SCOUTING GAMES
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1. INTRODUCTION
This file contains a number of games collected on rec.scouting, misc.kids
and scouts-l, for your pack, den or troop activities. Due to its size, this
FAQ has been split into 3 separate postings.
If you know a good game that hasn't been included in this FAQ, please do all
of us a favour and post it on rec.scouting. Sending copies to
cs92pdt@brunel.ac.uk (Paul Traynier)
will ensure that it gets included in this file.
For U.S. readers, the SCOUTS-L games use British Scout terms. A 'Sixer' is a
den or patrol, clothes pegs are clothes pins, and a 'bat' is a long, flat
Cricket bat. If anyone spots other terms they're not familiar with, please
let me know and I'll add it to this explanation!
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2. TABLE OF CONTENTS
(Not filled in yet)
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3. ACKNOWLEDGEMENTS
The Previous Maintainers (and Contributors!)
Mike Stolz stolz@fnal.fnal.gov
Danny Schwendener dannys@iis.ee.ethz.ch
The Contributors
Listserv Archives LISTSERV@TCUBVM.BITNET
Andrea Cancer Abreu mpg92118@dit.upm.es
George HN Anderson gandersn@unixg.ubc.ca
Jon W. Backstrom viking@ux1.cso.uiuc.edu
Stan Bimson
Rick Clements rickcl@pogo.wv.tek.com
Kevin D. Colagio kdc5072@ultb.isc.rit.edu
Adam Edmonds edmonds@–mprgate.mpr.ca
Stuart Fell fell@sol.UVic.CA
Lynne Axel Fitzsimmons lynnef@tekig1.PEN.TEK.COM
G.J.Harewood gjh@ukc.ac.uk
Hayes James Michael Jr hayesj@rintintin.Colorado.EDU
John Holeman johnh@prism.CS.ORST.EDU
James R Holman jrholman@magnus.acs.ohio-state.edu
Peter Van Houten Peter_Van_Houten@SIMULACRUM.WV.TEK.COM
Vance Kochenderfer vkochend@isis.cs.du.edu
Travis Lauricella medic@hardy.u.washington.edu
Deborah Maraziti dlm@galileo.ifa.hawaii.edu
Robert Plamondon robert@jetsun.weitek.COM
Joe Ramirez
H. James de St. Germain germain%sanctum.cs.utah.edu@cs.utah.edu
Bjarne Steensgaard rusa@diku.dk
Jack W. Weinmann bk233@CLEVELAND.FREENET.EDU
Dominick V. Zurlo anthropo@carina.unm.edu
M Wileman M.S.Wileman1@lut.ac.uk
cronin@en.ecn.purdue.edu
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4. GAME BOOKS
4.1 BSA CUB SCOUT LEADER HOW-TO BOOK
The "BSA Cub Scout Leader How-To Book" It is built to help the cub scout
pack and den leaders running programs that kids enjoy A section of 50 pages
is dedicated to games ISBN 0-8395-3831-6.
4.2 GAMES FOR GIRL SCOUTS
GSUSA publishes a book called "Games for Girl Scouts" which has helped me
out in a pinch. The book is divided into sections such as "Travel Games",
"Quiet Indoor Games", "Relays", etc. I believe it only costs 11 US dollars,
and is available through the office of most Girl Scout councils. If anyone
outside of the US is interested in getting copies of it, I'd be willing to
act as a 3rd party. I don't know how easy it would be for someone in another
country to get a GS council office to ship them a book! I wish I could give
you more info on the book and some examples of games, but one of the girls
in my troop borrowed it (that should tell you something--they love it!).
This book can be ordered directly from the National Equipment Service. The
Address is:
Girl Scouts of the U.S.A
National Equipment Service
830 Third Avenue
New York, NY 10022
Phone: 212-940-7655 (customer service only, no orders)
The item number is: 20-902 Games for Girl Scouts. $6.00
Overseas delivery should include estimated shipping charges with payment.
Remittance in US funds only, checks drawn on US banks only. Master Card or
Visa. Prepayment required. No CODs.
4.3 INDOOR GAMES FOR SCOUTS
I don't know how useful this info is, but I have a very nice little
hardcover book called "Indoor Games for Scouts". Unfortunately, it was
published in 1951, and mine is the 6th printing (1965). Whether it's still
available seems unlikely. This is a British book, part of 'The New
"GILCRAFT" series - Number Two'. The publisher is C Arthur Pearson Ltd.,
Tower House, Southhampton St, Strand London. If anyone discovers that this
book IS still available, please contact me at the above address.
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5. TIPS AND MISCELLANEOUS ITEMS
5.1 SIN BIN
It is often a problem in games where the people who are out lose interest in
the game and start to mess about. The Sin Bin gets over this problem very
nicely. Somewhere in the hall you put six chairs in a line, this is the Sin
Bin. As each person is out they go and sit in the first vacant chair in the
line. When the line of chairs is filled up, the next person out changes
places with the first person who was out who then goes back into the game.
This can be continued for as long as the games last and keeps the boys
interested in the games.
5.2 HOW TO GET EQUAL SIZE/WEIGHT TEAMS
In many games where there are two teams, it is a good idea if opponents are
similar sizes. An easy way of achieving this is given below:
1.Get all the lads to line up at one side of the hall, tallest at the left
shortest to the right. 2.Tell the lads to count off in twos down the line.
3.Get all the number two's to take two steps forward. 4.You now have two
teams, get each team to count off left to right 1 to N. 5.Tell team 2 to
walk in a line anti-clockwise around the hall until they are lined up along
the opposite wall of the hall.
You will now have two teams of boys where each number on one team has an
opponent on the other team of a similar size. Another advantage of this
system is that if lads have to race to the centre, they will have an equal
distance to run.
5.3 LEADERS ARE FRAGILE
Please try not to get involved with actually playing the games. Although we
as leaders are probably a lot bigger than the lads, we are also more
fragile. By this I don't mean that we are all a load of old codgers, but we
don't heal as quickly and our bones are more brittle. TAKE CARE!!!!!
5.4 GIVING OUT INSTRUCTIONS
You will find that prior to starting a game, it will help if you get the
lads to sit down when giving the instructions on how the game is to be
played. This ensures that they are not walking about or looking somewhere
else, so they are more likely to be listening to what you are saying.
5.5 EMERGENCY GAMES BOX
Over the years this has proved to be a real blessing. My box is a small
plastic toolbox. In this box I have an assortment of bits and pieces with
which I can make up games and other activities at very short notice. Listed
below is a list of items that you could put together to make a similar
emergency games box.
•A large bag of elastic bands (rubber bands). •Boxes of chalk, white and
coloured. •4 candles or night lights, 1 per patrol. •Boxes of safety
matches. •A miniature cricket bat, wicket and small soft ball for indoor
cricket. •Ball point pens. •Markers or felt tip pens. •Short lengths of soft
white rope with the ends whipped for knotting games. •Assorted balloons.
•Pipe cleaners. •A reel of cotton for making trip lines for minefields.
•Roll of sticky tape. •Blu-Tak or similar for sticking things to walls. •A
couple of large dice. •Blank cards or small sheets of paper for writing
instructions. •Box of thumb tacks or drawing pins. •A small torch
(flashlight) with spare bulb and rechargeable batteries. •4 small pairs of
scissors. •A pack of playing cards. •A packet of Alka-Seltzer tablets or
similar. •Various whistles and noise makers. •Paper clips •Safety pins •4
triangular bandages •4 orange plastic 'Track cones' (highway departments
also use these) •Cloth strips in 3 colours
•25 strips (each) are 3 inches wide and 18 inches long (great for arm bands
or blindfolds) •5 strips are 6 inches wide, with an overhand knot in the
middle (great for 'Bacon', or 'Capture' flags)
5.6 MOTION DETECTORS
It is often useful to know when an object has been moved beyond a certain
amount or with what severity it has been moved. There are many ways of doing
this some of these are listed below:
•An oblong tobacco tin with a layer of paper punch chads sprinkled in the
bottom. A thin layer of something sticky such as syrup is smeared on the
underside of the lid and the lid placed on the tin. If the tin is tipped
over or subjected to violent movements, some of the bits of papers will
stick to the lid. Penalty points may then be deducted for the number of
chads that are stuck to the lid of the tin.
•A mercury tilt switch can be connected in series with a small
electro-magnetic relay and a battery. There should be a set of hold on
contacts on the relay. These should be connected across the mercury switch,
so that when there is even a brief connection of the mercury switch, the
relay will hold itself on through it's hold on contacts. When the relay
actuates it could also be wired to sound a buzzer or switch a light on. As
an alternative to a mercury switch you could have a simple hanging metal rod
or pendulum within a metal ring. Any severe movement would cause the
pendulum to touch the metal ring and complete the circuit. There are
available on the surplus market re- settable electro-magnetic counters, you
could use one of these in place of your relay and it would count the number
of times that the device had been moved.
•A number of small ball bearings on a dish inside a box. Any slight movement
will cause the balls to move. Severe movements will cause the balls to roll
off the dish. Penalty points are taken off for every ball off the dish.
•When laying out obstacle courses or minefields, it is nice to have trip
lines that will operate switches to set off lamps, buzzers etc. A simple but
effective switch for this can be made from a spring loaded wooden clothes
peg. A metal drawing pin or thumb tack is pushed into the inside of each jaw
and a wire is connected to each one. The heads of the drawing pins are the
switch contacts. A piece of card connected to your trip line is pushed
between the contacts to open the switch. When a player snags your trip line,
the card is pulled from the jaws of the clothes peg and the circuit is made.
How you fix the clothes pegs is left for you to decide.
5.7 PRESSURE PAD
What devious people we leaders are, but isn't it fun. How about pressure pad
switches to put on the floor which will switch on a circuit when stepped on.
You can make these very easily and can throw them away when the game is
finished. All you need is two sheets of aluminium foil about the size of a
standard sheet of paper for each switch and some paper or plastic drinking
straws. The aluminium foil should be as flat as possible. Connect a wire to
each sheet using a small crocodile clip or paper clip. Lay one sheet on the
ground where it is likely to be stepped on. On top of this lay some drinking
straws, these are to keep the two sheets apart. Lay the second sheet on top
of the straws. Wires can be taped to the floor or covered with carpet.
[Connect the wires to a battery and small light bulb. when the sheets of
aluminum foil touch each other, the bulb should light up.]
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6. GAMES NEEDING LITTLE OR NO EQUIPMENT
6.1 SPEAK AND DO THE OPPOSITE
I couldn't think of a better title for this, but it is fun to play both for
kids and adults. Each team sends a person to challenge a member of another
team. The person challenging says something like "I AM PATTING MY HEAD" but
in fact they are rubbing their tummy. The person being challenged has to say
in reply "I AM RUBBING MY TUMMY" and at the same time be patting their head.
If they fail to do it properly in a given time or get it the wrong way
round, then the challenging team wins a point.
6.2 KEEP TALKING
This is a knockout competition, it is played in two's. Each person has to
keep talking at the other person. It doesn't matter what they are talking
about, but there must be no repetition or pauses. You will need a referee to
decide the winner of each pair. We have played this several times and it has
proved very popular. Each time we have played it we have been surprised at
the eventual winner. Often the younger scouts have walked all over the older
scouts in this game.
>From Mike Stolz: We played this with our Boy Scouts - they loved it. A
likeable 8th grade 'motor mouth' won easily, his only competition was our
Jr. Asst. Scoutmaster, who was quoting plays, the Gettysburg address, etc,
but eventually ran out of material. We needed to set down a few ground rules
though. The pauses had to last at least 2 seconds, 'common strings', like
letters, numbers, months, etc. could only be a maximum of 12 in a row, you
could not touch your competitor, and ONLY the (adult) judge could call a boy
out for repetition. This is a great 'I need it in a hurry' game!
6.3 COLOURED CIRCLES
You will need:
•5 different coloured pieces of chalk, Red, Blue, Green, Yellow and Brown.
Split the troup or pack into equal teams and get them to number themselves
off in their teams. Then draw a number of coloured circles on the floor,
several of each colour.
The leader now calls out an object and a number e.g. "GRASS 2", the number
two in each team now has to run and stand in a circle that matches the
colour of the object. The first person standing in the correct coloured
circle wins a point for his team.
Suggestions:
RED = Blood, Cherries, Ruby
BLUE = Violet, Sapphire, Electric
GREEN = Grass, Emerald, Cucumber
YELLOW = Lemon, Primrose, Sulphur
BROWN = Earth, Potato, Leather
Please remember that some lads may have trouble with colours and so you may
have to point out which circles are which.
6.4 CAR TEAM RACE
Sixes stand in teams and are numbered. Each number is given the name of a
car. When the number OR the name of the car is called out, they have to race
to the end of the hall and back to their place, using the method they have
been told. e.g.
•Mini-crawl •Volkswagon - hop •Jaguar-run •Jensen - pigeon steps •Skoda -
walk sideways •Cavalier - skip
6.5 CRABS CROWS AND CRANES
This is a running about game which is good if you are in a large hall or
outside with a lot of boys. Split them into two teams, in two lines across
the hall. There should be a gap of about ten feet between them. Near each
end of the hall should be a home line for each team. Don't make it too close
to the wall or they will run into it. One team are the crows, the other team
are the cranes.
If you shout cranes, the cranes team must run to their home line without
getting tagged by the crows team. Any member of the cranes that gets tagged
has to join the crows team. If you shout crows, the crows team has to run to
their home line without getting tagged by the cranes team. Any member of the
crows that gets tagged has to join the cranes team.
If you shout crabs they must all stand still. Anyone that moves must join
the opposing team. You start off each time with both teams lined up across
the hall facing each other. The game ends when one team has all the players.
You can have a lot of fun rolling your RRRRR'S with this. CRRRRRRRRABS,
CRRRRRRROWS, CRRRRRRANES.
6.6 SNAKE DODGE
You will need:
•A ball
This is a continuous game with no winners or losers. Five or six players
stand in a line, in the centre of the circle formed by the rest of the troop
or pack. Each player in the line puts his arms round the waist of the player
in front. The object of the game is for the players around the circle to hit
the player at the end of the line or snake, below the knees with the ball.
The snake can move around inside the circle to make this more difficult.
When the player at the back of the snake is struck by the ball, he leaves
the snake and moves into the circle of throwers and the player who threw the
ball, joins on as the front man of the snake. The game carries on for as
long as you wish.
6.7 TURN TURTLE
If your scouts or cubs like rolling around on the floor then they will love
this quickie. I would advise activity dress, so as not to dirty uniforms.
Pair the scouts off in size. One boy in each pair lies on his back on the
ground. On the word go the other scout has to try and turn him over onto his
stomach. The scout on the floor tries to prevent this by spreading out his
arms and legs and moving around on the floor. No tickling or foul play is
allowed.
6.8 TAIL GRAB
You will need:
•A rope or cloth tail for each patrol or six
Each patrol stands in a line behind their patrol leader. Each man holds the
belt or waist of the man in front. The last man has a tail tucked into his
trousers. On the word 'GO' the patrol leaders have to move around the room
and try to get as many of the other patrols tails as possible. Any patrols
that break their chain are disqualified. The winning patrol is the one with
the most tails.
6.9 HUMAN BOAT RACE
Each boat is made up of eight to ten players each in full knees-bent
position. Each player has his hands on the shoulders of the man in front.
Facing the line of players in each boat is a 'COX'. The cox holds the hands
of the front player in the boat. When the race tarts, the boats move
forwards by all players in a boat springing together off both feet. The cox
for each boat shouts encouragement for his team and calls out the rhythm for
the spring. During the race, any boat that breaks up into two or more parts
is deemed to have sunk and is disqualified from the race.
6.10 SIGNALS
You will need:
•Various noise makers such as whistles, rattles and bells
This game is similar to the game where you shout out Port and Starboard. The
players are told what action they must perform when a certain sound is
heard. Play this a few times with nobody being out, then start taking out
people who do the wrong action or who are the last ones to do the action.
6.11 CITY TOWN COUNTRY
Players sit in two lines team A and Team B, each line numbered 1 to N.
Player 1 in team A says to player number 1 in team B the name of a city,
town or Country.
We will suppose for example that he says 'GERMANY". Player 1 in team B must
now say a town city or country, beginning with the last letter of Germany.
Let us suppose that he says "YORK". Player 2 in team A now has to say a
city, town or country beginning with the letter K. This goes on all the way
down the line. If a player fails to give a correct answer or duplicates a
previous answer, then a point is awarded to the other team. When the end of
the line is reached play begins at player number 1 again.
6.12 COMPASS GAME
A game I used to play in scouts was the compass game. Everyone stood spread
out around the room and was told to orient themselves to "north". North
could be real north or a convenient wall or corner in the room. Everyone
except for the caller and the referees closed their eyes (blindfolded if you
don't think the honour system will work). The caller then calls out a
direction, like "east" and then everyone turns (eyes still closed) and
points in the direction of east. The referee the goes around and taps the
shoulder of anyone not pointing in the right direction. They are out. The
game continues until one player is left. It gets interesting when you start
calling headings and bearings.
This is a good game as it only discriminates by your sense of direction,
which improves as you play.
6.13 SUBMARINES
A troop 53 favourite. In a large, pitch black room, with light switches on
each end, the troop is split in half. Each half gets on their hands and
knees near the light switch that they are protecting. On the Scoutmaster's
signal, the scouts, staying on their hands and knees, attempt to turn on the
light on the other end of the room while protecting their own.
Like British Bulldog, this game can get a bit violent, what with kids
fighting in the dark to get to the switch. This game would probably have to
be modified for other meeting areas (especially those with hard floors!)
6.14 SARDINES (HIDE AND SEEK)
We turn all the lights off in the entire church (including those intended to
be left on permanently). One scout stays in the meeting room and counts to
twenty, the rest of the scouts hide anywhere (except for pre-set off limits
areas) in the building. "It" begins looking for the scouts. Once a scout is
found, he joins "it" in the hunt. The last scout found is the winner. The
scouts especially enjoy jumping out of a dark corner and scaring their
scoutmaster.
6.15 SPUD
Each scout is assigned a number between one and x, x being the number of
scouts. In a circle outside (we circle around a flagpole) one person throws
a ball (tennis, racquet, or similar) as high as he can, straight up, and
calls out a number. The scout whose number is called catches the ball as the
rest of the scouts fun away from him as fast as possible. Once the called
scout catches the ball, he yells "STOP!" at which time all retreating scouts
are _supposed_ to stop dead in their tracks. (This is where the most
argument comes in in this game...) The scout with the ball is allowed to
take three _really_ long steps (more like standing long jumps) so that he
can get as close to the nearest scout as possible. He then attempts to hit
the scout with the ball (not in the head or other vital organs). The scout
being shot at is allowed to twist and bend, but may not move his feet. If
the scout is hit, he gets to retrieve the ball while the rest of the scouts
get back in a circle. He is also given a "spud," or a point. If the scout is
missed, the throwing scout chases after the ball and gets a spud. Once the
ball is retrieved, the game begins again, with the number called and the
ball thrown. The scout with the least number of spuds at the end of the game
wins.
6.16 WHOMP 'EM
Scouts get in a circle facing in, with both hands, palms up, behind their
backs. Scouts must be looking into the circle. One scout, with a rolled up
newspaper, walks around the outside of the circle. When he chooses, he puts
the newspaper into the hands of a scout, who then proceeds to "whomp" the
scout to his right. The scout being "whomped" runs as fast as he can (unless
he enjoys being whomped) around the circle back to his starting position.
The scout now holding the newspaper walks around the outside of the circle,
looking for a scout to whomp the person to his right, as above. No winners,
everyone wins.
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7. WIDE GAMES
7.1 ELEPHANT HUNT
You will need:
•Coloured wool to match up with six's colours •talcum powder •plastic plant
identification labels •TIME to lay the trail
Tell story to the pack about the elephants who have escaped from the local
circus, who have asked for the cubs help in getting the elephants back. The
circus tell us that each elephant is wearing a coloured mat on it's back,
each mat matches one of the sixes colours. So each six can look for the
elephant wearing their sixes colour on it's back.
The cubs then follow a trail of wool, picking up their colours as they go.
They must not pick up any other colours. You could tell them how many pieces
they should find. The trail divides and finally the coloured wool
disappears. All that can be seen is large (talcum powder) elephants
footprints on the ground. These all lead to one place where the elephants
can clearly be seen, wearing tatty mats on their backs, (parents or
leaders). But the elephants have been caught by a gang of thieves who will
sell them back to the cubs for #200 no more, no less.
The cubs are then told that they can gather this money from around a certain
bush. This money is the plastic plant tabs, stuck into the ground around the
bush. Each label is marked with an amount of money. Each six must only take
labels to exactly #200 and pay the thieves for their elephant . They then
take their elephant back to the circus where there is sure to be a reward.
7.2 MIXED UP NAMES
You will need:
•A name card for each activity base leader and an activity for them to look
after at that base
Each of the leaders or the people manning the bases is given a card similar
to the ones described below:
1.You are "THUNDER FIST". Tell them they must find "THE KRAKEN". 2.You are
"THE KRAKEN". Tell them they must find "THORIN". 3.You are "THORIN". Tell
them they must find "THE HULK". 4.You are "THE HULK". Tell them they must
find "Robin Hood". 5.You are "Robin Hood". Tell them they must find "THUNDER
FIST".
You can of course vary the number of bases that you have. Each person
manning a base is also given an activity that the cubs or scouts have to
complete at that base. The base men are sent out and hide within a given
area. The patrols are then sent out, each having been given a different
"NAME" to find. When a baseman is found, the scouts or cubs have to ask him
if he is the name they are looking for. If he is not then they have to keep
looking. If he is then he asks them to complete a simple scouting exercise
such as tying a bowline. He then gives them the name of the next person they
have to find. A point is given for completion of an exercise to the
satisfaction of the baseman. The winning patrol is the one that finds all
the basemen and completes the most tasks.
7.3 BRASS RUBBING RACE
You will need:
•A sheet of heavy duty paper or brown wrapping paper •for each six or patrol
and a thick wax crayon
On the command go, each patrol leaves the hut in search of roadsigns to rub.
They have to make up the phrase " BE PREPARED " on the sheet of paper. They
have to brass rub the letters onto the sheet of paper with the wax crayon,
from the road signs. The first patrol back with the completed phrase are the
winners. This is an excellent game as it makes the scouts think of all the
road names in their locality that might contain the letters they need. You
can of course use other phrases for repeated use. It is also a good idea to
supply each patrol with a damp cloth, this is to clean the road sign of wax
crayon should the paper split.
7.4 ROCKETS AND INTERCEPTORS
You will need:
•a bucket or large tin •a large number of coloured balls or plastic clothes
pegs all •the same colour •Skittles or rope to mark off the target area
This is played by two teams. The attacking team are called the rockets and
the defending team are called the interceptors. The target area is marked
off and the bucket or large tin is placed in the centre. Only rockets are
allowed to go inside the target area. Up to four interceptors are allowed to
hover around the target area. The rockets have a base at which they pick up
their warheads. Each rocket can carry only one warhead to the target area.
If a rocket is tagged by an interceptor before going inside the target area,
they must hand over their warhead and return to their base. 20 warhead units
in the bucket or tin destroy the interceptor target area. All the coloured
balls count for 1 warhead unit. The five white balls are special multi
warheads and count as 5 warhead units for each white ball. If the
interceptor target area is not destroyed after 20 minutes then change over
the teams so that everyone has a turn at attacking and defending. This game
is best played where there is a bit of cover for hiding and creeping up on
the target, or at night when visibility is reduced.
7.5 NAVAL COMBAT
You will need:
•Coloured wool (or cloth) to be worn on the arm for each team •6 cards
bearing the name "DESTROYER" •4 cards bearing the name "SUBMARINE" •2 cards
bearing the name "BATTLESHIP"
Instead of cards you could use coloured counters or plastic clothes pegs.
This is best played with three or more teams. Each team is given a base
which is their naval shipyard. Each player is allowed to take one card from
their shipyard to take part in the combat. When they take a card, they also
take a length of their teams coloured wool to tie round one arm. A combat
area is marked off in the centre of the field and combat may only take place
within this area. Combat takes place in the following manner, a player will
tag a player from an opposing team. Both players then compare their cards as
follows:
A battleship takes a destroyer, a destroyer takes a submarine and a
submarine takes a battleship. The losing boy hands over his piece of wool to
the winner and returns to his shipyard for a new piece of wool. Combat can
only take place between two players who are each wearing a piece of wool. If
both players have craft of equal status such as two submarines then it is an
even match and there is no victor, they then have to go and challenge
somebody else. A boy can exchange ships only at his shipyard when he is
getting a new piece of wool. The winning team is the one which has collected
the most pieces of wool at the end of the game.
7.6 LAMP CHICANE
You will need:
•4 lamps such as hurricane lamps
The game is played in the dark between two teams. Two lamps are placed about
100 metres apart. These are the home bases. Another two lamps are placed
about 40 metres apart, and at right angles to the first two lamps. They
should be about halfway between the first two lamps. One team is split into
two, one half going to each home base lamp. Their object is to get to the
other homebase lamp, without being caught. They must go between the other
two lamps to get there. There is no restriction on how far out they go to
either side to get to the other home lamp, but they must go between the two
40 metres apart lamps. For each member who reaches the other home base,
their team wins a point.
7.7 STEAL THE BACON
You will need:
•a hat, scarf or some other 'bacon'
Divide the troop into two halves (not three halves, nor one half). Number
off EACH half separately. If there are 30 boys in the troop, then you would
have two groups, each numbered from 1-15.
Line them up facing each other, about 30-40 feet apart. In numerical order.
Place your 'bacon' between the lines. Now the field will look kinda like
this:
1 2 3 4 5 6 7 8 9 10
X O <--- SPL or Scoutmaster
10 9 8 7 6 5 4 3 2 1
The idea is for a scout to go out and retrieve the object. The SM calls out
a number, and each scout with that number runs out and tries to get the
object and go back behind his line.
Once the object is touched, the scout that touched the object can be tagged
by the other scout. There are two ways to win a round: Either get the object
and bring it behind your line without being tagged, or tag the other scout
after he grabs the object and before he makes it past the line.
7.7.1 VARIATION: TELL A STORY INSTEAD OF JUST CALLING
OUT NUMBERS: "Once, THREE scouts went on a hike. They saw TWO deer and FIVE
trees..."
7.7.2 VARIATION: CALL OUT MORE THAN ONE NUMBER
It usually ends up with two scouts circling the object, waiting for an
opening, with the other scouts shouting, etc. If nobody makes a move, call
out another number so there will be four scouts instead of two out there.
As for physical builds, strength is NOT a factor in this game, but speed and
planning is.
7.7.3 VARIATION: 2 BACONS
We also play a variation of this game. We put 2 'Bacons' out of different
colours. We then read out True/False questions (often on First Aid, or from
the Tenderfoot or Second Class rank requirements). When we call out a
number, the boys have to make a choice - one Bacon is True, the other is
False. If you grab the wrong colour and take it across your line, you lose.
Naturally, if you grab the wrong colour and your opponent tags you, HE
loses!
7.7.4 VARIATION: ASK QUESTIONS
Instead of calling numbers, ask questions that result in a number like:
•How many leaves on poison ivy? •How many Scouts are there in the buddy
system? •How many first aid hurry cases are there? •How many minutes can
someone survive without oxygen?
The possibilities are endless - and it's not just another meaningless game
that is a waste of time.
7.7.5 VARIATION: MATH PROBLEMS
We made it interesting by doing math problems (2 plus 4 divided by 3 or some
such).
7.7.6 VARIATION: TRUE/FALSE QUESTIONS
3 4 5 6 7 8 9 (n) (team A)
2
1
F T O <--- SPL or Scoutmaster
1
2
3 4 5 6 7 8 9 (n) (team B)
No numbers are called, True/False questions are asked of the next person in
line. Good type of questions deal with First Aid, Scouting history, use of
knots, just about anything dealing with Scouting, like "how far can you go
into the woods?"
Questions can slow scout's reaction time leaving the starting position as
the idea is to know whether the answer is T or F. The idea is to take the
bacon of the correct answer, colour of the bacon denotes the T and the F
bacon. A Scout taking the correct answer bacon and returning to Home gets a
point, if he is "tagged" then the other team gets the point. If a Scout
takes the wrong answer bacon then the Scout from the other team doesn't have
to try and tag him. Taking the Wrong answer bacon gives the other team a
point. But if the Scout takes the wrong answer bacon and IS tagged by the
Scout from the other team then the Scout's team taking the bacon gets the
point even though he selected incorrectly. Two wrongs don't make a right but
I have seen older boys take the wrong one and then "slip" so that they can
get caught.
This opens up many more chance to win even if your team members are the
fastest, it adds the element of knowledge into the game.
7.8 TROGLODYTES
You will need:
•some candles •some matches
Here is a wide that we call "Troglodytes" although I think that it's common
name is burning bridges. The premise behind the game is that Troglodytes
have landed on our planet from another galaxy and are preparing to take over
the world. The troglodytes have a faulty spaceship which will explode if it
is set on fire.
The scouts job is to sneak up to the troglodyte ship and blow it up.
However, The troglodytes are more advanced then humans and have laser
blasters that can kill the scouts.
The game is played on a dark night in a large field with many hiding spots.
The leaders place a candle and some matches at a designated location. The
leaders then pick a place near the candle but not right up close to it. Each
leader carries a flashlight and is not allowed to move from his/her
location.
The scouts start at one location and must sneak up and light the candle. If
a leader hears a scout he/she turns on his/her flashlight and blasts the
scout. If a scout is hit with the flashlight then he is out.
The game continues until a scout can light the candle or until all scouts
are dead.
Note that the flashlights can only be used for a short burst.
7.9 ZORCH (MUCH LIKE TROGLODYTES)
You will need:
•a flashlight •a pot
This game has to be played on a rather dark night. Playing this game on a
hill is preferable. One player sits at the top of the hill with the
flashlight, the rest of the people start at the bottom of the hill. The
object of the game is to advance up the hill and touch the pot with out
being "zapped" by the person with the flashlight. If a person is zapped they
have to go back down to the bottom of the hill and has to start over. The
first person to get the pot is the winner. He then becomes the person with
the flashlight and the game starts over. My troop has played this game for
hours on end. It is really fun and even some of the adults get in on the
action.
7.10 STALKING
This is one game we used for years. It's called "Stalking", but I have heard
different titles:
1.one person is the "stalked, and stands at the top of a wooded or
rock-formation-ridden hill/slope. 2.other players start at bottom of slope.
3.the stalked player counts to 10 out loud. 4.the other players rush up the
slope towards the stalked player. 5.when the stalked player is done counting
he turns around and any other player he can visibly see must return to the
bottom of the slope. 6.after the stalked can no longer see anyone, he begins
counting again. 7.this cycle is repeated until one of the players reaches
the stalked player and takes his place.
This should be done so that it would take a player several cycles to reach
the top. It is a lot of fun in large groups.
7.11 THE OTHER GUY'S OBSTACLE COURSE
Standard set-up, but small: tire to go through, chest-high rope to go over,
"creek" to cross, bell suspended out-of-reach to ring. Trick is, you may not
do anything to manoeuvre yourself through any obstacle - the other people in
the Patrol have to push/pull/carry/ lift/etc. you through! First Scout lies
down, and is stuffed through the tire, whereupon he may help pull subsequent
Scouts through. At the over-the- rope obstacle, each Scout must be lifted
over by the others and deposited on the other side (getting the last one
over can take ingenuity!). To go over the "creek", the Scout whose turn it
is may not "get wet", but everyone else may. The most amusing effective
solution I've seen was a Patrol that had their strongest Scout carry the 3
smallest across at one time, then had the small guys go to hands- and-knees
in the creek, pushed the big guy over across the kneeling Scouts' backs, and
had him pull the others over. Build a human pyramid to reach the bell. Timed
event, starts at ref's "Go!", ends when bell rings. Lots of tumbling around.
:-)
7.12 CAPTURE THE FLAG
You will need:
•2 flags •for night play - 2 or more lanterns
First you pick out two even teams. Once you have the teams you set
boundaries for the game. The boundaries can be wherever you want them. What
you should end up with is a large rectangle or square. Once you have decided
on the boundaries, you should draw a line through the middle of your playing
zone. This line is divides the two sides. Each team should be able to choose
where they want their flag and jail but they have to show the other team
where they are and both teams have to agree on the placement of the flags
and jails.
Once this is done, each team goes to their own side of the playing field.
Once the game begins, the teams are free to go at the others flag. If a team
member is caught on the other teams side, (To be caught you must be "tagged"
by a player on the opposite side on his own territory), he will be sent to
jail. This player must sit in jail until either the game ends or he is freed
by a member of his own team. To be freed, you have to be touched by a "free"
member of his own team. The freed player gets a free walk to his own side of
the playing field. The person freeing the player is on his own, he may still
be tagged and put in jail. To win the game you must capture the other teams
flag and return it to your own side with out being captured.
It is up to the team on how they want to place their members. When we play,
we usually have two players guard the flag and one player be the jail guard.
Two or more players stick around and help provide the defence. The rest go
for the flag.
Variation: From Mike Stolz: Our troop plays this on every overnight campout.
For night play, we use 2 or 4 lanterns. Two are used to mark the centre
line, while the other two can be used to show the 'approximate' area where
the team's flag is. Our flag guards MUST remain at least 15 feet (5 meters)
from their own flag unless chasing someone, and the flags must be completely
exposed (no stuffing them into holes in the ground, or tying them to trees).
When the teams are small, we do away with the jail. Instead, we create
'Check Point Charlie' at the centreline. Captured prisoners can be exchanged
for a point. In case of a tie (equal games won, or no winner at all), the
team that earned the most points is declared the winner.
7.13 GAME OF LIFE
I learned a game at national scout camp which I forget the name of, but
basically goes like this. All the scouts save one (or a couple) start out
side of the woods. They are considered the prey of the forest (deer,
antelope, small game). In the forest you place a large number of objects
(hats, chips, scarves, etc.) which represent food. The prey must go into the
forest and gather three items of food (and return them to the safety zone)
or risk starvation during the winter.
The one scout who is not prey is considered a predator (wolf, grizzly,
eagle, etc.). The predators job is to capture the prey. he does this by
simply touching the prey. The prey has three methods of defence.
1.RUN - deer use it, (Be careful if you allow running at your camp.)
2.FREEZE - a prey that is totally immobile is considered to by camouflaged,
and cannot be touched until he moves (looks around, etc.) 3.HIDE - touch a
tree to symbolise hiding in the tree.
Each prey carries one object to symbolise themselves. If they are "eaten" by
the predator, they must give their chip to the predator that got them. They
then become a predator for the next year. If the predator doesn't get three
prey, he starves for the winter. Any predator that starves becomes prey for
the next year.
Note, you should start with only a small number of food in the forest the
first year (maybe 2 * number of prey) (remember they need three to survive).
The game is fun and shows how there must be a balance between the prey and
the predators. I'm sure you can adapt this game to many environments and
change the rules where needed to make it more fun and or educational.
7.14 BRITISH BULLDOG
Another game is British Bulldog. One person stands in the centre of a
rectangle. He's the bulldog. Everyone else lines up along one side of the
rectangle. At the bulldog's command, everyone dashes across the field toward
the opposite side. The bulldog's job is to grab someone, and hold him
completely above the ground while saying "one, two, three, British Bulldog."
If he succeeds, the caught player joins him in the middle. Repeat until
everyone is caught. The last player left becomes the bulldog for the next
round.
This was particularly interesting in our troop, since we had a 250+ pound
guy. It took quite a few of us to lift him.
7.14.1 WARNING 1
We do play this game but not that much anymore. With the scouts I have in my
troup, this game gets too dangerous. We can expect at least one person to
get hurt each time it's played and/or someone's uniform loses at least one
button, etc.
7.14.2 WARNING 2
I've also banned this game because of injuries. For reasons I don't
understand, whenever we allow this game, kicking, choking, tripping and
'clotheslining' suddenly become acceptable tactics. When I was a kid, our
troop played it all the time, and I don't remember anyone getting injured
back then.
7.14.3 WARNING 3
I was under the impression that British Bulldog had been banned by the BSA
as well, but upon seeing it described in _Scouting_ magazine a few months
ago, I put it back into the program. Even though it's rough, and there are
nearly always minor injuries, I let the scouts play. And I let them know
that they have the option to sit out, if they so desire.
Played as previously described, with the added rule that instead of lifting
the scout up for the count of "British Bulldog- one-two-three!" the scout
can be pinned as well. Both shoulders to the turf.
7.15 JAIL BREAK
There are two "cops" and one "jailor". The rest of the people are "robbers".
The number of "cops" and "jailors" can vary depending on the number of
players. A fairly central location is designated as "jail", The jail should
be fairly out in the open and the boundaries definite. A picnic table can
work great as a jail (those in the jail would sit on top of the table).
All robbers are given some designated time to go hide (like hide-and-
go-seek maybe 30-60 seconds). After the appropriate hiding time, the cops go
looking for the robbers. The robbers usually are not in the same spot all of
the time for reasons I will describe in a minute. The cops catch a robber by
one of many methods (this is where the variations come into play). The
robber may be tagged, hit with a light beam, person identified correctly, or
combinations of these. When a robber is caught, they are taken to jail by
the cop.
The big difference between this and hide-n-seek is, if someone is quick and
sly (someone being a robber), they can cause a "jail-break" and let all that
are in jail get out of jail. This is done by sneaking up into jail (not
being caught by the jailor), stepping IN the jail (or touching the table
with both hands), and yelling "JAIL BREAK!" At this point, all that are in
jail are FREE. The jailor must give everyone that was in jail and the
breaker some time to get away (maybe 15 seconds). Sometimes this game has
gone on for hours for one game.
Sometimes it is a fairly short game (but not too often). If you want, you
can have the game continue on by having the final (in this example) 3 people
to be the cops and jailor.
7.16 SCOUT STAFF TREASURE HUNT
A wide game that is popular in our scouts is to distribute various items of
a trangia around our local village, on the ScoutLeaders doorstep, and the
Exec.'s etc., and send the scouts off on a kind of a treasure hunt, with the
aim to make a cup of tea for the S.L. and the A.S.L. at the end (it was
good!!;-)
The hunt started with a note telling them where to find the next item of the
Trangia, and then the next note was on the next item, etc.... It also helped
the scouts to learn who their Exec. were, as the notes told them it was in
the Secretary's garden, and it helped immensely if they knew *who* the
secretary was...
Glossary: Tragia: Swedish outdoor cooker, I'm not at all sure if it's known
at all in the U.S., but it is very popular over here. It's light weight, and
uses meths to run, but Butane attachments are available now. Mine splits up
into several pieces, and so was ideal for this exercise.
7.17 RACE AROUND THE RING
Here is a short game for cubs.
Make pairs with the boys in the pack, place the couples in a circle, one kid
behind the other looking both towards the centre. Select a 'victim' and a
'catcher'. Well after my poor English the game is like that.
The catcher tries to catch the victim who runs around the external part of
the ring. The victim can stop behind a couple and then the kid in the inner
part is the catcher and the catcher is the victim. The new catcher must
touch his ankle before beginning to run.
I make a draft of the exchange between victim and catcher so i am clear.
(sorry my English is not that even) :)
c3
c4
c1 c2 c6 c5 <-- V
V <-- C c8 C
c7
They get so confused with changing sides that it's really amazing.....
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8. MEMORY GAMES
8.1 SILHOUETTE KIMS GAME
You will need:
•About twelve different shaped items, a sheet or back •projection screen and
a slide projector or strong light (Note: clear bulbs are better than pearl)
A number of objects are held, one after the other, behind the screen, eg.
scissors, bulldog clip, flower. After all the objects have been seen, a
short time is given for the lads to write down or tell to the leader, the
objects that they saw in the correct order of viewing.
8.2 BATTLESHIP KIMS GAME
You will need: (for each six or patrol)
•A table, a piece of chalk and ten items
Each patrol gets a table set up on it's side in their corner as a barrier,
so that the other patrols can't see behind it. On the floor they draw a 747
grid, and mark horizontal axis A to G and vertical axis 1 to 7. They then
take ten items and place them at random on their grid. The patrols are now
given five minutes to look at each others grids and try and memorise the
locations of as many items as they can. After five minutes they each retire
behind their barricades. Each patrol in turn fires three shots. For a shot
they must say the name of the patrol they are firing at, the grid reference
and what item is at that grid reference. If they are correct then they
capture that item. Each patrol only gets 3 shots per round. After a set
number of rounds, the patrol that has captured the most items are the
winners. Please note that this is a memory game, no pencils and paper
allowed.
8.3 KIMS GAME VARIANT
You will need: (for each six or patrol)
•Two bowls or buckets on chairs •ten mixed items
Teams or patrols stand in single file facing the front of the hall. At the
front of the hall facing each team is a bucket or bowl on a chair. In each
bowl there are ten items (the same items for each team). At the back of the
hall opposite each team is an empty bucket or bowl. The scout leader calls
out an item and the first man in each team has to run to the front, get that
item place it into the other bucket at the back of the hall and then run
back to the back of his team. The first team with their man back get a
point.
As you continue playing this the objects will be distributed between the
front and the back buckets. If the scouts have good memories they will
remember what items are in what buckets. This will save them time. If an
object is called by the leader and it is in the back bucket then it has to
be placed in the front bucket and vice versa. The reason for the bucket
being on a chair is so that the scouts can't look in to see what is in the
bucket.
8.4 PATIENCE
You will need: (for each six or patrol)
•A suit of cards Ace to ten (one pack of cards will supply four teams)
The ten cards for each team are laid out at random, face down on a table in
front of them. One at a time the boys run up and turn over a card. If it is
not the Ace then they turn it face down again and run back to their team and
the next player has a go. When the ace is turned up they can lay it face up
at the front of the table. The next card needed is the two and so on. Play
continues until one team has all its cards turned face up in the correct
order.
8.5 COMPASS SKILLS PATIENCE
You will need:
•Sets of cards having the compass points printed on them
This game is played the same way as the Patience game, but this time the
boys have to place the cards at the correct compass position for that card.
Suggested order for laying down cards: North, South, East, West, North East,
South East, South West, North West. NNE, SSW, NNW, SSE, ENE, WSW, ESE, WNW
8.6 IT'S UNDER A CUP
You will need:
•A number of plastic cups and •objects to fit under them (e.g. a ball, a
ring, a key etc.)
Two teams one each side of the hall. Each team is numbered 1 to N with boys
with the same number on each team of similar size. The object are placed in
the centre of the hall in a row and the plastic cups placed over them. The
leader now calls out an object and a number. The two boys with that number
have to rush to the row of plastic cups, find the correct cup and take the
object to the leader. The lad who gets the object to the leader wins a point
for his team.
8.7 RUBA DUB DUB
You will need:
•Twenty four 35mm film cannisters, these should be opaque and all look the
same. Into twelve of these you place a marble, fishing bell or anything that
will make a noise when the cannister is shaken.
The boys sit in a circle and take it in turn to pick up two cannisters at a
time and give them a shake. If they both rattle then a prize or point is
given to the boy who picked them. These cannisters are then removed from the
game and the next boy has his turn. If both cannisters do not rattle then
they are both replaced where they were picked up from and the game
continues. The game gets more difficult as more are removed as there are
then more empty ones left in the game than ones that rattle. You could make
it more difficult by having a larger number of containers to begin with. You
could also guild the lilly by putting numbers on the cannisters but I have
not found this to be necessary. You can use this as a team game, the winning
team being the one with most points or as individuals against all the rest.
8.8 POST OFFICE
You will need: (for each six or patrol)
•2 chairs •coins adding up to 50 pence
The boys stand in their patrols or sixes, in straight lines across the
middle of the hall. In front of each patrol is a chair, this chair is the
post office. On this chair at the beginning of the game is an assortment of
coins. We use coins that add up to 50 pence. Each teams post office, has the
same number and value of coins. Behind each patrol is placed another chair,
this chair is the 'BUREAU DE CHANGE'. The leader calls out a sum of money,
say 20 pence. The front man in each team then runs to the post office and
has to leave 20 pence on the post office chair. Any extra coins must be
taken and placed on the BUREAU DE CHANGE chair. On finishing his move the
player runs back and joins the back of his team. The first man back gets a
point for his team. If a value is called which is higher than the value on
the post office chair, the boys must run to the BUREAU DE CHANGE to collect
the coins they need. Great fun can be had by calling out 49, a lot of them
will start counting the coins out, but the smart ones soon realise that they
only have to leave one coin at the BUREAU DE CHANGE to get 49 at the post
office. Calling out the value that is already at the post office also causes
a laugh.
8.9 OBSTACLE COURSE IN THE DARK
You will need:
•Various items that will fall over easily such as skittles •plastic bottles
and short lengths of wood or plastic tube
Give each team the same type and number of objects. Allocate each team a
lane down the length of the hall across which they must lay out the
obstacles. You could mark these lanes with chairs if you wished. When the
teams have completed their task, line them up at one end of the hall and
then get them to swap lanes with one of the other teams. This way if they
have made the obstacle too easy then they will give this advantage away to
another team. After allowing them a minute or two to look at the lane they
are in, turn out the light and get them to walk down the lane to the other
end. The patrol leader or sixer should be the leader for his team. At the
finish end of the hall, one of the leaders could flash a torch on and off at
random to give them a bearing. Points are deducted from each team for the
number of obstacles they have knocked over.
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9. PENCIL AND PAPER GAMES
9.1 CUB 2000
You will need: (for each six or patrol)
•A sheet of paper fanfolded into 6 sections •a pen or pencil
The cubs or beavers sit in a circle in their six. The sixer is given the fan
folded sheet of paper and a pen. The rest of the six close their eyes, this
makes the final result more fun. The sixer then draws on the first section,
a hat suitable to be worn by a scout in the 21st century. Paper is passed
onto the next cub who draws the head on the second section. This is
continued with the shoulders body legs and feet. Open out the paper at the
end to see the strange 21st century cub that the six have drawn.
9.2 MIME AND/OR KIM'S GAME
You will need:
•A sheet of paper and a pen or pencil for each cub, or for sixers only if
you do not have enough equipment.
The cubs sit in a circle with paper and pen in front of them on the floor or
just in front of the sixer. Akela sits in the circle with the lads and takes
imaginary objects out of a sack in front of him and mimes the object. Cubs
can either write the objects down as they are mimed, or wait until the end
and then write them all down.
Suggested items to mime:
Hammer and nails, Necklace, Tea cup and saucer, Teapot, Telephone, Powder
compact, Soap and flannel, Shoes, Watch, Hoola-hoop, Paper clip, Earrings,
Hair spray and many more, limited only by your ingenuity.
9.3 PICTIONARY
You will need: (for each six or patrol)
•Sheets of paper and a pen or pencil
This is a game which has been commercialised in England. One member from
each patrol comes up to the scout leader, who whispers a word or phrase to
them. The patrol member then goes back to his patrol and attempts to draw on
a sheet of paper, what the scout leader said. They are not allowed to give
clues by actions, speech or writing. The first patrol to guess correctly win
the point.
9.4 TIME TABLES
You will need: (for each six or patrol)
•A set of time tables •Paper and pens •A prepared set of destinations and
arrival times
If you go to a couple of your local travel agents, you should be able to
pick up some airline flight time tables. If you have four patrols then you
will need five copies all the same, one for the leader and one for each of
the patrols. You have to make up a list of destinations and times that you
would like to arrive there. Put in some interesting ones that will need
flight changes and different airports. You could also throw in things like
certain flights only going on certain days. You could if you prefer, use
railway or bus time tables, but airlines will give you more exotic
destinations. This is a good training game for teaching the youngsters how
to read and use time tables.
9.5 ANAGRAMS
You will need:
•Cards with anagrams on pinned around the room •pen and paper for each
player or 1 per team
There are so many variations that you can try with this, for example books
of the Bible, rivers, towns, famous people.
9.6 CIRCLE LINE
You will need:
•6 cards with lists of railway stations on them in two columns •Pen and
paper for each player or 1 per team
In England there is a circular underground line called would you believe it
'The Circle Line' . The object of the game is for each player or team to
make their way all the way round the circle line. You start each player or
team off at a different station. They then have to look at all the cards
until they find their station in the first column, they then have to move
across horizontally on that list to the second column which is the
destination station, this they write down on their paper. The new station is
now the one they are looking for in all the lists in the first column. To
prevent players from cheating you can put in a few red herrings i.e.
stations that are not on that line and which will send them in the wrong
direction if they do not play correctly.
------------------------------------------------------------------------
10. PARTY GAMES
10.1 PIRATE'S TREASURE MAP
You will need:
•A map drawn on a large sheet of paper •small sticky labels and a pen to
write names on the labels
Often you will find that at the beginning of a party where you are running
the games, not all the children have arrived when you start. To overcome
this a game was needed that could be played by the children as they arrived.
I drew a pirate's treasure map on a sheet of paper that I stuck to a board.
On top of this I stuck a sheet of clear adhesive film 'FABLON'. Between each
game I ask a few children up and ask them their names. I write their names
onto small sticky labels about the size of a thumb nail. The children then
stick these onto the map where they think that the treasure is buried. At
the end of the games session I turn the map around and show that I had stuck
a label on the back of the map to mark where the treasure was buried. The
closest person to this wins the prize. If you need to pad it out a little,
you can tell a short story about the pirate coming ashore with his treasure
chest, and deciding on the different places that he might bury his treasure.
This game can be used with any age group. Because the map is covered in
plastic film you can easily peel the labels off, you can then use the map
for repeat shows.
10.2 SOUND EFFECTS
You will need:
•A tape player and a tape with sounds that you have recorded
This is another game that is good at the start of a show if not all the
children have arrived. Borrow some sound effects records from your local
library. The B.B.C. do quite a large selection of these records. They are
used by drama clubs and film makers. Record different sounds onto a tape
leaving short breaks between each sound. Put in some easy ones such as a dog
barking and chickens clucking, but put in some hard ones as well, such as
submarine asdic noises and music boxes. Tell the children, that you are
going to play them sounds from the television and the cinema. The first
person with their hand up, will get the prize if they can say what the sound
is. Tell them not to put their hand up until they are certain what the sound
is. This game can be played by any age group. A variation on this is to use
the first few notes of popular songs.
10.3 FIRST PERSON TO ME
This game can be used with large numbers of children. It keeps them
interested and can play for as long as you have questions. The object of the
game is for a child to bring you an item that you ask for. The first child
to you with that item gets the prize. Listed below are some examples.
•A Loose tooth •A rose coloured shirt dress or blouse. (any colour will do)
•A picture of the queen (a coin or banknote) •Three hands on one wrist (a
watch with hands) •A pair of white socks •A hairclip
Tell the children to be very careful that they don't bump into anyone as
they are running up to you. If you run out of ideas you can look to see what
different people are wearing. You often find a child that won't join in with
the games as they never win anything. Choose something that only they have,
this will make them want to take part.
10.4 BOAT OR CAR RACE
You will need: (for each six or patrol)
•A toy boat or car connected to a long length of string on a roller
This is an oldie but very good when you have a large group to keep amused
and interested. You will need four toy boats or cars. These are attached to
long lengths of twine which are wound around pieces of dowel or broom
handle. Rotating the dowel winds on the twine and drags the toy car or boat
along the floor. Split the group into two teams and sit each team on
opposite sides of the hall. Choose the biggest person from each team,
explaining to the children, that these people are going to try and win
points for their team. My boats are red, blue, green and yellow. The first
race we use the red and the blue boat. One team is told to shout for the red
and the other team to shout for the blue. After the first race I change the
boats for the other two boats. I tell the children that this is to ensure
that there was no advantage, as perhaps the boats could have been different
weights. I then run the new boats out and we have another race. The children
get very excited during this game, but you have complete control. You only
have to direct the two children running the boats. The rest of the children
are sitting at the sides cheering their boat in.
10.5 ISLANDS
You will need:
•Four different coloured skittles or bean bags •Four coloured beads or balls
to match the colour of the skittles •A small cloth bag to keep the balls in
•A whistle or other noise maker, I use a siren whistle
This is a variation on musical chairs, but the kids will not realise this
the way that it is played. Place the four coloured skittles at the four
corners of your playing area. Tell the lads that these are islands. When you
say "GO" they must run around the outside of the four islands in a clockwise
direction, when you shout "CHANGE DIRECTION" they must run the other way
round. When you blow the whistle, they must go and stand next to one of the
islands. You do this a couple of times with no forfeits and nobody out, then
you introduce the bag with the coloured beads. You reach into the bag and
take one out, all the boys standing next to that colour has to do ten
press-ups. You then sort them all running again. This time all the lads who
land on the colour you pick out of the bag are out and have to sit in the
middle (This keeps them out of the way). You then take away that skittle and
it's matching coloured ball. The next time round all the lads on the chosen
colour have to do a hand stand. The next time all the lads on the selected
colour are out and sit in the middle. You again remove the selected skittle
and it's matching coloured ball. So you are down to two skittles. By this
time most of the boys will be out and you just keep playing with the two
skittles until you get to a final winning boy.
10.6 PASS THE PARCEL UPDATED
You will need
•A timer or alarm clock with a loud ring - this should be in a small box
Pass the parcel is a bit old hat but the lads will enjoy this updated
version. A timing device with a loud alarm connected to it is passed in a
box around the circle. The person holding the box when the alarm goes off is
either out or has to do a forfeit. There was a toy put out on the market
several years ago that did just this. It had some name such as "TIME BOMB"
or "GRENADE" you may have seen it.
10.7 THE LIMBO
You will need: You will need:
•A tape recorder with recorded music •A dowel, flat on 1 side, to act as a
bar •2 large clothes pegs or bulldog clips to balance the bar on •2 upright
stands
These can be made from two pieces of dowel about one and a half metres high
with a flat wooden base to make them stand upright. Place the two stands
about four feet apart. Put one of the clothes pegs on each stand at about
four feet from the ground. Balance the bar on the clothes pegs. If one
clothes peg falls off then use two clothes pegs per stand. Mark out the hall
with four chairs and tell the players that they must walk around the outside
of all the chairs. This prevents them bunching up, you only want one person
at a time going under the bar. To begin you get all the players to stand in
a single line at one side of the hall. You show them how to go under the
bar, they must lean backwards and bend their knees to get under the bar.
They must not touch the floor with their hands and they must not knock the
bar off, anyone who does so is out. When everyone has been under the bar
once it is lowered down a few inches and the process repeated Prizes are
give to those who can get under the bar at the lowest setting. Ideal for all
ages, girls or boys and can be played with any number. All you have to do is
play the music and keep lowering the bar as they go around.
10.8 ANIMAL SNAP
You will need:
•Get several packs of animal snap type picture cards •make sure you have the
same number of each animal card
Distribute these cards one to each person but tell them not to look at the
picture. On the command go they must look at their card and by making the
noise of that animal they must find all the other people in the hall with
that card. A very noisy game ideal as an ice breaker at mixed parties. Don't
forget to get your cards back afterwards.
There are quite a few spectator games where only a few take part but the
rest cheer the others on. Listed below are a few of these.
10.9 STOP
You will need:
•2 sets of large cards - there are four cards in each set and the letters on
the cards spell S T O P
You get up eight people and stand four on each side of you facing the
audience. Give each team member one of the cards from their set of STOP
cards. To start with they should spell out STOP as viewed from the audience.
The idea is that they have to rearrange themselves to spell out the word
that you tell them. The first team to finish each word are the winners. The
words you can have are STOP, TOPS, POST and SPOT. There is lots of room for
fun here, try telling them to spell a word they are already lined up
spelling and see what happens.
10.10 CLOTHES PEG PEGGING
You will need:
•Two lengths of rope or clothes line •Coloured plastic clothes pegs
Have two small groups at the front. This time they have to peg clothes pegs
on a length of line. The rest of the kids cheers their team on. Two people
on each team hold an end of the line the third person dashes to pick up the
pegs and put them on the line. You can make it more difficult by using
coloured plastic pegs and getting them to peg them on in a certain order.
The team with the most pegs on correctly in a given time are the winners
points are deducted for every peg that is wrong.
10.11 YES NO INTERLUDE
You will need:
•A minute timer •a gong to strike when they say "YES" or "NO"
Only do this with half a dozen kids. One at a time they have to talk to you
for a minute answering your questions. They must not say YES or NO to any of
your questions. If you word your questions correctly then they have to think
very quickly. Tell them they will be out if they do not answer, if their
answer does not make sense, or if they hesitate.
10.12 SWITCH BOX
You will need:
•3 table lamp switches push ON/push OFF type, panel mounting •1 small bulb
and a holder for it •A battery of the same voltage as the bulb •Connecting
wire •A small box to fit the whole lot into
Drill holes in the top of the box for the three switches and the light. The
switches have the numbers, 1, 2 and 3 painted against them. Wire the three
switches in series with the lamp and the battery. The battery can be fixed
into the box with a `TERRY` clip or a strip of 'VELCRO' material. You can
solder the wires to the battery or better still, if the battery has lugs on
it, use crocodile clips. In use, all three switches must be closed before
the bulb will light. Get the cubs or scouts in a circle and explain to them
that the box has a brain. By pressing the switches in the correct sequence,
the brain will cause the bulb to light. Demonstrate by pressing the switches
until the bulb lights. Now pick up the box, and tell them that you are going
to change the program. Press one of the switches and put the box down again.
The bulb will now be out. One at a time they take it in turns to come up and
press one switch. If the bulb lights, then they get a prize or points for
their team. If the first person to come up, presses the switch that you
pressed, to switch the bulb off. The bulb will light and they will win. This
means that they have a one in three chance of winning. If however they press
one of the other switches, it means that two switches are now open and need
to be closed before the bulb will light.
Example 1
•Switch 1 closing will light the lamp. •First person presses switch 1 and
wins.
Example 2
•Switch 1 closing will light the lamp. •First person presses switch 2 - this
means that 1 and 2 are now open. •Second person presses switch 3 - All the
switches are now open. •Third person presses switch 2 - 1 and 3 are now
open. •Fourth person presses switch 1 - Only 3 is open now. •Fifth person
presses switch 3 and wins.
10.13 IMPROVED SWITCH BOX
Available at the present time is a range of LED's (Light Emitting Diodes)
which have a flasher circuit built into them. These will run off any voltage
between 6 and 12 volts with no series resistor. The one that I have fitted
into my switch box in place of the lamp, is 8mm in diameter, and it has a
light viewing angle of 140 degrees. The device is called a "SUPER BRIGHT"
red LED in the catalogue that I have. It is also available in 5mm and 10mm
sizes. There is also an ultra bright device, which is at least twice as
bright, but the viewing angle is only 90 degrees. All these devices flash at
a rate of about two flashes per second and they are very bright. I have
changed the battery in my switch box to a PP3 type 9 volt battery. It is now
a much simpler job to change the battery, as the battery connector just
pushes on. While I was rebuilding the switch box, I wired in another switch
at the side of the box for testing the battery. This switch is wired across
the three switches that are wired in series. When you press this switch the
l.e.d. flashes if the battery is ok.
10.14 HALLOWEEN PARTY GAMES
10.14.1 PUMPKIN CARVING
A game we tried that the kids really liked at Halloween was blindfolded
pumpkin carving. no no no no no no. NOT with knives! (Unless your Webelos
need a lot of Readyman training!)
You give the kids already inflated orange balloons and a black magic marker,
blindfold them and see how they do. You can give prizes for the 'best', most
original, worst, etc.
10.14.2 FEELY BOX
Something that may be a bit to scary for the Cub Scouts, but is great for
the older scouts, is a "feely box" that grabs your hand! You take a plastic
bucket; cut out a circle in the bottom, and glue a rubber glove in its
place, just like gloves in sterile boxes.
You should not blindfold people, but instead to this in an almost place.
Have buckets with spaghetti, liver, etc., in addition to the "grabbing"
bucket. The buckets should all be filled with water, and the special bucket
should be last. People get a good scare when feeling for something in the
bucket, and then suddenly this something grabs their hand and pulls down !!
The downward pulling makes the shock even greater than just a grabbing hand.
------------------------------------------------------------------------
11. WATER GAMES
11.1 WATER BOMB FIGHT
You will need: (for each six or patrol)
•An endless supply of paper squares to construct water bombs from •A jug of
water
Each patrol is given the same number of sheets of paper and a jug of water.
On the word go they have to fold the papers into water bombs. Fill them with
water and splatter the other patrols. You will find the instructions for
water bombs in any good origami book and also in many scouting books. This
game is best played out of doors.
11.2 BALLOON VOLLEY BALL
You will need:
•A volleyball net or a rope over which the balloons can be tossed •An
endless supply of balloons a quarter filled with water
This is a very messy game and is therefore ideal for hot days at camp. Your
net or rope is stretched between two poles or trees just above head height.
You have two teams and one balloon a quarter filled with water. If you put
too much water into the balloons then they tend to burst too easily. The
object of the game is to lob the balloon over the net and try and soak the
opposing team. There is a lot of strategy in this game on such things as
catching the balloon without bursting it and ways of lobbing the balloon to
make it difficult to catch. When the balloon bursts on one side then a point
is awarded to the other side, and a new balloon is brought into play.
11.3 WATER BALLOON TOSS
You will need:
•An endless supply of balloons one-quarter filled with Water.
Players form two lines facing each other about 2 metres apart. Players in
line 1 each toss a water balloon to opposite players in line 2. Any players
who have a balloon burst are out. After each balloon bursts, a new balloon
is brought into play, both lines take one step backward and toss again.
Repeat until only one pair of players remain. There are on the market very
tiny balloons known as water bombs. If you are going to use vast quantities,
then these may be more economical to buy than regular balloons.
11.4 WATER RACE
You will need:
•A bucket of water, a table spoon, and a plastic drinking cup
Form the players into teams (number and size of teams depends on number of
players available). players form parallel lines. Lead player of each line
has a bucket of water next to him and a table spoon in his hand. At some
distance (10 - 30 meters) from each line is a drinking cup sitting on the
ground. Lead player gets a spoonful of water and quickly takes (walk or run)
the water to the cup and dumps it in. He then RUNS back to his line and
hands the spoon to the next player in the line who is now the lead player.
The former lead player goes to the end of the line. The whole process is
repeated until one team fills it's cup to overflowing.
11.5 TILT
You will need: (for each six or patrol)
•A billy can half filled with water •An aluminium foil cake container •1
Alka-Seltzer tablet
For each patrol, put an Alka-Seltzer tablets in each foil cake dish and then
float one cake dish in each patrols billy can. The patrols must now
transport the billycan through an obstacle course without the tablet getting
wet or falling into the water. They are not allowed to touch the foil disk
or the tablet. The patrols could either carry the billy cans by their
handles, or if you are feeling very mean, you could get them to pick them up
between two poles.
11.6 WATER PISTOL FIGHT
You will need: (for each six player)
•A water pistol or a washing up liquid squeezy bottle •A flack jacket made
from a double sheet of newspaper with a hole in the centre for the players
head to go through •A supply of water
This game should be played out of doors and could come into the wide game
category. The trouble with shooting type games, is knowing when someone has
been hit. This is the object of the newspaper flack jackets. Any hits on the
jacket will be easily visible. Any players with wet patches on their flack
jackets, are not allowed to fire on an opponent and must return to their
home base for a replacement flack jacket. The team that has the most dry
flack jackets at the end of the game are the winners. Obviously you can't
use this idea if it is raining.
11.7 BUCKET LINE
You will need: (for each six or patrol)
•2 buckets, one filled with water •A supply of paper or plastic cups
This is a great game for hot days on camp. Teams stand in lines. They have a
bucket full of water at the front of the line and an empty bucket at the
rear. The object of the game is to transfer the water from the front bucket
to the rear bucket. To do this the team members must pass the cups of water
over their heads to the person behind. Empty cups must be passed back to the
front in the same fashion. To play the game fairly you could weigh the
buckets at the start and finish to see how much water has been lost. Penalty
points could then be taken into account when working out the winning team.
------------------------------------------------------------------------
12. GAMES WITH BATS OR STICKS
12.1 HOCKEY
You will need:
•6 hockey sticks and a block of sponge rubber as the puck
The troop is split into two teams, and each team numbers off from 1 to 15,
or however many scouts there are. One hockey stick is placed in each goal
mouth, the other four are placed, two each side of the centre line. Instead
of a ball, we use a small sponge rubber block. A kitchen scourer pad is
about the right size. We have found that it is better than a ball for indoor
use, it doesn't roll too far and doesn't cause any damage. This is placed in
the centre at the start of each game. No sticks may be raised above ankle
height during play to reduce accidents, any player doing so has committed a
foul. The scout leader calls out three numbers, eg. 1,2 and 3. The first
number called is the goalkeeper. The second number is the defender, and the
third number called is the attacker. The scouts from each team with those
numbers, run and pick up their sticks and try to get the sponge into the
opposite teams goal.
The goal keepers are not allowed out of their goal areas, but they are
allowed to pick up the sponge or kick the ball. Any scouts committing a foul
of any sort, have to spend 30 seconds in the Sin bin. The game continues
until a goal is scored. The sticks and the sponge puck, are then replaced in
their starting positions, and three new numbers are called. We continue
playing, until each scout has played in all three positions. We also play
another version of this game using only four sticks. In this game we have
rush goalies, where the goalie can come out of his area. This version is
also a very fast game. When we play this version we usually put one of the
leaders on each team. Every so often we call out the leaders number, as
either the goal keeper or the attacker. We therefore have a leader and a
scout on each side.
12.2 2 BALL HOCKEY GAME
You will need:
•2 hockey sticks •2 balls or sponge pucks •4 chairs •6 skittles or liquid
dishwashing soap squeeze bottles.
Two equal sized numbered teams on each side of the hall. Two chairs each end
for a goal, with a hockey stick and puck in each goal mouth. A line of
skittles between each goal mouth. When a number is called, the two scouts
with that number race to their goal mouth, pick up the stick and then
dribble the puck between the skittles slalom fashion until they reach the
end of the line where they can shoot at the opposing teams goal.
12.3 CROCKER
You will need:
•2 stumps a yard apart for the wicket •A stump for the bowler 8 yards in
front of the wicket •A stump 7 yards to the left of the wicket to run round
•A large ball such as a football •A baseball bat or rounders bat
The ball must be bowled under arm from the bowlers stump. The batsman must
run round the running round stump, every time he hits the ball in front of
the wicket. The bowler can bowl as soon as the ball is returned to him. The
batsman is out if the ball passes between the wicket stumps, it hits his
legs twice (leg before wicket) or if he is caught out, in front of or behind
the wicket. To speed the game up, you could make the whole team out if
someone is caught out.
12.4 PANCAKE RACE
You will need:
•A bat, frying pan or tennis racket •a ball or frisbee
Half of each team stand at one end of the course and half at the other end.
The first player has to run to the other end and give the frying pan to the
first man at the other end who runs back with it. This is continued until
each player has run the number of times the leader decides. On each run the
frisbee or ball must be tossed and caught twice without dropping it. If the
player drops it on the floor they must go back to where they started from
and do their run again. On pancake day use real pancakes.
12.5 FRENCH CRICKET
You will need:
•A cricket bat or baseball bat •a tennis ball
All players form a circle and the batsman stands in the centre of the circle
facing the player who has the ball first. The player with the ball can bowl
under arm at the batsmans legs or pass the ball to another player around the
circle to bowl. The object of the game is to hit the batsmans legs. The
batsman must stay facing the man who first had the ball, but he is allowed
to move the bat around him to protect his legs. When the batsmans legs are
hit, he swaps places with the player who bowled the ball.
12.6 NO BOWLER CRICKET
Set up as for any other cricket type of game, but in this variant there is
no bowler. In this version the batsman has to balance the ball on his bat,
flip the ball in the air and then hit it. The batsman must run if he hits
the ball or not. Any fielding team player can stump the batsman if he is not
at his wicket or catch him out. The batsman may also be out if he drops the
ball onto his own wicket. When a batsman is out a new batsman, if one is
available takes his place. When all batsmen are out then teams change over
from fielders to batters.
------------------------------------------------------------------------
13. MORE GAMES YOU MAY WISH TO CONSIDER.
13.1 DONKEY RACE
Two boys straddle a broomstick, back to back. On signal, one runs forward
and the other runs backwards about 50 ft. They then run back to the starting
line, but this time they change positions (forward becomes backward runner)
then the next two team members go.
13.2 FOOTBALL GAME
One team gets on each side of a table. Each side tries to blow a ping- pong
ball off the opponents' side of the table.
13.3 EATING RACE
Give each boy two double crackers. The boy who can eat them all and whistle,
or blow up a balloon wins.
13.4 FIFTY YARD SWIM
Each boy hops on one foot carrying a paper cup of water. First one over the
finish line wins. (Could also be done as a relay.)
13.5 DODGE BALL
Divide boys into two teams. One team makes a circle and the other team
stands inside it. The boys forming the circle throw a large ball at the boys
inside the circle, who are running around trying not to be hit. The inside
boys may not catch the ball. A ball hitting a boy on the head does not
count. Only boys in the outside circle may catch and throw the ball. Boys
who are hit join the outside circle and try to hit the inside boys.
13.6 CENTIPEDES
Divide the boys into two teams. Establish two lines about fifty to one
hundred feet apart. Line the two teams up on the starting line. Have the
first four (three or five if needed) boys in each line straddle a broomstick
and with their left hand grasp the stick. On signal the centipedes race to
the far line, turn around and race back to the finish line. The centipede
may only advance when all four boys are holding the broomstick. Then the
next four boys form a centipede and continue the relay.
13.7 POTATO JUMP RACE
Establish a start and a finish line. Line the boys up on the starting line.
Give each boy a potato (ping-pong ball, balloon, etc.) to put between his
knees. On "Go" see who can jump to the finish line first without dropping
the potato. (May also be done as a relay.)
13.8 CLOTHESPIN RELAY
Divide into teams. Each team member must run from the starting line to a
team bottle placed a distance away, attempt to drop a wooden clothes pin
into the bottle (Each boy has only one attempt to get the clothes pin in the
bottle) and run back to tag the next team member, who then repeats the
action.
The rules are to hold the clothespin with a straight arm at shoulder height
or with a bent arm at waist height (as long as all do it the same way. When
all the teams are done the team with the most clothespins in their bottle
wins the game.
13.9 NAIL DRIVING RELAY
Stand one 2x4 block for each team on edge and start two or three 16 penny
nails to the same height in the edge. Place the blocks about fifteen feet
from the starting line and put a hammer next to each of the blocks. On "GO!"
one boy from each team races to the block, picks up the hammer, and swings
ONE blow to drive the nail into the block. He then lays the hammer down and
returns to his team, tagging the next boy in the relay. The race continues,
with each boy in turn going as many times as it takes for one team to drive
all of its nails flush into the block. Be ready to straighten bent nails.
13.10 DISTANCE CLOVE HITCH
Using a very long rope and either a tree or a pole, the object of this game
is to tie a clove hitch around the tree (pole) without getting near the
tree. Draw a circle around the object that the knot is to be tied to and
tell the boys that they must not go inside that circle. The knot can be
tied, but only through the co-operation and teamwork of the two boys. (Hint:
One boy is a runner and the other stands in one spot.) We did this at a
Loggers Day for the Boy Scouts and it was as much, if not more fun for the
adults to try it as it was for the boys. It's not anywhere as easy as it
sounds ---- TRY IT, YOU'LL SEE FOR YOURSELF ... 8-)
I must also thank Indian Nations Council for most of the above games, as
well as those of my previous post to the list.
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14. ONE ON ONE CHALLENGES
I shall refer to the two people from time to time as Alan and Bertie (my old
math teacher's terminology. For reference there were also Charlie, Dick,
Edward and Freddie.) I prefer to use these challenges with paired off
Patrols if possible, PL vs PL, APL vs APL and so on.
14.1 ARM WRESTLING
Easy enough; it can be done lying on the floor, so you don't need a table.
You're supposed to keep your elbows together and hold hands so that your
thumb muscle is in the other person's palm.
14.2 TRACTORS/TANKS
Here the pair is working together to get from one end of the hall to the
other in the shortest time. Alan lies on the floor on his back. Bertie
stands facing him with his feet either side of the first person's head; Alan
grasps Bertie's feet around the ankles. Alan then lifts his legs up in the
air, and Berties grasps Alan's ankles in much the same way.
It should now be possible for Bertie to dive forward, tucking his head in,
and end up with his back on the floor beyond Alan thus reversing their
positions. Repeat until you reach the finishing line. And you know the best
part is that is really doesn't hurt if you do it right. It requires a little
faith and tuition, but do dive properly, never let go of the other guy's
ankles and tuck your head in!
14.3 ARM KNOCKOUT
Alan and Bertie face each other on the floor, press up style. Feet should be
together and bodies should not be bent. The object is to knock out the other
guy's arms and thus make him collapse - you may not grab the other guys arm
with an open hand. Clearly the best way to do this is to fake him out and
knock his one arm out when his other arms is trying to knock your wrong arm
out of the way. Got that? Terrific. This is particularly painful with short
sleeves.
14.4 BACKLIFT
Anne and Brian (variety...) stand back to back and interlock arms at the
elbows. On the word `Go', each has to attempt, by leaning forward, to be the
first to lift the other clear of the ground. You'll want to try to match
heights quite well for this one.
14.5 LEG PULL
I would organise this one with all the pairs of boys down the long axis of
the hall; Alans will have their backs to one long wall, Berties with have
their backs to the other long wall. OK. Good.
Now each person lifts his left leg in the air and holds onto his partners
left leg. Upon a suitable command, each player has to hop backwards trying
to pull his partner with him. The one to touch his back on his own wall (or
to cross a line - safer) wins.
14.6 SLAPS
This one comes from the playground and you may be a little wary to encourage
your little angels into such violence, but here we go. You should probably
slip a coin in each case to see who goes first, but we shall assume Alan
goes first.
Each player holds his hands together in a prayer position, such that his
fingers are pointing at the other player in front of him and his hands are
at chest height. Some suggest that the two players hands should be close
enough that fingertips are touching and this can be enforced. Since Alan is
going first, he will be attacking. (:-) This involves his moving one of his
hands and swinging it so as the slap Berties hand, for example Alan may
decide to use his right hand, in which case he would slap Bertie's left
hand.
Bertie's role in this is to try to remove his hands, and so foil Alan's
swipe. Bertie however may not move his hands until Alan's fingertips have
broken apart; if Alan successfully fakes Bertie into doing so, then Bertie
is required to hold his hands in place while Alan exercises his right to a
free slap. This can inevitably be somewhat harder than combat slaps as
preparation time is available. It is observed that players wishing to retain
friendship with their opposition do not necessarily slap any harder here
than at any other time.
So far Bertie has done rather badly out of the arrangement. However a
further important rule is thus; if Bertie successfully removes his hands
entirely and Alan thus misses, play changes over such that Bertie is now
attacking Alan.
The game finishes when one of the players submits to the other and admits
defeat. This is or course subjective.
Slaps is an excellent spectator sport, particularly in watching the colour
of their hands. My campers and PFC Summer camp picked this game up rather
slowly at first (I noted this softness in general in American kids), but
enjoyed in immensely once taught.
14.7 CHINESE LADDERS
This games only belongs here insofar as the boys are likely already arranged
in the right format to play it. The should sit down the length of the hall
facing their partners, with their feet touching those of their partners.
+-------------+
| |
| O== ==O |
| O== ==O |
| O== ==O |
| O== ==O |
| O== ==O |
| O== ==O |
| |
+-------------+
...like so. Starting at the top end of the diagram, upon command, the boys
jump up, and run down the hall over the legs of their team (who may not move
those legs!) and then touch the end of the hall. They run back around the
outside, touch the top wall, and then make their way over any legs back to
their place, whence the next boy may do the same. It's a race.
Note the way I have described it so that each boy must sit down beyond the
next person in his team; this helps prevent cheating by starting early.
This game can be made more interesting by providing simple obstacles around
the two outside edges of the hall, e.g. car tyres to get through, turned gym
benches to walk along, or chairs to go under.
14.8 INDIAN LEG WRESTLING
Picture first: (laying on the floor)
Person A (Jim)
]==<>O ( [] = feet, == = legs)
O<>==[ ( <> = body O = head)
Person B (Tom)
Jim and Tom (with the inside hand) grab the other persons forearm. This will
cause the (roughly) pivot point. A count of 1, 2 is given, and on each
number the inside leg is raised to the vertical position. On the count of 3,
the legs are interlocked at the knees.
The Objective is to get you opponent to turn from the original starting
position. It is kind of hard to explain, but if you get a partner and try
it, you will see what I mean.
------------------------------------------------------------------------
15. SUMMER OLYMPICS GAMES
Here's a brief description of the games we'll be using in our Summer
Olympics.
15.1 WATER RELAY RACE
Transport water from point A to point B holding water can above head. Water
can has small nail holes in bottom edge resulting in a shower effect on the
carrier. Team that has the most water average per den wins.
15.2 OBSTACLE COURSE
Standard obstacle type course described in Ideas book, with the addition of
slip N slide water slide, and Rope swing over small swimming pool. Best den
average through course wins.
15.3 ELECTRIC ISOTOPE
Combined teamwork to remove coffee can from centre of circle using ropes
tied to a small inner-tube. Boys cannot cross rope circle. Best time wins.
15.4 WATER BALLOON SLING SHOT CATCH
Using a large slingshot made from surgical tubing and a inner tube cup,
three boys will launch the water balloons toward the objective. The
objective is three boys holding a small plastic swimming pool, who will try
and catch the water balloons. The team with the most catches wins.
15.5 4X4 RACES
Using two 4x4"s (6 ft lengths) with robes tied every 12 inches, six boys
standing on the 4x4 will attempt to lift and walk a short distance. Requires
teamwork and co-operative effort. Fastest time wins.
------------------------------------------------------------------------
16. WINTER GAMES
16.1 THE SNOW SNAKE GAME
Native American winter game, reached highest levels of sophistication among
the nations and tribes near the Great Lakes. Seneca tribe of the Iroquois
Nation called it Gawasa, I believe. (Also the name of the oldest winter
training program in the BSA I believe, now well over 50. In the Land of the
Oneidas council upstate New York)
On a long, 1/4 mile or more , level surface, build a long pile of snow, 2
feet high, 2 feet wide. This will occupy a winter camporee of about 100
scouts for an hour or so. Make a V shaped trough in the pile, smooth and ice
it thoroughly.
All contestants have previously carved a snow snake. It should be 5 to 7
feet long, about 1 1/2 inches high at the 2 to 4 inch long head. The eyes of
the snake are where it is weighted. The snake should never be wider than 3/4
inch and is usually only a 1/2 inch high, behind the head. The bottom is
rounded, the top, behind the head is flat. The underside of the head should
curve up like a ski. Decorations and carvings should be done on the
non-sliding surfaces.
The snow snake is held in the throwing hand with the index finger at the end
of the snake, like a sling. The snake is supported with the non throwing
hand during a running head start. The arm movement is a crass between a
baseball side-arm pitch and a bowling delivery.
Using these directions, at the defunct Iroquois Council's 1973 Gawasa, a 14
year old scout threw a snow snake more than 1/4 mile down the trough. I have
seen the Huron Nation build troughs on Lake Michigan over 3 miles long, and
one year saw a television report of a Huron throwing a snow snake over 2
miles down a trough (about 1978).
The younger scouts get really impressed when they see what they are capable
of.
16.2 MORE WINTER GAMES
I have seen all sorts of things done at winter camps, and while I have no
specific suggestions as to games, there are variations you can use on other
sports/games, such as: Golf (use tennis balls coffee cans and expect to lose
a few balls), volleyball (careful, the ball gets quite hard, but playing
this game knee or waist deep in powder is not to be missed.), campfire
building and so on. As I type this I remember building kitchen areas with
tables and seats by digging into the snow. Wide games are a lot of fun in
the snow (see other thread) and I imagine "stalker" would be trickier on
snowshoes... One winter camp here in BC (Rovent for you BC'ers who have seen
a lot of this before) also features a gateway contest and snow-sculpture
contest.
In general I think that you can do a lot of things at a winter camp that you
can do in the summer, you just have to remember to stay dry. One final note,
Hot Chocolate tastes GREAT at -20 C!!! Enjoy!
------------------------------------------------------------------------
17. RELAY GAMES
17.1 SEED PLANTING RELAY
Following a line, or rope on the ground, and by walking heel to toe, each
team member must stop (about every 3 feet and drop a seed in a small mouthed
jar set near the line. When he reaches the end, he runs back and taps the
next boy on the team.
17.2 POTATO RACE
Two teams. Give each starting player a fork and a potato. He tosses the
potato into the air and catches it on the fork, takes it off and hands them
to the next player. First team through wins.
17.3 CONE RACE
String paper cones on cords stretched between chairs, or posts. Each team
member blows cone to the end of the cord, brings it back; next boy does the
same. First team finished wins.
17.4 DRIVING THE PIG
Two teams; each team has a 3" long stick and a 1/2 gallon milk bottle (add a
little water to the bottles). The players use the stick to push the bottle
(pig) to the fair.
17.5 TOWEL ROLL ROLL
Using a broomstick and a paper towel cardboard tube, each team member uses
the stick to roll the tube to one end of the room and them back. He then
hands the broomstick to the next boy. (I have seen this one done -- it's
harder than it sounds!)
17.6 TURKEY FEATHER RELAY
Divide into relay teams. First player holds a long turkey feather. At the
word "Go" each throws his feather, javelin style, toward the finish line. As
soon as it comes to earth, he picks it up and throws it again, and continues
until across the finish line. He then picks it up and runs back to his team
to give the feather to the next player.
17.7 CANDLE AND STRAW RELAY RACE
You will need:
•1 candle and a box of matches per team and 1 drinking •straw per team
member
Each team member is given a straw. They have to race to the opposite end of
the hall where their candle and box of matches is located. They must light
the candle and then blow it out by blowing the flame through the straw. This
can also be played in subdued lighting.
17.8 CHECKER RELAY
You will need:
•6 wooden checkers playing pieces per patrol •We often get these given to us
at rummage sales
Scouts race up and down the hall in relay fashion, with a pile of 6 checkers
balanced on the back of one hand. They are not allowed to steady the pile
with the other hand. The only time they can touch the checkers with the
other hand, is either when they have dropped them and are picking them up,
or when they are transferring the checkers to another scout in their team.
17.9 CUBS ACROSS THE RIVER
You will need:
•4 card or carpet tile stepping stones •three awkward pieces of equipment
such as a rucksack, a football and a hoop, for each six
Line up sixes with their equipment and draw two lines to represent the
river. Lay the stepping stones across the river. Cub 1 carries cub 2 on his
back across the river using the stepping stones. Cub 2 comes back and picks
up cub 3 plus a piece of equipment. Cub 3 comes back and picks up cub 4 plus
a piece of equipment and so on until all the cubs have crossed the river.
Those cubs on the bank should be encouraged to cheer their team on.
17.10 DRIBBLE BALL
You will need:
•1 ball and several skittles per team or six
Standing in teams, each person in turn dribbles the ball down the line of
skittles slalom fashion, either using their foot, a stick or a washing up
liquid bottle and then straight back to the next man in their team. If a
skittle is knocked over, the player has to return to the start and begin
again.
17.11 STACKING THE CANS
You will need:
•6 tin cans or drinking chocolate tins with lids per team
Patrols or sixes stand in lines. They have to run to the end of the hall in
relay fashion and each one add a can to the stack. The winning team is the
first one back with a completed stack and all their team standing to
attention. You could add a variation to the game by playing two teams at a
time and have the other teams at the sides throwing bean bags or dusters at
the piles of cans. If you played this variation then you would play against
the clock to see which was the fastest team.
17.12 TUNNEL BALL
You will need:
•A ball or balloon for each team
The teams stand at attention in lines, the front player in each team has the
ball. On the command 'GO' they spring their legs apart. The player at the
front passes the ball between their legs. The ball must go between each
players legs until it is picked up by the player at the back. The back
player then runs to the front and continues the process until the original
font player is back at the front. The winning team is the one with all
players standing at attention with the ball at the front. If a ball breaks
out from the line it must start its journey through the tunnel again from
the front. As an alternative pass the ball from the back player through the
tunnel to the front.
17.13 WHEELBARROW RACE
Teams stand in lines at one end of the hall. On the command 'GO', the front
player gets down on his hands. The second player stands between his legs and
lifts his legs up to waist level. They now have to go as fast as possible to
the other end of the hall with the front player walking with his hands and
the rear player holding him up like a wheelbarrow. When they reach the end
of the hall the front player stands up and the rear player runs back to the
front of his team and then becomes the front man of the new wheelbarrow.
This process is continued until the whole team are at the far end of the
hall.
17.14 HIGHWAYMAN
You will need:
•A short length of lashing rope and a chair for each team
Teams stand in lines at one end of the hall. There is a wooden chair with a
bar back at the other end of the hall opposite each team. The front player
of each team has a length of rope in one hand. On the command 'GO' the
second player jumps onto the back of the front player and they race piggy
back style to the chair at the other end of the hall. The player riding
jumps down and ties one end of the rope around the top bar of the chair
using the highwaymans hitch. He then jumps back on the other players back,
pulls the end of the rope to free it and they then race back to their team.
The player who was the horse goes to the back of the team and the player who
was the rider now becomes the horse or front player.
17.15 FIREMAN, SAVE MY CHILD
You will need:
•A drinking straw for each player •simple paper cut-out of a child, this
should be about 1 1/2 to 2
inches tall. The arms and legs should be about 1/2 an inch wide on the
figure
The game goes like this: The players are divided into two teams and are
formed into two lines. Each team has a pile of the cut-out children on a
table and a drinking straw for each player. Approximately 15-20 feet away
from the start, place a small pail for each team on another table, chair,
stool, or whatever.
At the call of "Fireman, save my child", the first player on each team must
pick up a child by sucking up the figure against their straw. While holding
the figure this way, they then run to their respective pail and deposit
their figure in the pail. If they drop the figure en route, they must stop
and pick up their child again, by getting down on the floor and sucking it
up with their straw. After putting their child in the pail, they run back to
the starting line, and the next player picks up his child and repeats the
process. The first team to save all their children is the winner. Have
enough figures so each player gets at least two turns.
17.16 LAYERED CLOTHES
My Girl Scout troop really liked a game I threw together to teach them about
layered clothing. Gather a pile of assorted clothing, including socks,
shoes, hats, etc. Divide the clothing "evenly" into piles (i.e. pair of
pants in each pile, mittens in each pile, etc.). Make sure the clothes are
large enough that the outer layers can fit over the other layers. Divide the
group into teams. Divide the teams in half and place one half near the pile
of clothes, the other about 50 feet away. At a signal, the first member of
each team "dresses" in the clothing of the pile and gallops the 50 feet to
the other side, "undresses" and another team member puts on the clothes. As
long as there are no rocks in the way, this game can be really fun to play
(and watch!).
------------------------------------------------------------------------
18. STRATEGY GAMES
18.1 MOUSE TRAP ATTACK
You will need:
•4 spring loaded mouse traps per team •an endless supply of rolled up paper
balls
We will suppose that there are four teams or patrols of six boys. They are
spaced at equal distances down the length of the hall. Each team or patrol
has it's mouse traps cocked at one side of the hall on the floor. At the
other side of the hall opposite each group of mouse traps are three
attacking boys from each of the other patrols. These attacking boys are
armed with rolled up balls of paper. Each patrol is allowed up to three
defenders for their mouse traps. These defenders must sit on the floor half
way between their mouse traps and the defenders. The attackers must lob the
paper balls over the heads of the defenders and set off the mouse traps. The
winning patrol is the one that has the last loaded mouse trap.
18.2 MOUSE TRAP FISHING GAME
You will need:
•1 spring loaded mouse trap •3 bamboo canes •3 lengths of string •some
objects such as plastic bottles to be picked up, for each team
You will have to bore a hole or fit a screw eye in one end of each mouse
trap so that it can be attached to a length of string. Each team stands at
one side of the hall and the objects they have to collect such as plastic
bottles are on the other side of the river (hall). The only way that they
can get the objects, is to lash the three bamboo poles together to form a
fishing pole and attach the string with the mouse trap attached to the end.
You will have to show the scouts how to cock the mouse traps safely or you
may have to do some first aid on bruised fingers.
18.3 SUBMARINES AND MINEFIELDS
You will need:
•Blindfolds for each member of the minefield
You split into two teams teams, one forms a line across the playing field.
They are blindfolded and standing close enough together to touch hands. Each
hand is a mine that will 'destroy' a ship (a member of the other team.) that
team quietly tries to sneak along the line weaving in and out of the mines,
(i.e. between their feet, or between two scouts). we once had someone go
fetch a utility ladder and climb over the minefield. After a minefield team
member uses one hand and hits a ship, that hand is out of play for the
round. Thus later ships may go through an unprotected area. Smaller scouts
usually win this one. When the whole team has gone through or not as the
case may be, change over. At the end of the game, the winning team is the
one that managed to get the most ships through the minefield.
18.4 TRADER
You will need:
•4 counters for each boy, red, blue green and yellow one of each colour.
When the game starts the boys are given a set time 5 to 10 minutes in which
they are allowed to trade. They trade in the following manner. A boy
approaches another boy with a counter in his left fist , he does not show
the other boy what colour he is holding. If they agree to trade then they
give each other a counter taking care that they do not show the colour they
are swapping. Any boys who do not wish to trade simply cross their arms,
this indicates that they are not open for trading. After the trading period
is ended you show the lads the stockmarket chart shown below and get the
lads to add up their scores.
Print out the following table and make copies.
---------------------------------------------------------------------
4 Red counters 100 points 4 Blue counters 80 points
4 Green counters 60 points 4 Yellow counters 50 points
3 of any colour 40 points 2 of any colour 15
Single Red 1 point Single Blue 2 points,
Single Green 4 points Single yellow 5 points.
---------------------------------------------------------------------
After they have added up their scores and you have found out which scouts
have the highest scores, collect the counters in and hand out one of each
colour again to the scouts. Now play it again with the scouts knowing the
values and see the difference in tactics. From time to time you could
introduce jokers these are White counters. You place some of these on the
table and the boys are told they can take them if they wish. The value of
these is unknown until they add up the scores. You then tell them that they
either get 10 extra points for each White counter they have or minus 10 for
each White counter they hold, much like Bulls and Bears in the stock market.
You can decide if it is going to be a plus or a minus by either tossing a
coin or rolling a dice.
18.5 THE TRADER GAME
You will need:
•4 chips for each boy, all of different colours (red, green, blue, yellow)
•1 chip for each adult - white (I made my chips by cutting 1 inch squares
from coloured cardboard)
The boys are given a chip of each colour. the adults each have one white
chip. The boys get 7 to 10 minutes to 'trade' chips with each other or an
adult. To trade, each boy holds a chip HIDDEN in one hand. When they agree
on the trade, the chips are exchanged. ALL TRADES ARE FINAL! Boys who do not
wish to trade should fold their arms to signal that they don't wish to
trade. All trades are 1 chip at a time. Boys can also trade with adults if
they want to. After the trading is over, show the boys the stock market list
below and have them add up their scores.
Now that they know the value of the chips, let the boys play the game again.
Collect and redistribute the chips, and see how trading tactics change.
After the second trading period is over, add up the scores again and see how
the boys did this time.
---------------------------------------------------------------------
STOCK MARKET CHART - TRADING CHIP VALUES
4 RED - 90 POINTS 1 (SINGLE) BLUE - 40 POINTS
4 GREEN - 80 POINTS 1 (SINGLE) YELLOW - 30 POINTS
4 YELLOW - 60 POINTS 1 (SINGLE) GREEN - 30 POINTS
4 BLUE - 50 POINTS 1 (SINGLE) RED - 20 POINTS
2 WHITE - 50 POINTS 1 (SINGLE) WHITE - 20 POINTS
3 OF ANY COLOUR - 40 POINTS 2 OF ANY COLOUR - 20 POINTS
---------------------------------------------------------------------
18.6 TRADING POST
You will need:
•Two price lists, one of things that you are selling and one of things that
you are prepared to buy back. •Various things for the teams to buy •You will
also need some form of currency such as coloured cards, paper or even beads.
At the start of the game, each team is given the same amount of currency.
They then have to decide what they are going to buy from you in order to
make something to sell back to you for a profit. Most things that you buy
back should result in a profit, but you should put in some items that
produce no profit or even a loss. As an example of the sort of things on
your to buy list would be a cup of hot tea for the scout leaders. To do this
they will have to purchase from you matches, tea bags, milk and sugar, a
cooking stove, fuel for the cooking stove, water pot and water.
18.7 LIGHTHOUSE
This game comes from a Games book published by the Bharat Scouts and Guides
(India). It is attributed to the Catholic Boy Scouts of Ireland.
You will need:
•enough blindfolds for half your group. •a reasonably large room.
The Leader is the lighthouse. Half the troop (pack, company) are ships, and
put on the blindfolds at one end of the room. The other half are rocks, and
distribute themselves on the floor between the ships and the lighthouse.
Please ask the rocks to keep their hands and feet in to minimise tripping.
The rocks also should not clump up.
The lighthouse goes "woo woo" to guide the ships. The rocks go "swish,
swish" quietly to warn the ships of their presence. On go, the ships
navigate between the rocks to the lighthouse. If they touch a rock, they are
sunk and must sit on the floor (and go "swish, swish" also). When all the
ships have made it to the lighthouse (or have been sunk), the rocks and
ships switch places.
------------------------------------------------------------------------
19. THEMED GAMES
19.1 SPACE TRAINING GAME
As usual, I did these on my MAC - I've reformatted them as plain text so
they can be posted. Anyone is welcome to use these - my only request is that
you let me know, and give me some feedback (both good and bad) as to how
things went. - Mike Stolz (stolz@fnusgd.fnal.gov)
------------------------------ cut here --------------------------
SPACE GAMES den name _______________
19.1.1 SPACE ARCHERY
In space, everything floats. As a construction mechanic, the only way to
keep your space station parts from floating away is to rope them together.
Your problem is that YOU are anchored to the main space station, while the
new parts are slowly drifting away. So how do you get a rope on those parts?
Why with your trusty bow and arrow. Each new part comes with its own target.
Each mechanic gets 10 arrows. Hit the target with the arrow that has a
string attached, and double your total points.
19.1.2 ROBOT ARM
You're the operator of the space shuttle's robot arm. The arm will do
everything you tell it, but it can't see or think for itself. Your job, pick
up the three space disks and return them to your position. Use voice
commands like 'forward, left, right, and down' to direct the robot arm. Keep
the tether rope tight to prevent the robot arm from vershooting the targets.
This is a timed event.
19.1.3 SPACE CONSTRUCTION
Your team of construction mechanics are on the moon. You need to build the
tallest radio tower you can, using the standard space-blocks. The structure
must be free-standing and self-supporting. DO NOT DAMAGE THE BUILDING
MATERIALS while constructing your tower!
19.1.4 SPACE EXPLORATION
Space explorers need to be highly trained observers. In this training
exercise, you need to scour the marked-off section of rough terrain, and
discover the interesting samples. There will be bonus points for discovering
samples whose colour is different from your assigned colour.
19.1.5 SHUTTLE FLIGHT-CHECK
All shuttle crews need to check out their craft before take-off. Every crew
has memorised the list of instructions. Lets see how good your crew is at
remembering instructions. You will get two minutes to study and discuss the
list of instructions and their order. Then, without looking, your team must
write them down in the correct order. If you're quick, you will have time to
play this one twice.
player name arch arm const explo check
---------------------------------------------------------------------
___________________________________|_____|_____|______|______|______|
___________________________________|_____|_____|
___________________________________|_____|_____|______|______|______|
___________________________________|_____|_____| (den scores here)
___________________________________|_____|_____|
___________________________________|_____|_____| circle the best den
___________________________________|_____|_____| score for each game
___________________________________|_____|_____|_____________________
put the best den score here -> | | | | | |
19.2 GAME LEADER INSTRUCTIONS
Bring spray paint (white) to draw lines on the grass. Also packing tape and
duct tape. If games are held indoors, use masking tape for your lines.
Make sure all game leaders understand that the rules may need to be
modified, but if they are, ALL GROUPS must have the same chances. The most
important thing is to make sure that all rules are applied consistently for
every group participating. All games were designed to be played outdoors,
but most could easily be done indoors if the activity room was large.
At the end of the competition, all score sheets will be collected from Den
leaders. Compare the single 'best' score for each game and den. Award 1st
thru 5th place (we have 5 dens) in each event. The den with the LOWEST total
score for the 5 events will get 1st place.
19.2.1 SPACE ARCHERY
GAME PARTS - 3 targets with stands, 30+ arrows, 3 bows, ball of string, 3
stakes.
Set up targets, with 3 shooting stations about 20 feet (7 meters) away. Put
10 arrows at each station. Measure 30 feet (10 meters) of string for each
station. Tie one end of string to a stake at the station, and tie/tape the
other end to one of the arrows. This should be the last arrow shot by each
Cub, and can double their target score. Score target rings at 1 (target), 2,
3, 5 (bulls eye on our targets).
Be very alert to safety. Make sure ALL ARCHERS understand that arrows are
not to be nocked while anyone is 'even close' to the shooting range area!
19.2.2 ROBOT ARM
GAME PARTS - Long rope, 3 Frisbees, blindfold, 2 paper grocery bags.
Draw a ring for the 'operator' to stand in. Paint 3 spots at different
points outside the ring, ranging from 15 to 30 feet (5 to 10 meters). The
spots mark the pick-up spots for the 3 Frisbees. Tie rope around waist of
the cub acting as 'robot hand' (use a bowline!). Blindfold the 'hand', then
place grocery bag over his head - the 'hand' should be unable to see. The
operator now steps into the ring, and takes hold of the rope. At "GO", the
'hand' walks out to get the Frisbees. The operator lets out the rope until
the 'hand' is out far enough, and uses voice commands (left, right, down,
out) to direct the 'hand' to each frisbee. Make sure the operator knows that
he should keep tension on the rope - this is one of his main methods of
guidance and control. After the 'hand' has all 3 frisbees, the operator has
to reel him back into the operator's circle. MAKE SURE THE 'HAND' IS UNABLE
TO SEE! This is a timed event - the boys may run thru this as often as they
want in the allotted time. Keep the best time.
19.2.3 SPACE CONSTRUCTION
GAME PARTS - 16 cardboard boxes all the same size, 6 large coffee cans, 3
thin strips of plywood, 2 poles with nails thru the ends, several smaller
dowels, tape measure.
The object is to build as tall a tower as possible with the material
supplied. The tower must be free-standing and self-supporting, and stay up
for at least 1 minute. DO NOT LET THE CREW DAMAGE OR MODIFY THE SUPPLIED
MATERIALS! Measure the tower to the nearest inch. The crew can try several
different configurations.
***WARNING! Wind and uneven terrain can dramatically affect this game. Try
to locate it in a sheltered area with fairly even ground. It could also be
done inside if the room has a tall ceiling.
19.2.4 SPACE EXPLORATION
GAMES PARTS - individually wrapped candy in different colours, coloured tape
or marker cones to mark off the search area.
Game leader will hide 10 candies of the same colour in search area, plus 1
of a different colour. Cubs need to search the area to find all 'samples'.
After they are turned in and counted, they may each have 1 to keep. The
coloured candy counts as 3 points, all others are 1 point. Be alert to
'missed' candies from previous groups.
19.2.5 SHUTTLE FLIGHT-CHECK
GAME PARTS - 20 cards with different flight-check instructions, table, large
cloth.
Lay out 2 cards (in random order) for every Cub in the den. The Cubs will
have 2 minutes to study, discuss, and memorise the cards. Then cover cards
with cloth. They now have 5 minutes to write down all the flight-check
instructions in order. Award 1 point for every instruction in the correct
position relative to the previous and next instruction. Award 2 points for
every instruction that is written EXACTLY correct - give 1 point if the
instruction is mostly correct. There should be time to play this game twice.
This is a version of 'Kim's Game'.
*** My cards were all very short phases, including things like 'CHECK FUEL
GUAGE', 'CHECK OXYGEN GUAGE', 'INSPECT SHUTTLE BAY', 'TEST SHUTTLE BAY
LIGHTS', 'EXAMINE AIRLOCK' and so on. I used 3" x 5" index cards and a black
magic marker to make them.
***WARNING! This is another game that can be affected by wind. Using a large
thick cloth, and taping one edge of it to the table can create an effective
windbreak that the Cubs can 'peek under' during their 2 minutes of
observation.
21. FIRE SAFETY GAME
Alright folks - here's the first Pack 164 Fire Safety Game. I used it at my
Pack meeting this Monday. It took most of 45 minutes, which was my goal. I
used the Version 1 instructions. Things went fairly well, but as soon as I
got home, I typed up the Version 2 instructions as well, and intend to use
them the next time. Some of the boys were able to handle the 'game' by
themselves, but most of the 2nd graders, and a few strays from the older
grades, couldn't stay 'on task' for more than 5 or 10 minutes. If anyone
else wants to try this game, all I ask is that: 1) you let me know that
you're using it, and 2) you give me feedback, suggestions, improvements,
etc. when you're done. I've attempted to re-format this text in plain ASCII,
my original is on a MAC using WORD 4.0. If you see any typo's, they were
probably introduced during reformatting. PS - at the (older) Boy Scout
level, I'd suggest doing it first alone, and then by Patrol.
------------------------------ cut here -----------------------------
FIRE SAFETY GAME
EVERY ANSWER IS USED ONCE - AND ONLY ONCE!. IF A QUESTION CAN HAVE
MORE THAN ONE ANSWER, SKIP IT AND COME BACK TO IT LATER.
|_YOURS______|_GROUP'S____|
THE REST WAS DELETED - ADD IT IN AGAIN PAUL!!
FIRE SAFETY GAME
INSTRUCTIONS: VERSION 1
This 'game' is has been designed with Cub Scouts in mind. The game will be
done as follows: 1) every person, Cubs, parents, Den leaders, and even
siblings should take the test alone. Emphasize to the kids that if they
don't know what a word is, they should ask an adult. The game is supposed to
test Fire Safety skills, not reading ability. 2) After everyone has answered
the questions alone, they should then get together by family. Each family
should compare answers and circle those that aren't the same. Do NOT change
'YOUR' answers after you start the family discussion. After you have
compared answers on all questions, go back and discuss those where the
answers aren't the same. For answers that don't agree, you should settle on
one 'correct' family answer. PARENTS, PLEASE LISTEN TO YOUR KIDS IF THEIR
ANSWER IS DIFFERENT FROM YOURS! KIDS, DON'T ASSUME YOUR PARENT'S ANSWER IS
RIGHT, AND THAT YOURS IS WRONG. 3) In the final step, each Den should get
together. The Den Leader should read the answer sheet out loud, and the
families should see how well they did. Mark the total number of right
answers for each column in the boxes at the bottom of the page. These score
sheets are NOT to be turned in, I would like families to take them home and
talk about them. If any kids do better than their parents, please have them
bring both game sheets up to me at the front. I would also like Den leaders
to find out whether any families had 100% perfect on the game.
A few questions can use several answers. There is a 'best' answer for each
of these questions. If you find a question that has more than one answer,
skip it and come back to it later. EVERY answer should only be used once.
Use the process of elimination to find the 'best' answer on those questions
that can use more than one of the answer words.
FIRE SAFETY GAME
INSTRUCTIONS: VERSION 2 This 'game' is has been designed with Cub Scouts in
mind. The game will be done as follows: 1) every Cub is to pair up with an
adult (parent), Boy Scout, or older sibling. They should work as a team to
decide the answers for each question. PLEASE make sure the Cubs have a lot
of input into the decision-making. 2) After everyone has answered the
questions as pairs, they should then get together by Den. Each Den should
compare answers and circle those that aren't the same. Do NOT change 'YOUR'
answers after you start the Den discussion. After you have compared answers
on all questions, go back and discuss those where the answers aren't the
same. For answers that don't agree, you should settle on one 'correct' Den
answer. PLEASE LISTEN TO EVERYONE, ESPECIALLY IF THEIR ANSWER IS DIFFERENT
FROM YOURS! KIDS, DON'T ASSUME THAT SOMEONE ELSE'S ANSWER IS RIGHT, AND THAT
YOURS IS WRONG. 3) In the final step, THE Cubmaster should read the answer
sheet out loud, and the Dens should see how well they did. Mark the total
number of right answers for each column in the boxes at the bottom of the
page. These game sheets are NOT to be turned in, I would like families to
take them home and talk about them.
A few questions can use several answers. There is a 'best' answer for each
of these questions. If you find a question that has more than one answer,
skip it and come back to it later. EVERY answer should only be used once.
Use the process of elimination to find the 'best' answer on those questions
that can use more than one of the answer words.
------------------------------------------------------------------------
22. GAMES FOR PIRATE THEME BIRTHDAY PARTY
•Walk the Plank. Works best if you have a swimming pool. Are brave prisoners
or groveling prisoners more fun? Vote afterwards. •Buried Treasure Hunt.
Bury some loot, make a map, hand out shovels, and stand back. Best if held
on a beach, but if you're sick of your garden, what the heck. •Loot the
Town. The kids burst into the house and cart away anything they find. Best
if held at someone else's house. With teen-agers, you can add the twist,
"Make Them Tell Where They Hid the Silver." •Boarding Action. Split the kids
into two teams and have them try to capture each other's "ships," which can
be buildings or minivans. Kids over ten need to be searched for zip guns
beforehand. Victory conditions are variable. Possible outcomes are: last
"ship" operational, amount of loot removed from "ship," last pirate
conscious. Best played just before leaving the country.
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23. BOP STICKS
Another game the scouts like a lot, which is not a game from the BSA, is
"Bop Sticks." This game requires quite a bit of preparation, however.
You will need:
•2 lengths of PVC pipe, 7' X 1" •Lots of foam padding •Even more duct tape
•Two old tennis balls •Two football helmets (or other helmet with a face
guard)
Cut the tennis balls in half and tape each half securely to the ends of the
PVC pipe. Wrap every square inch of the pipe in foam, and secure with tape.
When finished, you should only be able to see tape. The balls and foam
should be covered in tape.
The scouts wear the helmets and attack each other with the stick they are
wielding. A hit to a limb results in the loss of the limb. A hit to the neck
results in decapitation - you're dead. Two hits to either the body, the
head, or both result in death. Loss of a limb results in just that.
Naturally, if both legs are gone, you can't run away, and if both arms are
gone, you can't wield a stick. It's fun to watch the scouts hopping around
on one leg in their big, bulky helmets while swinging a rather awkward
"sword" with one hand. You can have tournaments. Kind of SCAish, but not
really.
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24. CHRISTMAS GAMES
Well it all depends on whether you plan to do it indoors our outdoors. Here
are a few ideas, but keep in mind that they're coming from a country where a
consistent plot (a 'fil rouge') is a crucial point in every scouting
activity.
I would embed the games into a Christmas story. For example about a little
angel who has neglected his duties, and preferred to play aureola frisbee
and cloud soccer with the little devils instead of doing his daily good
actions (games: play frisbee with a frisbee ring, and soccer by having the
teams blow on a cotton wool ball over a table).
The case came to Petrus who decided to send the little angel on a penitence
mission in the world of darkness and the world of silence. Describe the kids
how the angel felt desperately lost and alone in these worlds; How he meets
a blind boy in the world of darkness, and a deaf boy in the world of
silence; How these two kids show him that they can get along very well in
their respective worlds despite their respective handicaps, by using the
remaining senses -- odor, hearing and touch in the world of darkness / sight
in the world of silence --.
Make heavy use of Kim and trust games in the world of darkness, and of
pantomime games in the world of silence. Tell how the angel is marked by
these two encounters, and how he decides to help the people lost in one of
these worlds. End the story by telling that Petrus, seing the angel at work
and his quest now over, called him back to paradise.
Okay, I made that story up while writing this E-mail, so there are still a
few details to polish, but all in all, you have here largely enough material
for a whole afternoon. By including one or two wide games, you could even
use it as base for a cub scout weekend.