24 nature hunt cards and six tiebreakers

Print one set per team. The first group is the nature hunt; save the six tiebreakers for the finish table. Every nature card asks children to leave the find in place.

Supervised outdoor gameAges 3–4 with a reading buddy; ages 5–10 in teamsObserve together; keep any competition between teams

How to play

  1. Walk the boundary with every team, explain the five rules and point out each adult post and meeting point.
  2. Give each team cards, a finish sheet, a clipboard and a pencil. Stagger starts by one minute if needed, then give every team a 20-minute hunt.
  3. Tick a card number only when every teammate has spotted the find and heard its leave-it rule.
  4. One whistle means freeze; two mean walk back to the meeting point. Explain the separate three-whistle rain signal before starting.
  5. Check finish sheets, add the two-point rules bonus where earned, and use the same tiebreaker task for tied teams. Give stickers rather than collected finds.
Random hunt card

Draw one when the room is ready

Spot smooth grey stones — count three, then leave each one where it lies.

The 24 hunt cards

Use the card numbers on your finish sheet. Spot, count, name or sketch each find without picking it up.

  1. Spot smooth grey stones — count three, then leave each one where it lies.
  2. Spot a bird on the ground or in a tree — watch it for ten seconds from a step back; leave it undisturbed.
  3. Spot a Y-shaped stick — point it out and leave it on the ground.
  4. Spot moss growing on a tree or rock — look closely without touching or removing it.
  5. Spot a cloud shaped like an animal — agree as a team on the animal; there is nothing to collect.
  6. Spot an ant carrying something — crouch and watch with hands on knees; leave the ant and its load alone.
  7. Spot a dandelion or wildflower — point it out and leave the flower and stem standing.
  8. Spot a feather on the ground — point at it; do not pocket it.
  9. Spot a spider web — see whether its owner is visible, then step back; leave both alone.
  10. Spot a bee or butterfly at a flower — stand still and count to five; leave it undisturbed.
  11. Spot bark that looks rough — describe it without touching or pulling any off; leave it on the tree.
  12. Spot a tree with a hole in it — look from two steps away; leave the hole and anything inside alone.
  13. Spot a pinecone or acorn on the ground — name its tree if you can and leave it where it lies.
  14. Spot marks in the dirt from feet, paws or wheels — sketch them instead of digging or disturbing them.
  15. Spot a worm or roly-poly beside or beneath the edge of a leaf — watch what is already visible; leave the leaf and animal in place.
  16. Spot something yellow that is not a flower — name it aloud and leave it where it is.
  17. Spot grass taller than your knee — stand beside it without picking it or stomping a path.
  18. Spot a leaf with jagged edges — trace its shape in the air with one finger; leave the leaf in place.
  19. Spot a squirrel, chipmunk or rabbit — stand still until it moves away; leave it undisturbed.
  20. Spot water, such as a puddle, birdbath or stream — point from inside the agreed boundary; do not approach an out-of-bounds edge or collect anything.
  21. Spot a rock smaller than your thumbnail — kneel to look and leave it in place.
  22. Spot a stick longer than your arm — compare its length with your arm without lifting or moving it.
  23. Spot a bird's nest or squirrel drey from below — point without climbing; leave it undisturbed.
  24. Spot something that rustles in the wind — stand still and listen for three seconds; leave it where it is.

Six tiebreaker cards

Choose one task for all tied teams and allow 60 seconds. Stay at the finish area; do not collect anything.

  1. Name the tallest plant inside your boundary without walking to it.
  2. Sketch your favorite find in 60 seconds and show the checker.
  3. Point north, then point at the nearest tree a bird could hide in.
  4. Name one sound the whole team heard during the hunt.
  5. Point out one thing on the ground a person left behind, if visible from the finish area; leave it for an adult to assess and clear afterward.
  6. Choose any card you ticked and say its leave-it rule from memory.

Nature scavenger hunt cards for a party

Give each team a set of cards, a pencil and a clipboard, then spend 20 minutes spotting nature finds in a yard or park corner. Children check off what they see and leave every leaf, stone and flower where it is. The printable card pack above includes 24 finds and six tiebreakers; below are the packing checklist, boundary-map fields, team finish sheet and a picture-based option for younger children.

How to use the 24 hunt cards

The cards ask children to count three smooth stones, watch a bird for ten seconds, sketch marks in the dirt or agree on the animal they see in a cloud. They can complete the cards in any order. Nothing needs to be hidden or brought back.

Before printing, walk the area and check which finds are possible. A cloud may not appear, and not every yard has moss or a pinecone. Remove unsuitable cards before the game and tell every team which card numbers count. Use the same selection for teams whose scores you intend to compare.

Make teams of two to four children. One child can hold the cards, another can tick the sheet, and everyone gets a turn to point out a find. Tick a number only when all teammates have seen the find and heard its leave-it rule. Swap jobs during the hunt so one reader does not do everything.

For a shorter version or more ways to share reading and spotting jobs, see the scavenger hunt ideas. If you are still deciding between a yard list and a trail of hidden clues, the hunt guide by theme and location explains how those formats differ.

Print the cards and the finish sheet before guests arrive. Card stock is an option for the cards; keep them together under a rubber band or on the clipboard rather than handing children a loose pile.

  • Print one set of 24 hunt cards and six tiebreakers per team. Keep the tiebreakers with the adult checker until needed.
  • Pack one clipboard, pencil and rubber band per team.
  • Print one finish sheet per team and an extra copy for the checker.
  • Draw a boundary map large enough for children and helpers to read together.
  • Put the whistle and a small first-aid bag at the meeting tree or other agreed meeting point.

Use the card pack’s print control for the cards and the guide’s print control for the article sheets. Both use the browser’s print dialog; check the preview and select the pages you need. There is no separate PDF download supplied here.

If you are printing other host notes too, the printable library helps separate supply and helper notes from information for guests. For a second playable sheet, compare printable party games by the children’s reading level rather than printing another hunt automatically.

Mark the boundary and explain the rules

Draw the map before party day, then walk the boundary with every team. Point out each adult post, the finish table and the meeting tree. If there is no suitable tree, name another landmark everyone can recognize.

Boundary map checklist

  • Outline the yard or park corner and mark the meeting point with an X.
  • Shade the areas children must not enter: slopes, water, the grill and the street side, where these apply.
  • Mark an A at each adult post along the boundary edges or corners. Write a helper’s name beside each post and confirm they can stay there for the hunt.
  • Circle the restroom or hand-washing spot.
  • Mark a separate rain meeting point and explain the three-whistle signal before starting.

Keep the map posted at the meeting point. Arrange a helper to stay with the team needing the most support as well as the adults at the boundary posts. The number of helpers depends on the layout and children; a fence alone does not establish that two adults will cover every yard.

Five rules to repeat together

  1. Stay inside the boundary. If you cannot see an adult, walk back to the meeting point.
  2. Look, but pick nothing. Leaves, rocks, flowers and other finds stay where they are.
  3. Keep the adult posts staffed. Adults stay at their marked boundary posts for the whole hunt.
  4. Do not touch mushrooms or animals. Watch them from a step back.
  5. Follow the whistle signals. One blast means freeze; two mean walk back to the meeting point.

Explain the additional rain signal separately: three blasts mean walk to the rain meeting point shown on the map. Have children point to both meeting places before they start.

Write the map details here

DetailYour hunt
Search area and boundary landmarks________________________________________
Main meeting point________________________________________
Rain meeting point________________________________________
Out-of-bounds areas________________________________________
Restroom or hand-washing spot________________________________________
Hunt start and recall time________________________________________
Adult checker and finish-table location________________________________________
Helper accompanying a team________________________________________
Adult postEdge or corner coveredHelper’s name
A1________________________________________________
A2________________________________________________
A3________________________________________________
A4________________________________________________
Additional post________________________________________________
Additional post________________________________________________

Draw your map in the space below. Add further adult-post rows if your chosen boundary needs them.

Record finds on the team finish sheet

Print one copy of this section per team. Children tick the card numbers as they go, then bring the sheet to the checker after the two-whistle recall. They can describe or sketch a find; they do not bring it to the table.

Team name: ________________________________________

Captain or sheet holder: ________________________________________

Teammates: ________________________________________

Card numbers used today: ________________________________________

Tick the cards your team completed

Cards 1–6Cards 7–12Cards 13–18Cards 19–24
☐ 1☐ 7☐ 13☐ 19
☐ 2☐ 8☐ 14☐ 20
☐ 3☐ 9☐ 15☐ 21
☐ 4☐ 10☐ 16☐ 22
☐ 5☐ 11☐ 17☐ 23
☐ 6☐ 12☐ 18☐ 24

Draw an unusual find

Choose the find your team thought was the rarest or most surprising. The drawing is for sharing, not an extra scoring point.

What was it? ________________________________________

Where did you see it? ________________________________________

Adult checker completes these fields

CheckResult
Completed cards______ out of 24, or ______ out of today’s reduced deck
All five rules kept☐ Yes: add 2 points · ☐ No: add 0 points
Total score______
Finish time________________________
Checker initials or signature________________________

Count one point per accepted card and add the two-point bonus only if the team kept all five rules. A full 24-card round therefore has a maximum of 26 points. If you use 12 cards, the maximum is 14. Tell teams the scoring rule before they start, and give stickers or another party prize instead of collected nature finds.

Settle a tie with one of six cards

The six tiebreaker cards are in the printable pack above. Keep tied teams at the finish area and give them the same task, with 60 seconds to respond. Dealing different tasks makes a sketch compete with a spoken answer, which is harder to judge fairly.

Choose a task the checker can assess there: naming a sound, recalling a leave-it rule or pointing out a visible plant. Use the north-pointing task only if the checker can confirm the direction. The litter task applies only when something is visible from the finish area; children leave it alone.

If only one team completes the task, that team wins. If both complete it, try another card or share the result. A favorite-find sketch can be a shared finish rather than a drawing competition. There is no need to send children out for a second race.

A picture sheet for children who aren’t reading yet

For ages 3–4, use pictures and a reading buddy. The pictographs below correspond to all 24 card numbers, but they do not explain details such as a Y-shaped stick or a jagged leaf. An adult or older teammate reads the matching card aloud and repeats its leave-it rule.

This is a picture-based sheet, not a separate illustrated outline deck. Pictographs may look different on different devices and printers. Check the print preview; if a picture does not print clearly, draw a simple replacement in its cell. The hand symbol is a reminder to leave every find in place.

Printable picture sheet

Team: ________________________ · Buddy: ________________________

Cards to use: ________________________ · Leave every find where it is: ✋

☐ 1 🪨 ✋☐ 2 🐦 ✋☐ 3 🪵 ✋☐ 4 🌳 ✋
☐ 5 ☁️ ✋☐ 6 🐜 ✋☐ 7 🌼 ✋☐ 8 🪶 ✋
☐ 9 🕸️ ✋☐ 10 🦋 ✋☐ 11 🌳 ✋☐ 12 🕳️ ✋
☐ 13 🌰 ✋☐ 14 👣 ✋☐ 15 🪱 ✋☐ 16 🟨 ✋
☐ 17 🌾 ✋☐ 18 🍃 ✋☐ 19 🐿️ ✋☐ 20 💧 ✋
☐ 21 🪨 ✋☐ 22 🪵 ✋☐ 23 🪺 ✋☐ 24 🍃 ✋

For a first round, select nine cards that match things you can see near the adult’s post. For example, cards 1, 3, 5, 7, 16, 17, 18, 21 and 24 offer stones, sticks, a cloud, a flower, a color, grass, a leaf and a sound to look or listen for. Change that selection after checking your own space. Children can help complete one shared sheet rather than compete.

If rain moves the party indoors, do not expect the outdoor deck to fit the room unchanged. A short picture hunt could use a windowsill plant and pictures of animals or clouds on book covers; point out which objects count before starting. Or switch to birthday picture bingo for a seated game with a smaller board for younger children.

An example 60-minute party schedule

This is an example one-hour slot, including the 20-minute hunt, checking sheets and a break afterward. It assumes teams start together. If you stagger starts by one minute, adjust recall times so each team still has 20 minutes.

  1. 0:00–0:10 · Walk the boundary and show one card. Repeat the five rules, explain the rain signal and arrange teams of two to four.
  2. 0:10–0:30 · Run the nature hunt. Teams spot finds and tick card numbers while adults stay at their posts.
  3. 0:30–0:40 · Check the finish sheets. Recall everyone with two whistles, count accepted cards and complete the sketch and checker fields.
  4. 0:40–0:45 · Settle ties and share finds. Use a 60-second task if needed, then let teams show their drawings.
  5. 0:45–1:00 · Put supplies away and take a break. Collect pencils and clipboards, wash hands before snacks, and serve food or start a seated game.

The five blocks total 10 + 20 + 10 + 5 + 15 = 60 minutes. If you want another active game later, the birthday party games guide gives short rules and clear stopping points. For a hunt-themed snack table, treasure-hunt party food includes sandwich, snack-cup and cupcake suggestions; keep food separate from the hunt supplies.

What to play after the nature hunt

Choose the next game according to what the children want to do after spotting and drawing outdoors.

  • For a trail with a treasure at the end, use treasure hunt ideas to choose a map or clue format. The birthday treasure hunt clues to print provide a household riddle trail and hiding map. Prepare that trail separately; the nature cards have no hidden objects.
  • For children who want to find dinosaur cards, the dinosaur scavenger hunt kit includes a picture-card round and a separate riddle trail. Make clear that only the prepared party cards belong to that game; natural finds stay in place. The dinosaur party ideas page can help fit the activity into that theme.
  • For a quick change of activity, choose a table or guessing game from easy party games. You may only need one short round before food or pickup.

Nature scavenger hunt questions

What ages can play these nature scavenger hunt cards?

The suggested range is ages 3–10. Children aged 5–10 can use the written cards in teams, with help as needed. For ages 3–4, use the picture sheet, a reading buddy and a shorter selection of finds.

How do I stop children from picking their finds?

Demonstrate one card before starting: everyone spots the find, a teammate ticks its number, and the find stays put. Repeat each card’s leave-it rule. The adult checker adds two bonus points only if the team kept all five rules.

How many adults do I need?

Draw the boundary and assign an adult to each marked edge or corner post for the whole hunt. Include a helper with the team that needs the most support and an adult to check sheets afterward. The number depends on the space and children; do not use a fixed two-adult rule for every fenced yard.

What happens when two teams tie?

Give tied teams the same tiebreaker task and 60 seconds at the finish area. If only one team completes it, that team wins. If both complete it, use another task or share the result; do not send teams out for another race.

Can the hunt run in a small yard?

Yes, if the agreed area contains enough suitable finds. Select 12 cards, tell teams which numbers count and change the finish-sheet total to 12. Hide nothing, and remove prompts that would send children outside the boundary.