Race Director (standing at the finish line) and the others are the Drivers (at the starting line).

  2. The Signals:

    • When the Race Director yells “Green Light!” (or holds up green paper), Drivers “race” toward the finish line.
    • When they yell “Red Light!” (or red paper), Drivers must come to a complete “screeching” stop.

  3. The Penalty: If the Race Director catches a Driver moving during a Red Light, that Driver has a “5-second penalty” and must take three big steps back toward the start.

  4. The Podium: The first Driver to cross the finish line wins the Grand Prix!

The motorsport twist:

  • Yellow Flag: If the Race Director yells “Yellow Flag!”, Drivers must move in slow motion (simulating a Safety Car).

  • Pit Stop: Randomly yell “Pit Stop!” Drivers must drop and do 5 jumping jacks (changing their tires) before they can move again on the next Green Light.

THE GRID SCRAMBLE

The Grid Start:

In Formula 1, every team has a unique “livery” (their car’s colours). Can you stay on the right track, or will the Race Director pull you into the pits? Test your luck and speed in this elimination challenge!

The Set-up:

  • Age Group: 4+

  • Players: 3 or more (the more the merrier!)

  • Resources: 4 items of different colors (e.g., a Red t-shirt, a Blue cushion, a Green book, and a Yellow towel) or coloured chalk.

  • Time: 10–15 minutes

THE BLUEPRINT:

  1. Create the Sectors: Place your four coloured items in four different corners of the room or yard. These are your Team Hubs (e.g., Red for Ferrari, Blue for Red Bull, Green for Aston Martin, Yellow for McLaren).

  2. The Countdown: One person is the Race Director. They stand in the middle, close their eyes, and count loudly to 10.

  3. The Scramble: While the Director counts, all the Drivers must run/scramble to stand near one of the coloured Team Hubs.

  4. The Elimination: With eyes still closed, the Race Director shouts out one colour (e.g., “RED!”). They then turn around.

  5. The DNF: Any Drivers standing at the Red Hub are “Out” (Did Not Finish). They move to the “Paddock” (the sidelines) to cheer.

  6. The Final Lap: Continue until only one Driver remains. They win the Grand Prix and become the next Race Director!

The motorsport twist:

  • Double Points: If the Race Director shouts “Safety Car!”, everyone has to switch to a new colour immediately before the Director picks the eliminated colour.

  • The Podium: If you have a small group, instead of being “out,” give the caught drivers a “10-second penalty” where they have to do a silly dance or run a lap around the room before they can join the next round.

TRACKSIDE TALES

The Grid start:

Every race weekend is full of drama, from daring overtakes to unexpected rain showers. Now, you’re the scriptwriter! Paint your own racing world and see where the story takes you.

The Set-up:

  • Age Group: 4+

  • Players: 1 or more

  • Resources: Smooth stones (found in the garden or park), paints or permanent markers, and a small bag or bowl.

  • Time: 30 minutes for painting, unlimited for storytelling!

The blueprint:

  1. Collect Your Parts: Find 5–10 smooth stones. Wash and dry them so the “livery” (paint) sticks properly.

  2. Design the Icons: Paint one motorsport-themed image on each stone. Not sure what to draw? Try these:

    • A racing helmet, a checkered flag, a trophy, a lightning bolt (for speed), a rain cloud (for a weather change), or a stopwatch.

  3. The Shuffle: Once dry, put all the stones into a bag or bowl – this is your Technical Briefing.

  4. Start the Engine: Reach in and pull out one stone. Start your story based on that image. (e.g., “The sun was shining at the track today…”)

  5. The Next Lap: Pull out stones one by one and keep the story going, connecting each new image to the plot!

The motorsport twist:

  • The Commentator Challenge: If playing with friends, one person pulls the stones and the other has to “broadcast” the story like a professional commentator, using their most excited “racing voice!”

  • The Plot Twist: If you pull the “Rain Cloud” stone, something unexpected must happen in your story to change the lead!

the paddock sensory bin

The GRID START:

Experience the textures and tools of the pit lane! A sensory bin (or treasure basket) allows little hands to explore the high-speed world of motorsport through touch, sound, and sight.

The set-up:

  • Age Group: 1+ years (for anyone who loves sensory play!)

  • Players: 1 or more

  • Resources: A shallow tub or basket, and “track-themed” fillers (see the “Twist” for ideas).

  • Time: 15–20 minutes

The Blueprint:

  1. Prepare the Surface: Fill a large bowl or basket with a base material. Black beans, dried lentils, or even kinetic sand work great to represent the “asphalt.”

  2. Add the Hardware: Hide motorsport-related items inside the filler. Think of things like:

    • Small toy cars, metal nuts and bolts (ensure they are size-appropriate for safety), a small scrap of checkered fabric, or a smooth trophy-like cup.

  3. The Inspection: Let the child explore the bin. Ask them what feels “bumpy” like a rumble strip or “smooth” like a new tire.

  4. The Clean-Up Lap: Use scoops or spoons (your “tools”) to move the items from the “track” back into the “garage” (the basket).

The Motorsport twist:

  • The Sound of Speed: Add a small piece of crinkly foil or wrap at the bottom of the bin. When they dig deep, it sounds like the roar of the engines or the crunch of gravel in a run-off area!

  • Smell of the Track: (For older kids) You can add a drop of vanilla or a cinnamon stick to the “garage” area to represent the different scents found in a busy F1 paddock.

THE memory Monza

The Grid Start:

Do you have the focus of a World Champion? In F1, drivers have to memorise every turn and apex of a track. Now it’s your turn to test your focus by matching the drivers with their cars before the clock runs out!

The Set-up:

  • Age Group: 4+

  • Players: 1 or more

  • Resources: Paper, scissors, and pens (or a printer). You’ll need to create pairs of cards (e.g., two Ferrari logos, or a picture of a driver and a second card with their racing number).

  • Time: 10–20 minutes

The Blueprint:

  1. Create the Deck: Prepare an even number of cards. For a motorsport twist, make pairs like:

    • Driver & Number (e.g., Lewis Hamilton & 44)

    • Car & Team Logo (e.g., An orange car & the McLaren logo)

    • Tire Colours (e.g., Two red “Soft” tires, two yellow “Medium” tires)

  2. Shuffle the Grid: Lay all the cards face down in neat rows (the “Starting Grid”).

  3. The Formation Lap: Players take turns flipping over two cards.

    • If they match, the player keeps the pair and goes again.

    • If they don’t match, flip them back over – but try to remember where they are!

  4. The Checkered Flag: The game ends when all pairs have been matched. The player with the most “trophies” (pairs) wins!

The Motorsport Twist:

  • The Quick Pit Stop: Set a timer for 60 seconds. Can you clear the whole grid before the timer hits zero?

  • Blue Flag!: If a player finds a “Blue Flag” card (a special card you can add), they get to peek at any two cards on the board without ending their turn.

The pit stop challenge

The Grid-start:

In F1, a pit crew can change four tires in less than two seconds! Are you fast enough to handle a high-pressure pit stop? Grab your gear and get ready to beat the clock.

The set-up:

  • Age Group: 3+ years

  • Players: 1 or more

  • Resources: A pair of shoes, a jacket (with a zipper or buttons), and a hat or helmet.

  • Time: 5 minutes (played in short bursts)

The blueprint:

  1. The Garage: Place the “driver” (the child) at one end of the room and their “gear” (shoes, jacket, hat) in a pile at the other end – this is the Pit Box.

  2. The Signal: Shout “Box, Box!” (the radio call for a pit stop).

  3. The Service: The child must run to the Pit Box and put on all their gear as fast as possible.

  4. The Release: Once their “tires” (shoes) and “bodywork” (jacket) are on, they must run back to the start line to finish the stop.

  5. Check the Clock: Use a stopwatch to see how many seconds it took. Can they beat their “Personal Best” on the next lap?

The motorsport twist:

  • The Wheel Nut Fumble: For an extra challenge, tell the driver there is a “stuck wheel nut.” They have to spin around 3 times before they are allowed to put on their shoes!

  • Multi-Car Team: If there are two children, they can work as a crew to help each other get dressed, teaching teamwork just like a real crew.

THE STRATEGY SHUFFLE

The grid start:

THE CLOUDS ARE CIRCLING THE TRACK AND THE RADAR IS TURNING PURPLE! IN MOTORSPORT, MAKING THE WRONG TYRE CHOICE CAN RUIN YOUR RACE IN SECONDS. DO YOU HAVE THE REFLEXES TO SWITCH YOUR STRATEGY, OR WILL YOU SPIN OFF INTO THE BARRIERS?

the set up:

  • AGE GROUP: 7+

  • PLAYERS: 3 OR MORE

  • RESOURCES: 3 “TYRE ZONES” (USE COLOURED ITEMS OR CHALK CIRCLES: RED FOR SLICKS/DRY, GREEN FOR INTERMEDIATES/LIGHT RAIN, BLUE FOR WETS/HEAVY RAIN). A MUSIC PLAYER OR A WHISTLE.

  • TIME: 15–20 MINUTES

the blue-print:

  • THE FORMATION LAP: SPREAD THE RED, GREEN, AND BLUE TYRE ZONES AROUND THE PLAY AREA. DRIVERS JOG AROUND THE “TRACK” IN THE CENTRE WHILE THE MUSIC PLAYS (OR THE DIRECTOR CHEERS).

  • THE WEATHER CALL: THE RACE DIRECTOR SUDDENLY STOPS THE MUSIC AND SHOUTS A TRACK CONDITION:

    • “SUNNY” = RUN TO RED.

    • “DRIZZLE” = RUN TO GREEN.

    • “MONSOON” = RUN TO BLUE.

  • THE SCRAMBLE: DRIVERS MUST SPRINT TO THE CORRECT TYRE ZONE. BUT BE CAREFUL – THE RACE DIRECTOR CAN REMOVE ONE COLOUR ZONE EACH ROUND TO MAKE THE “GRID” SMALLER!

  • THE STEWARDS’ DECISION: THE LAST DRIVER TO REACH THE CORRECT ZONE (OR ANYONE WHO RUNS TO THE WRONG WEATHER TYPE) GETS A “DRIVE-THROUGH PENALTY” (THEY MUST RUN ONE FULL LAP AROUND THE OUTSIDE OF THE GAME BEFORE REJOINING).

  • THE CHECKERED FLAG: AFTER 5 ROUNDS, THE DRIVER WITH THE FEWEST PENALTIES IS CROWNED THE CHAMPION.

the motorsport twist:

  • BOX, BOX!: IF THE DIRECTOR SHOUTS “BOX, BOX!”, DRIVERS MUST PERFORM A “TYRE CHANGE” (TOUCH THE GROUND AND JUMP UP 5 TIMES) BEFORE THEY ARE ALLOWED TO RUN TO THE CORRECT COLOUR ZONE.

  • SAFETY CAR: IF THE DIRECTOR SHOUTS “SAFETY CAR!”, ALL DRIVERS MUST MOVE IN SLOW-MOTION. ANYONE WHO MOVES TOO FAST GETS A PENALTY FOR “EXCEEDING THE DELTA TIME!”

THE manual override tag

THE GRID START:

IT’S THE FINAL LAP AND YOU’RE TUCKED INTO THE SLIPSTREAM OF THE LEADER. IN THE 2026 ERA, YOU HAVE ONE CHANCE TO DEPLOY YOUR “MANUAL OVERRIDE” BOOST TO MAKE THE PASS. TIME YOUR ATTACK PERFECTLY TO TAKE THE WIN, BUT BE CAREFUL – ONCE YOUR BATTERY IS DRAINED, YOU’RE DEFENSELESS!

The set-up: 

  • AGE GROUP: 7+

  • PLAYERS: 3 OR MORE

  • RESOURCES: AN OPEN SPACE (GARDEN, PARK, OR HALLWAY) AND A “FINISH LINE” MARKER.

  • TIME: 10–15 MINUTES

THE BLUEPRINT:

  • THE GRID LINE-UP: ONE PLAYER IS THE LEADER (P1), AND THE OTHERS ARE THE CHASERS. EVERYONE STARTS AT THE STARTING LINE.

  • THE CRUISE PHASE: EVERYONE MUST MOVE AT A “CONSTANT VELOCITY” (A STEADY, BRISK WALK OR SLOW JOG). NO SPRINTING ALLOWED YET!

  • THE DEPLOYMENT: EACH CHASER HAS ONE “MANUAL OVERRIDE” PER LAP. TO ACTIVATE IT, THEY MUST SHOUT “OVERRIDE ACTIVE!”

  • THE ATTACK: ONCE SHOUTED, THAT CHASER CAN SPRINT AT 100% SPEED FOR 5 SECONDS TO TRY AND TAG THE LEADER.

  • THE DEFENSE: THE LEADER CAN ONLY START SPRINTING AFTER THEY HEAR A CHASER DEPLOY THEIR OVERRIDE.

  • THE SWAP: IF THE LEADER IS TAGGED, THE CHASER TAKES OVER P1. IF THE CHASER MISSES AFTER 5 SECONDS, THEIR “BATTERY IS FLAT” – THEY MUST STOP, COUNT TO 5 (RECHARGING), AND THEN RETURN TO CRUISE SPEED.

THE MOTORSPORT TWIST:

  • ENERGY HARVESTING: IF A CHASER TOUCHES THEIR KNEES TO THE GROUND THREE TIMES WHILE JOGGING (REPRESENTING REGEN-BRAKING), THEY “RECHARGE” AND GET A SECOND 5-SECOND OVERRIDE BOOST.

  • THE DRS GHOST: SINCE DRS IS GONE IN 2026, IF THE LEADER GETS TOO FAR AHEAD (MORE THAN 10 METERS), THE RACE DIRECTOR SHOUTS “TECHNICAL ADVANTAGE!”, GIVING ALL CHASERS A PERMANENT SPRINT UNTIL THEY CATCH UP!

the Radio-link pit stop

THE GRID START:

IN FORMULA 1, THE RADIO IS THE ONLY THING CONNECTING A DRIVER TO THE TEAM. IN THIS HIGH-STAKES CHALLENGE, THE “DRIVER” IS OPERATING WITH ZERO VISIBILITY IN A CROWDED PIT LANE! THE “ENGINEER” MUST GUIDE THEM TO THE PIT BOX USING ONLY CLEAR, FAST VOICE COMMANDS. ONE WRONG TURN AND YOU’LL MISS YOUR STOP!

THE SET-UP:

  • AGE GROUP: 7+

  • PLAYERS: 2 OR MORE (PLAYED IN PAIRS)

  • RESOURCES: A BLINDFOLD (A SCARF OR SLEEP MASK) AND A “WHEEL NUT” (A SMALL BALL, AN ORANGE, OR A CRUMPLED PIECE OF PAPER).

  • TIME: 15–20 MINUTES

THE BLUEPRINT:

  • THE PIT LANE: CREATE A SMALL OBSTACLE COURSE USING SHOES OR CUSHIONS AS “OTHER CARS” IN THE PIT LANE. PLACE THE “WHEEL NUT” AT THE FAR END INSIDE A TARGET AREA (THE PIT BOX).

  • THE DRIVER: ONE PLAYER IS BLINDFOLDED AT THE START LINE. THEY ARE THE “DRIVER” AND MUST KEEP THEIR HANDS ON AN IMAGINARY STEERING WHEEL.

  • THE ENGINEER: THE SECOND PLAYER STANDS BEHIND THE START LINE. THEY CAN SEE THE WHOLE TRACK BUT CANNOT TOUCH THE DRIVER.

  • THE COMMMS: THE ENGINEER MUST GIVE CLEAR DIRECTIONS (E.G., “THREE STEPS FORWARD… SHARP RIGHT… STOP! STEP LEFT!”) TO GUIDE THE DRIVER THROUGH THE OBSTACLES TO THE PIT BOX.

  • THE SERVICE: ONCE THE DRIVER REACHES THE PIT BOX, THEY MUST FEEL AROUND, GRAB THE “WHEEL NUT,” AND LIFT IT HIGH ABOVE THEIR HEAD.

  • THE RELEASE: THE CLOCK STOPS WHEN THE DRIVER SHOUTS “RELEASE, RELEASE!” SWAP ROLES AND SEE WHICH PAIR HAS THE FASTEST “BOX-TO-BOX” TIME.

THE MOTORSPORT TWIST:

  • RADIO INTERFERENCE: TO MAKE IT HARDER, OTHER TEAMS CAN STAND ON THE SIDELINES AND MAKE “ENGINE NOISES” (VROOM!) TO TRY AND DROWN OUT THE ENGINEER’S INSTRUCTIONS.

  • STATIC SIGNAL: THE ENGINEER IS ONLY ALLOWED TO USE THREE WORDS PER COMMAND (E.G., “LEFT, TWO STEPS”). IF THEY SPEAK TOO MUCH, THE “SIGNAL BREAKS UP” AND THE DRIVER MUST FREEZE FOR 3 SECONDS.

Code break to checkered flag

THE GRID START:

THE RACE START IS MINUTES AWAY, BUT THE TEAM PRINCIPAL HAS LOCKED YOUR STEERING WHEEL AND HELMET IN THE OVERNIGHT FREIGHT! TO UNLOCK YOUR GEAR, YOU MUST DECODE A SERIES OF TELEMETRY CLUES HIDDEN AROUND THE CIRCUIT. EACH CLUE DESCRIBES A PART OF THE RACE – SOLVE THE RIDDLE, FIND THE LOCATION, AND COMPLETE THE TASK TO GET TO THE GRID ON TIME!

THE SET-UP:

  • AGE GROUP: 7+

  • PLAYERS: 1 OR MORE

  • RESOURCES: 5 OR 6 PAPER “CLUE CARDS” HIDDEN AT SPECIFIC STATIONS.

  • TIME: 30–45 MINUTES

THE BLUEPRINT:

  • THE BRIEFING: HAND THE DRIVER THEIR FIRST CLUE. THEY MUST SOLVE IT TO FIND THE LOCATION OF THE NEXT STATION.

  • THE SECTORS: AT EACH HIDDEN STATION, THEY FIND THE NEXT CLUE AND A PHYSICAL TASK THEY MUST COMPLETE BEFORE MOVING ON.

EXAMPLE CLUES AND STATIONS:

  • CLUE 1 (START): “TO START THE RACE, YOU NEED TO BE ROUND. I’M WHERE THE RUBBER MEETS THE GROUND. FIND THE PLACE WHERE THE CARS GET NEW SHOES!” (Location: The “Pit Box” / A pile of shoes or a garden hose).

    • TASK: DO 10 SQUAT-JUMPS (TYRE CHANGES).

  • CLUE 2: “THE AIR MOVES FAST OVER MY WING, DOWNFORCE IS A BEAUTIFUL THING. FIND THE HIGHEST POINT AROUND TO SEE THE WHOLE TRACK!” (Location: A slide, a hill, or the top of the stairs).

    • TASK: HOLD A “SUPERMAN” POSE FOR 20 SECONDS (AERO BALANCE).

  • CLUE 3: “THE RACE IS LONG AND THE SUN IS HOT, I NEED TO STAY COOL IN MY DRIVING SLOT. FIND THE PLACE WHERE THE DRIVERS GO TO HYDRATE!” (Location: The kitchen sink or a water fountain).

    • TASK: DRINK A SMALL CUP OF WATER AS FAST AS A PIT STOP.

  • CLUE 4: “I HAVE A HALO TO KEEP ME SAFE, EVEN WHEN I’M TEARING UP THE PLACE. FIND THE STURDIEST STRUCTURE THAT PROTECTS THE GARDEN!” (Location: A big tree or a garden shed).

    • TASK: RUN 3 LAPS AROUND THE “STRUCTURE” (SAFETY CAR LAPS).

  • THE FINISH: THE FINAL CLUE LEADS THEM BACK TO THE “PODIUM” (THE FRONT DOOR OR A DESIGNATED CHAIR) WHERE THEIR “RACING HELMET” (OR A TREAT) IS WAITING.

THE MOTORSPORT TWIST:

  • THE STEWARD’S INQUIRY: HIDE ONE “BOGUS CLUE” THAT LEADS TO A DEAD END. IF THE DRIVER GOES TO THE WRONG PLACE, THEY HAVE A “TIME PENALTY” AND MUST HOP ON ONE LEG TO THE CORRECT STATION.

  • ACTIVE AERO BOOST: IF THE DRIVER SOLVES THE RIDDLE IN UNDER 10 SECONDS, THEY GET AN “OVERRIDE BOOST” AND CAN SPRINT TO THE NEXT STATION. IF NOT, THEY MUST JOG.

  • ADD MORE CLUES AND RIDDLES AS NECESSARY.

THE 2040 CoNCEPT PROTOTYPE

The Grid START:

THE FIA HAS OPENED THE BIDDING FOR THE 2040 TECHNICAL REGULATIONS. CURRENT F1 DESIGNS ARE EVOLVING TOWARD TOTAL SUSTAINABILITY AND ACTIVE AERODYNAMICS, BUT YOUR MISSION IS TO PUSH THE LIMITS FURTHER. YOU ARE THE CHIEF TECHNICAL OFFICER OR CTO. YOUR TASK IS TO DESIGN AND PROTOTYPE A “ZERO-EMISSION” SPEED MACHINE THAT USES ADVANCED MATERIALS AND REVOLUTIONARY POWER UNITS. THE FUTURE OF THE SPORT IS IN YOUR DESIGN OFFICE.

THE SET-UP:

  • AGE GROUP: 10+

  • PLAYERS: 1 OR MORE

  • RESOURCES: A DESIGN LOGBOOK (PAPER), RECYCLED CHASSIS MATERIALS (CARDBOARD, BOTTLES), AND FIXINGS (TAPE OR GLUE).

  • TIME: 60 MINUTES

THE BLUEPRINT

  • TECHNICAL DRAWING: BEFORE BUILDING, YOU MUST SKETCH A TOP-DOWN AND SIDE-PROFILE VIEW OF YOUR CAR. LABEL THE ACTIVE AERO COMPONENTS (PARTS THAT MOVE TO REDUCE DRAG) AND THE MGU-H/K ENERGY RECOVERY SYSTEMS.

  • THE POWER UNIT SPEC: DEFINE YOUR FUEL SOURCE. WILL YOU USE HYDROGEN CELLS, SYNTHETIC BIO-FUELS, OR KINETIC ENERGY? WRITE DOWN YOUR ESTIMATED “BRAKE HORSEPOWER” (BHP).

  • CHASSIS CONSTRUCTION: BUILD YOUR 3D PROTOTYPE USING YOUR RECYCLED MATERIALS. FOCUS ON THE HALO SAFETY SYSTEM AND THE DIFFUSER AT THE BACK TO MANAGE AIRFLOW.

  • LIVERY & SPONSORSHIP: APPLY YOUR TEAM’S VISUAL IDENTITY. A CLEAN, AERODYNAMIC FINISH IS REQUIRED. IDENTIFY YOUR TECHNICAL PARTNERS (BRANDS FROM AROUND THE HOUSE) AND APPLY THEIR LOGOS TO THE BODYWORK.

  • THE DESIGN REVEAL: CONDUCT A “TECHNICAL BRIEFING” TO EXPLAIN HOW YOUR CAR HANDLES “DIRTY AIR” AND WHY IT IS THE MOST SUSTAINABLE VEHICLE ON THE 2040 GRID.

THE MOTORSPORT TWIST:

  • CRASH TEST RATING: DROP YOUR COMPONENT FROM KNEE HEIGHT. IF THE CHASSIS REMAINS INTACT, YOU PASS THE FIA SAFETY INSPECTION. IF IT BREAKS, YOU RECEIVE A “CONSTRUCTOR’S PENALTY” AND MUST RE-ENGINEER THE WEAK POINT.

  • WEIGHT LIMIT: F1 CARS MUST BE LIGHT. WEIGH YOUR PROTOTYPE. THE LIGHTEST DESIGN IN THE PADDOCK TAKES POLE POSITION FOR THE NEXT RACE!

90 second scramble

THE GRID START:

THE TEAM TRUCK HAS ARRIVED AT THE TRACK LATE, AND THE CAR IS STILL IN PIECES! THE “GREEN LIGHT” FOR PRACTICE 1 IS ONLY 90 SECONDS AWAY. THE PARTS ARE SCATTERED ACROSS THE GARAGE – CAN YOU RECOVER EVERY CRITICAL COMPONENT BEFORE THE SESSION STARTS, OR WILL YOU BE WATCHING FROM THE SIDELINES?

THE SET-UP:

  • AGE GROUP: 7+

  • PLAYERS: 2 OR MORE (TEAMS WORK BEST)

  • RESOURCES: 10 MOTORSPORT-RELATED ITEMS (E.G., A HELMET/CAP, A WATER BOTTLE, A GLOVE, A WRENCH/TOOL, A TOY CAR, A FLAG, A STOPWATCH).

  • SUSTAINABILITY: USES ITEMS YOU ALREADY OWN – NO NEW PURCHASES REQUIRED.

  • TIME: 5 MINUTES

THE BLUEPRINT:

  • THE HIDE: THE RACE DIRECTOR HIDES THE 10 ITEMS AROUND THE ROOM (UNDER CUSHIONS, BEHIND CURTAINS, ON SHELVES).

  • THE ENGINE START: THE DIRECTOR STARTS THE CLOCK (90 SECONDS) AND PLAYS THE SOUND OF A RACE CAR ENGINE IDLING.

  • THE RECOVERY: THE DRIVERS MUST SPRINT TO FIND ALL 10 ITEMS AND RETURN THEM TO THE “ASSEMBLY TABLE” (THE PADDOCK).

  • THE LOGBOOK: EACH ITEM MUST BE PLACED IN A NEAT ROW. IF THE ITEMS ARE THROWN OR MESSY, THE “STEWARDS” WILL REJECT THE PARTS, AND THE DRIVER MUST RE-ARRANGE THEM WHILE THE CLOCK IS TICKING.

  • THE SESSION START: IF ALL ITEMS ARE ON THE TABLE BEFORE THE CLOCK HITS ZERO, THE TEAM QUALIFIES FOR THE RACE!

THE MOTORSPORT TWIST:

  • LOOSE WHEEL NUT: HIDE ONE EXTRA “TINY” ITEM (A SINGLE COIN OR A SMALL BOLT). IF THE TEAM FINDS THIS “SECRET PART,” THEY GET A 10-SECOND BONUS ON THEIR FINAL TIME.

  • BLIND TURNS: PERFORM THE SCRAMBLE WHILE WEARING “RACING GOGGLES” (SUNGLASSES) TO MAKE SPOTTING THE PARTS IN THE “GARAGE” EVEN HARDER.

reaction matrix

THE GRID START:

AN F1 DRIVER PROCESSES DATA AT SPEEDS EXCEEEDING 200MPH (322km). TO SURVIVE THE FIRST CORNER AT MONZA, YOU MUST DEVELOP “SACCADIC MASKING” – THE ABILITY TO IDENTIFY OBJECTS IN YOUR PERIPHERAL VISION WITHOUT TAKING YOUR EYES OFF THE TRACK. THIS IS A COGNITIVE CALIBRATION TEST USED BY ELITE ACADEMIES TO SEPARATE THE FAST FROM THE FEARLESS.

THE SET-UP:

  • AGE GROUP: 12+

  • PLAYERS: 2 (THE DRIVER AND THE RACE DIRECTOR)

  • RESOURCES: 10 POST-IT NOTES (OR SCRAPS OF PAPER WITH TAPE) AND A MARKER

  • TIME: 10–15 MINUTES

THE BLUEPRINT:

  • THE COCKPIT SETUP: WRITE THE NUMBERS 1–10 ON THE NOTES. TAPE THEM TO A WALL IN A WIDE, DISORGANISED CIRCLE (APPROXIMATELY 1.5 METRES WIDE).

  • THE FOCUS POINT: PLACE A SMALL “X” IN THE EXACT CENTRE OF THE CIRCLE. THE DRIVER MUST STAND 1 METRE AWAY and STARE AT THE “X.” RULE: YOU CANNOT MOVE YOUR EYES FROM THE “X” AT ANY TIME.

  • THE DATA CALL: THE RACE DIRECTOR SHOUTS A RANDOM NUMBER (E.G., “FOUR!”).

  • THE RESPONSE: USING ONLY PERIPHERAL VISION, THE DRIVER MUST LOCATE “4” AND TOUCH IT WITH THEIR HAND, THEN IMMEDIATELY RETURN THEIR HAND TO THE “NEUTRAL” POSITION IN FRONT OF THEIR CHEST.

  • THE STINT: COMPLETE A 60-SECOND RAPID-FIRE SESSION. THE DIRECTOR SHOULD CALL NUMBERS EVERY 2 SECONDS.

THE MOTORSPORT TWIST:

  • RADIO CHATTER: THE DIRECTOR BEGINS ASKING THE DRIVER SIMPLE MATHS QUESTIONS (E.G., “WHAT IS 15 MINUS 6?”) WHILE CONTINUING TO CALL OUT THE MATRIX NUMBERS.

  • EYE-TRACKING PENALTY: IF THE DIRECTOR CATCHES THE DRIVER’S EYES MOVING AWAY FROM THE “X” TO LOOK AT A NUMBER, THE SESSION IS FLAGGED AND THE SCORE IS WIPED.

Telemetry scavenger (elite edition)

THE GRID START:

MODERN F1 TEAMS RUN ON DATA, NOT JUST FUEL. YOUR TEAM’S CLOUD SERVER HAS CRASHED, AND THE RACE STRATEGY IS SCATTERED ACROSS THE CIRCUIT IN ENCRYPTED FRAGMENTS. TO UNLOCK THE OPTIMUM PIT-STOP WINDOW, YOU MUST LOCATE THE DATA HUBS AND SOLVE THE COMPLEX TECHNICAL CALCULATIONS HIDDEN WITHIN. SPEED IS SECONDARY; ACCURACY IS EVERYTHING.

THE SET-UP:

  • AGE GROUP: 15+

  • PLAYERS: 1 OR MORE (INDIVIDUAL OR TEAM-BASED)

  • RESOURCES: 5 ENVELOPES (OR FOLDED PAPERS) HIDDEN AT SPECIFIC “STATIONS.”

  • TIME: 30–40 MINUTES

THE BLUEPRINT:

  • THE ENCRYPTION: EACH HIDDEN ENVELOPE CONTAINS A RIDDLE DESCRIBING THE NEXT LOCATION AND a “TELEMETRY TASK.”

  • THE TELEMETRY TASKS: TO LEAVE A STATION, THE DRIVER MUST SOLVE A TECHNICAL PROBLEM:

    • Example: “IF YOUR TYRE DEGRADATION IS 0.4 SECONDS PER LAP, AND YOUR CURRENT LAP IS 1:25.000, CALCULATE YOUR PROJECTED LAP TIME IN 5 LAPS.”

    • Example: “YOUR ERS (BATTERY) CHARGES AT 2% PER BRAKING ZONE. THERE ARE 8 ZONES PER LAP. HOW MANY LAPS UNTIL A 100% CHARGE?”

  • THE DATA LOG: THE DRIVER MUST CARRY A “LOGBOOK” (A PIECE OF PAPER) AND RECORD EVERY ANSWER.

  • THE SCRUTINEERING: ONCE ALL 5 HUBS ARE FOUND, THE DRIVER RETURNS TO THE PADDOCK. THE RACE DIRECTOR CHECKS THE MATHS.

THE MOTORSPORT TWIST:

  • THE DELTA TIME: SET A “TARGET TIME” FOR THE ENTIRE HUNT (E.G., 15 MINUTES). FOR EVERY 30 SECONDS THE DRIVER IS OVER THE TARGET, THEY RECEIVE A “GRID PENALTY” FOR THE NEXT GAME.

  • FUEL SAVING MODE: THE DRIVER MUST COMPLETE THE ENTIRE HUNT WITHOUT RUNNING. IF THEY ARE CAUGHT SPRINTING, THEY ARE “DISQUALIFIED” FOR EXCEEDING THEIR FUEL FLOW LIMIT.

THE COMMERCIAL LAUNCH

THE GRID START:

A NEW MANUFACTURER IS JOINING THE GRID IN 2026, AND YOU HAVE BEEN HIRED AS THE CREATIVE DIRECTOR. BEYOND THE CAR, YOU MUST BUILD THE “BRAND.” IN A WORLD OF MULTI-MILLION DOLLAR SPONSORSHIPS, YOUR TEAM NEEDS A UNIQUE IDENTITY THAT ATTRACTS FANS AND INVESTORS ALIKE.

THE SET-UP:

  • AGE GROUP: 12+

  • PLAYERS: INDIVIDUAL OR TEAMS

  • RESOURCES: COMPUTER (FOR DESIGN) OR PENS/MARKERS AND LARGE PAPER.

  • TIME: 60–90 MINUTES

THE BLUEPRINT:

  • THE LIVERY DESIGN: CREATE A FULL EXTERIOR DESIGN FOR THE CAR. YOU MUST EXPLAIN THE “PHILOSOPHY” BEHIND THE COLOURS (E.G., “NEON GREEN FOR RENEWABLE ENERGY”).

  • THE SPONSOR PORTFOLIO: IDENTIFY THREE REAL-WORLD COMPANIES THAT ALIGN WITH SUSTAINABILITY. DESIGN HOW THEIR LOGOS WILL SIT ON THE REAR WING AND SIDEPODS FOR MAXIMUM VISIBILITY.

  • THE MEDIA BRIEFING: WRITE A 280-CHARACTER “X” (TWITTER) ANNOUNCEMENT AND DESIGN A “HERO IMAGE” CONCEPT FOR THE INSTAGRAM LAUNCH.

  • THE SUSTAINABILITY PLEDGE: LIST THREE WAYS YOUR TEAM WILL REACH “NET ZERO” TRAVEL LOGISTICS BY 2030.

THE MOTORSPORT TWIST:

  • THE PRESS CRUNCH: A RIVAL TEAM HAS JUST LAUNCHED A NEAR-IDENTICAL DESIGN! YOU HAVE 10 MINUTES TO ADD ONE “BOLD FEATURE” TO YOUR LIVERY THAT MAKES YOUR TEAM STAND OUT BEFORE THE UNVEILING.

  • BUDGET CAP: YOU ARE ONLY ALLOWED TO USE TWO MAIN COLOURS TO SAVE ON “PAINT WEIGHT.” CHOOSE WISELY TO MAINTAIN BRAND IMPACT.

THE VIRTUAL PRESS CONFERENCE

THE GRID START:

YOU HAVE JUST FINISHED A DRAMATIC GRAND PRIX. YOU STARTED ON POLE, BUT A SLOW PIT STOP AND A LAST-LAP COLLISION WITH YOUR RIVAL HAVE LEFT THE PADDOCK BUZZING WITH CONTROVERSY. THE WORLD’S MEDIA IS WAITING IN THE TV PEN. AS AN ELITE DRIVER, YOU MUST PROTECT YOUR TEAM’S REPUTATION, ADHERE TO THE BUDGET CAP NARRATIVE, AND HANDLE “TRAP” QUESTIONS WITHOUT LOSING YOUR COOL.

THE SET-UP:

  • AGE GROUP: 12+

  • PLAYERS: 2 OR MORE (ONE DRIVER, ONE OR MORE “JOURNALISTS”)

  • RESOURCES: A SMARTPHONE (TO RECORD), A CHAIR, AND A TEAM CAP/SHIRT (OPTIONAL).

  • TIME: 20–30 MINUTES

THE BLUEPRINT:

  • THE BRIEFING: THE DRIVER SPENDS 5 MINUTES PREPARING THEIR “STATEMENT” ABOUT THE RACE INCIDENT (E.G., “MY RIVAL DIDN’T LEAVE ME ENOUGH SPACE”).

  • THE INTERROGATION: THE JOURNALISTS ASK 5 TOUGH QUESTIONS.

    • Example: “THE TELEMETRY SHOWS YOU BRAKED LATER THAN USUAL – WAS THIS A DELIBERATE MOVE TO RUN YOUR RIVAL OFF TRACK?”

    • Example: “YOUR TEAM HAS BEEN ACCUSED OF EXCEEDING THE BUDGET CAP ON FRONT-WING DEVELOPMENT. HOW DO YOU RESPOND?”

  • THE BRAND CHECK: THE DRIVER MUST MENTION AT LEAST ONE “SPONSOR” OR “TECHNICAL PARTNER” DURING THEIR ANSWERS (E.G., “THE CAR FELT FAST THANKS TO OUR NEW BIO-FUEL PARTNER”).

  • THE REPLAY: WATCH THE RECORDING BACK. ANALYSE BODY LANGUAGE, EYE CONTACT, AND HOW WELL THE “TRAP” QUESTIONS WERE DEFLECTED.

THE MOTORSPORT TWIST:

  • THE STEWARDS’ INQUIRY: HALFWAY THROUGH, THE “FIA STEWARD” ENTERS AND GIVES THE DRIVER A 10-SECOND PENALTY FOR THE INCIDENT. THE DRIVER MUST IMMEDIATELY ADAPT THEIR TONE FROM “DEFENSIVE” TO “PROFESSIONAL ACCEPTANCE” WITHOUT LOSING THEIR TEMPER.

  • TECHNICAL JARGON OVERLOAD: THE DRIVER GETS “BONUS POINTS” FOR EVERY TECHNICAL TERM THEY USE CORRECTLY (E.G., “TYRE DEGRADATION,” “UNDERCUT,” “AERO-BALANCE,” “ERS DEPLOYMENT”).

VISION DROPS

The Grid Start:

An F1 driver’s eyes are constantly darting between the track, their mirrors, and the steering wheel display. To stay ahead, they must be able to catch “data” (or a rival’s move) in their peripheral vision. This drill simulates the high-speed reaction needed to catch a “snap” of oversteer before the car spins.

THE SET-UP:

  • AGE GROUP: 12+

  • PLAYERS: 2 (THE DRIVER AND THE COACH)

  • RESOURCES: 2 TENNIS BALLS.

  • TIME: 10–15 MINUTES

THE BLUEPRINT:

  • THE STANCE: The Driver stands facing the Coach, arm-length apart. The Driver must look straight ahead at the Coach’s nose and never take their eyes off it.

  • THE DROP: The Coach holds both arms out to the sides at shoulder height, a tennis ball in each hand. Without warning, the Coach drops one ball.

  • THE SAVE: The Driver must see the ball drop using only their peripheral vision and catch it before it hits the ground.

  • THE RESET: After the catch, return to the neutral stance. The Coach can drop the left, the right, or even both at once!

  • THE STINT: Complete 20 drops. Record your “Save Percentage.”

THE MOTORSPORT TWIST:

  • DIRTY AIR: The Coach moves their arms slightly up, down, or wider after every few drops to change the “Apex” of the catch.

  • RADIO CHATTER: While the balls are dropping, the Coach asks the Driver to count backward from 50 in 3s (50, 47, 44…). If the Driver stops counting, the “Engine Fails” and the lap is over.

THE SENSORY OVERLOAD DEBRIEF

THE GRID START:

THIS IS THE FINAL CHALLENGE. F1 DRIVERS MUST PROCESS VISUAL, AUDITORY, AND PHYSICAL DATA ALL AT ONCE. WE ARE COMBINING THE TRACK-MAP RECALL WITH PHYSICAL AGILITY. THIS IS THE ULTIMATE TEST OF “ATTENTIONAL SWITCHING.”

THE SET-UP:

  • AGE GROUP: 12+

  • PLAYERS: 2 (DRIVER AND ENGINEER)

  • RESOURCES: A TRAY (WITH 10 – 15 OBJECTS) AND A TENNIS BALL.

  • TIME: 15 MINUTES

THE BLUEPRINT:

  • THE INPUT PHASE: THE DRIVER STANDS 2 METRES FROM THE TRAY. THEY HAVE 30 SECONDS TO MEMORIsE THE OBJECTS WHILE SIMULTANEOUSLY CATCHING AND THROWING A TENNIS BALL WITH THE ENGINEER.

  • THE BLACKOUT: THE TRAY IS COVERED. THE ENGINEER REMOVES 2 OBJECTS.

  • THE OUTPUT PHASE: THE DRIVER MUST CONTINUE TO CATCH AND THROW THE TENNIS BALL WHILE NAMING THE 2 MISSING OBJECTS AND DESCRIBING THEIR EXACT POSITION ON THE TRAY.

THE MOTORSPORT TWIST:

  • TYRE BLOWOUT: IF THE DRIVER DROPS THE TENNIS BALL, THEY “CRASH.” THEY MUST DO 5 STAR-JUMPS BEFORE THEY ARE ALLOWED TO CONTINUE THE MEMORY RECALL.

  • ENGINEER INTERVENTION: EVERY 10 SECONDS, THE ENGINEER ASKS A TECHNICAL QUESTION (E.G., “WHAT IS YOUR CURRENT SPEED?”). THE DRIVER MUST MAKE UP A REASONABLE F1 SPEED (E.G., “240 KPH”) WITHOUT STOPPING THE BALL OR THE MEMORY TASK.