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Archive-name: scouting/3_games/part1
Last-Modified: FRI APR 14 14:12:39 CST 1993
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 favor and post it on rec.scouting. Sending copies to
macman@bernina.ethz.ch (Danny Schwendener) - and/or -
stolz@fnal.fnal.gov (Mike Stolz)
will ensure that it gets included in this file.
This file is in digested format, like all FAQ files on this newsgroup. If
you're using nn as newsreader, simply type 'G %" to split the digest into
individual postings In bn or rn, typing control-G should cause the reader to
skip to the next posting within this file.
**
** from Mike Stolz, current maintainer **
Okay folks - here goes. I'm going to split the games listing into 3 files to
start with, and will expand to 4 as needed. the first 2 files will be based on
the SCOUT-L.GAMES files that came from TCUBVM.BITNET. A lot of effort went
into producing that compendium, and I intend to take advantage of it. You will
find the updated index for SCOUTS-L about a page down from here, and also at
the top of FILE2. Lots of folks have sent in additions that will fit nicely
into the SCOUTS-L format - there are both variations of existing games, and new
games that fit the already defined categories. In file 3, I intend to put
'long explanation' games, along with any that don't seem to have an existing
category. This organization is a bit different from Danny's current format, the
difference being that I will sort the new additions and put them in the same
'Chapter' as the SCOUTS-L games.
Games that have come from the net will have headers indicating who posted them
-
If there are no headers, the game was part of the original SCOUTS-L 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!
Internet: stolz@fnal.fnal.gov Bitnet: Stolz@fnal
Snail mail: 589 Lochwood, Crystal Lake, IL, 60012, USA
------------------------------
Subject: 3_GAMES INDEX
From: stolz@fnal.fnal.gov (Mike Stolz)
******************************
file 3_GAMES_PART1.
Subject: GAME BOOKS
Subject: Game Compendium -- Tips and Miscellaneous items
Subject: Game Compendium -- Games needing little or no equipment
Subject: Game Compendium -- Wide Games
******************************
file 3_GAMES_PART2.
Subject: Game Compendium -- Memory Games
Subject: Game Compendium -- Pencil and Paper Games
Subject: Game Compendium -- Party Games
Subject: Halloween party for Cubs
Subject: Game Compendium -- Water Games
Subject: Game Compendium -- Games with Bats or Sticks
Subject: More games you may wish to consider.
Subject: Game Compendium -- One on one challenges [ACTIVITY]
Subject: Summer Olympics games
Subject: Winter Games
******************************
file 3_GAMES_PART3.
Subject: Game Compendium -- Relay Games
Subject: Game Compendium -- Strategy Games
Subject: LONG GAMES
Subject: Space Training Game
Subject: Desert Survival Game
Subject: Fire Safety Game
Subject: Games for Pirate Theme Birthday Party
Subject: Bop Sticks
Subject: Christmas Games
------------------------------
Subject: GAME BOOKS
From: macman@bernina.ethz.ch (Danny Schwendener)
Date: Fri, 15 Sep 1992 12:00:00 GMT
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.
**
>From: viking@ux1.cso.uiuc.edu (Jon W. Backstrom)
Date: 1 Apr 92 15:00:14 GMT
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.
**
>From: stolz@fnal.fnal.gov (Mike Stolz)
Date: 15-FEB-1993
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.
------------------------------
Subject: Game Compendium -- Tips and Miscellaneous items
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
**
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.
**
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 center, they will have an equal
distance to run.
**
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!!!!!
**
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.
**
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.
Round 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
>From Mike Stolz: I also have a game box. Some of my items include:
4 orange plastic 'Track cones' (highway departments also use these)
An assortment of balls (soccer, basket, Nerf football, etc)
Assorted balloons
Cloth strips in 3 colors
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)
**
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:
1. 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.
2. 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.
3. 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.
4. 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.
**
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.]
------------------------------
Subject: Game Compendium -- Games needing little or no equipment
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
**
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.
**
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!
**
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.
**
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.
1. Mini-crawl
2. Volkswagon - hop
3. Jaguar-run
4. Jensen - pigeon steps
5. Skoda - walk sideways
6. Cavalier - skip
**
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.
**
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 center 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.
**
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.
**
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.
**
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 starts, 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.
**
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.
**
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.
**
COMPASS GAME
>From: johnh@prism.CS.ORST.EDU (John Holeman)
Date: 22 Apr 92 20:31:18 GMT
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 honor 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.
**
SUBMARINES
>From: medic@hardy.u.washington.edu (Travis Lauricella)
Date: 9 Dec 92 01:35:47 GMT
A troop 53 favorite. 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!)
**
SARDINES (HIDE & SEEK)
>From: medic@hardy.u.washington.edu (Travis Lauricella)
Date: 9 Dec 92 01:35:47 GMT
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.
**
SPUD
>From: medic@hardy.u.washington.edu (Travis Lauricella)
Date: 9 Dec 92 01:35:47 GMT
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.
**
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.
------------------------------
Subject: Game Compendium -- Wide Games
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
**
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.
**
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.
**
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.
**
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 center. 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.
**
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 center 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.
**
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.
**
STEAL THE BACON
From: cronin@en.ecn.purdue.edu
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.
Variation: tell a story instead of just calling out numbers:
"Once, THREE scouts went on a hike. They saw TWO deer and FIVE trees..."
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.
*
Variation: From Mike Stolz: We also play a variation of this game. We put 2
'Bacons' out of different colors. 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 color and take it across your line, you
lose. Naturally, if you grab the wrong color and your opponent tags you, HE
loses!
Variation:
>From: castaldi@heroes.glassboro.edu
JOHN CASTALDI- CHAIRMAN - TROOP 55 - TUCKAHOE, NJ, USA
Date: Wed, 25 Nov 1992 15:24:00 GMT
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.
Variation:
>From: Vance Kochenderfer
- Eagle Scout, Asst. Scoutmaster Troop 967, Baltimore Area Council
We made it interesting by doing math problems (2 plus 4 divided by 3 or some
such).
Variation:
>From: Stan Bimson - ASM Troop 406
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, color 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.
**
TROGLODYTES
>From: edmonds@ûmprgate.mpr.ca (Adam Edmonds)
1st Kanata Knights of the March Rover Crew
5th Burnaby Mountain Cub Pack
Secretary for Ontario Rover Round Table
Date: Wed, 25 Nov 92 19:34:36 GMT
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.
**
ZORCH (much like TROGLODYTES)
>From: rickcl@pogo.wv.tek.com (Rick Clements)
credit to: Joe Ramirez - Life Scout
Date: 25 Nov 92 01:06:53 GMT
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.
**
STALKING
>From: anthropo@carina.unm.edu (Dominick V. Zurlo)
Date: 24 Nov 92 22:48:39 GMT
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.
**
THE OTHER GUY'S OBSTACLE COURSE
>From: rickcl@pogo.wv.tek.com (Rick Clements)
Date: 25 Nov 92 01:08:39 GMT
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 maneuver yourself thru any obstacle - the other people in the
Patrol have to push/pull/carry/ lift/etc. you thru! First Scout lies down, and
is stuffed thru the tire, whereupon he may help pull subsequent Scouts thru.
At the over-the-rope obstacle, each Scout must be lifted over by the others &
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-&-knees in the creek, pushed the big guy over
across the kneeling Scouts' backs, & 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. :-)
**
CAPTURE THE FLAG
>From: rickcl@pogo.wv.tek.com (Rick Clements)
credit to: Joe Ramirez - Life Scout
Date: 25 Nov 92 01:07:44 GMT
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 overnite campout.
For night play, we use 2 or 4 lanterns. Two are used to mark the center 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 centerline. 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. You will need: *)
**
GAME OF LIFE
>From: germain%sanctum.cs.utah.edu@cs.utah.edu (H. James de St. Germain)
Date: 31 Aug 92 11:50:49
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 defense.
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 symbolize hiding in the tree.
Each prey carries one object to symbolize 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.
**
BRITISH BULLDOG
>From: vkochend@isis.cs.du.edu (vance kochenderfer)
Date: 1992-Apr-22
Another game is British Bulldog. One person stands in the center 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.
** WARNING **
>From: fell@sol.UVic.CA (Stuart Fell)
Date: Thu, 23 Apr 92 03:17:22 GMT
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.
**
>From: stolz@fnal.fnal.gov
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.
**
>From: medic@hardy.u.washington.edu (Travis Lauricella)
Date: 9 Dec 92 01:35:47 GMT
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.
**
JAIL BREAK
>From: rickcl@pogo.wv.tek.com (Rick Clements)
Date: 25 Nov 92 01:10:26 GMT
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.
**
SCOUT STAFF TREASURE HUNT
>From: M.S.Wileman1@lut.ac.uk
Date: 29 Nov 92 16:51:09 GMT
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.
------------------------------
End of part 1, File '3_games'
Archive-name: scouting/3_games/part2
Last-Modified: FRI APR 14 14:12:39 CST 1993
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 favor and post it on rec.scouting. Sending copies to
macman@bernina.ethz.ch (Danny Schwendener) - and/or -
stolz@fnal.fnal.gov (Mike Stolz)
will ensure that it gets included in this file.
This file is in digested format, like all FAQ files on this newsgroup. If
you're using nn as newsreader, simply type 'G %" to split the digest into
individual postings In bn or rn, typing control-G should cause the reader to
skip to the next posting within this file.
**
** from Mike Stolz, current maintainer **
Okay folks - here goes. I'm going to split the games listing into 3 files to
start with, and will expand to 4 as needed. the first 2 files will be based on
the SCOUT-L.GAMES files that came from TCUBVM.BITNET. A lot of effort went
into producing that compendium, and I intend to take advantage of it. You will
find the updated index for SCOUTS-L about a page down from here, and also at
the top of FILE2. Lots of folks have sent in additions that will fit nicely
into the SCOUTS-L format - there are both variations of existing games, and new
games that fit the already defined categories. In file 3, I intend to put
'long explanation' games, along with any that don't seem to have an existing
category. This organization is a bit different from Danny's current format, the
difference being that I will sort the new additions and put them in the same
'Chapter' as the SCOUTS-L games.
Games that have come from the net will have headers indicating who posted them
-
If there are no headers, the game was part of the original SCOUTS-L 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!
Internet: stolz@fnal.fnal.gov Bitnet: Stolz@fnal
Snail mail: 589 Lochwood, Crystal Lake, IL, 60012, USA
------------------------------
Subject: 3_GAMES INDEX
From: stolz@fnal.fnal.gov (Mike Stolz)
******************************
file 3_GAMES_PART1.
Subject: GAME BOOKS
Subject: Game Compendium -- Tips and Miscellaneous items
Subject: Game Compendium -- Games needing little or no equipment
Subject: Game Compendium -- Wide Games
******************************
file 3_GAMES_PART2.
Subject: Game Compendium -- Memory Games
Subject: Game Compendium -- Pencil and Paper Games
Subject: Game Compendium -- Party Games
Subject: Halloween party for Cubs
Subject: Game Compendium -- Water Games
Subject: Game Compendium -- Games with Bats or Sticks
Subject: More games you may wish to consider.
Subject: Game Compendium -- One on one challenges [ACTIVITY]
Subject: Summer Olympics games
Subject: Winter Games
******************************
file 3_GAMES_PART3.
Subject: Game Compendium -- Relay Games
Subject: Game Compendium -- Strategy Games
Subject: LONG GAMES
Subject: Space Training Game
Subject: Desert Survival Game
Subject: Fire Safety Game
Subject: Games for Pirate Theme Birthday Party
Subject: Bop Sticks
Subject: Christmas Games
------------------------------
Subject: Game Compendium -- Memory Games
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
**
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.
**
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 ar now given five
minutes to look at each others grids and try and memorize 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.
**
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.
**
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.
**
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 previous 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
**
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.
**
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.
**
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 realize 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.
**
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.
------------------------------
Subject: Game Compendium -- Pencil and Paper Games
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
**
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.
**
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.
**
PICTIONARY
You will need: (for each six or patrol)
*) Sheets of paper and a pen or pencil
This is a game which has been commercialized 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.
**
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.
**
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.
**
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 ie stations that are not on that line and which will send
them in the wrong direction if they do not play correctly.
------------------------------
Subject: Game Compendium -- Party Games
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
**
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.
**
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.
**
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.
**
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.
**
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 realize 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.
**
PASS THE PARCEL UPDATED
You will needt
*) 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.
**
THE LIMBO
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.
**
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.
**
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.
**
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.
**
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.
**
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.
**
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.
------------------------------
Subject: Halloween party for Cubs
From: jrholman@magnus.acs.ohio-state.edu (James R Holman)
Date: Tue, 20 Oct 1992 19:47:26 GMT
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. Then you can
**
>From: rusa@diku.dk (Bjarne Steensgaard)
Date: 20 Oct 92 21:58:24 GMT
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.
--Bjarne Steensgaard
------------------------------
Subject: Game Compendium -- Water Games
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
**
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.
**
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.
**
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.
**
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.
**
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.
**
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.
**
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.
------------------------------
Subject: Game Compendium -- Games with Bats or Sticks
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
**
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.
**
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.
**
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.
**
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.
**
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.
**
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.
------------------------------
Subject: More games you may wish to consider.
From: Jack W. Weinmann <bk233@CLEVELAND.FREENET.EDU>
**
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.
**
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.
**
EATING RACE
Give each boy two double crackers. The boy who can eat them all and
whistle, or blow up a balloon wins.
**
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.)
**
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.
**
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.
**
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.)
**
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.
**
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.
**
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 cooperation 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.
------------------------------
Subject: Game Compendium -- One on one challenges [ACTIVITY]
From: gjh@ukc.ac.uk (G.J.Harewood)
Date: 9 Jan 93 16:39:22 GMT
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.
**
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.
**
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!
**
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.
**
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.
**
LEG PULL
I would organize 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 corss a line - safer) wins.
**
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.
**
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, eg car tyres to get through,
turned gym benches to walk along, or chairs to go under.
**
INDIAN LEG WRESTLING
>From: kdc5072@ultb.isc.rit.edu (Kevin D. Colagio)
Date: Sat, 9 Jan 1993 19:33:43 GMT
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.
------------------------------
Subject: Summer Olympics games
From: Peter Van Houten <Peter_Van_Houten@SIMULACRUM.WV.TEK.COM>
Here's a brief description of the games we'll be using in our Summer Olympics.
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.
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.
3) Electric Isotope -- Combined teamwork to remove coffee can from center
of circle using ropes tied to a small inner-tube. Boys cannot cross rope
circle. Best time wins.
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 catchs wins.
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 cooperative effort. Fastest time wins.
------------------------------
Subject: Winter Games
From: hayesj@rintintin.Colorado.EDU (HAYES JAMES MICHAEL JR)
Date: Wed, 25 Nov 1992 22:56:08 GMT
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.
------------------------------
>From: gandersn@unixg.ubc.ca (George HN Anderson)
**
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!
------------------------------
Subject: Race around the ring
From: mpg92118@dit.upm.es (ANDRES CANCER ABREU)
Date: Tue, 1 Dec 1992 20:03:31 GMT
**
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 center. 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.....
------------------------------
End of part 2, File '3_games'
Archive-name: scouting/3_games/part3
Last-Modified: FRI APR 14 14:12:39 CST 1993
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 favor and post it on rec.scouting. Sending copies to
macman@bernina.ethz.ch (Danny Schwendener) - and/or -
stolz@fnal.fnal.gov (Mike Stolz)
will ensure that it gets included in this file.
This file is in digested format, like all FAQ files on this newsgroup. If
you're using nn as newsreader, simply type 'G %" to split the digest into
individual postings In bn or rn, typing control-G should cause the reader to
skip to the next posting within this file.
**
** from Mike Stolz, current maintainer **
Okay folks - here goes. I'm going to split the games listing into 3 files to
start with, and will expand to 4 as needed. the first 2 files will be based on
the SCOUT-L.GAMES files that came from TCUBVM.BITNET. A lot of effort went
into producing that compendium, and I intend to take advantage of it. You will
find the updated index for SCOUTS-L about a page down from here, and also at
the top of FILE2. Lots of folks have sent in additions that will fit nicely
into the SCOUTS-L format - there are both variations of existing games, and new
games that fit the already defined categories. In file 3, I intend to put
'long explanation' games, along with any that don't seem to have an existing
category. This organization is a bit different from Danny's current format, the
difference being that I will sort the new additions and put them in the same
'Chapter' as the SCOUTS-L games.
Games that have come from the net will have headers indicating who posted them
-
If there are no headers, the game was part of the original SCOUTS-L 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!
Internet: stolz@fnal.fnal.gov Bitnet: Stolz@fnal
Snail mail: 589 Lochwood, Crystal Lake, IL, 60012, USA
------------------------------
Subject: 3_GAMES INDEX
From: stolz@fnal.fnal.gov (Mike Stolz)
******************************
file 3_GAMES_PART1.
Subject: GAME BOOKS
Subject: Game Compendium -- Tips and Miscellaneous items
Subject: Game Compendium -- Games needing little or no equipment
Subject: Game Compendium -- Wide Games
******************************
file 3_GAMES_PART2.
Subject: Game Compendium -- Memory Games
Subject: Game Compendium -- Pencil and Paper Games
Subject: Game Compendium -- Party Games
Subject: Halloween party for Cubs
Subject: Game Compendium -- Water Games
Subject: Game Compendium -- Games with Bats or Sticks
Subject: More games you may wish to consider.
Subject: Game Compendium -- One on one challenges [ACTIVITY]
Subject: Summer Olympics games
Subject: Winter Games
******************************
file 3_GAMES_PART3.
Subject: Game Compendium -- Relay Games
Subject: Game Compendium -- Strategy Games
Subject: LONG GAMES
Subject: Space Training Game
Subject: Desert Survival Game
Subject: Fire Safety Game
Subject: Games for Pirate Theme Birthday Party
Subject: Bop Sticks
Subject: Christmas Games
------------------------------
Subject: Game Compendium -- Strategy Games
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
**
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.
**
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.
**
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.
**
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.
**
THE TRADER GAME - altered slightly by Mike Stolz
Equipment:
4 chips for each boy, all of different colors (red, green, blue, yellow)
1 chip for each adult - white
(I made my chips by cutting 1 inch squares from colored cardboard)
Rules:
The boys are given a chip of each color. 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 COLOR - 40 POINTS 2 OF ANY COLOR - 20 POINTS
**
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.
-------------------------------
Subject: LONG GAMES
** these games all take a bit of preparation, and, generally, need a lot of
** time to play
-------------------------------
Subject: Space Training Game
From: stolz@fnboot.fnal.gov
*** 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 _______________
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.
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 overshooting the targets.
This is a timed event.
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!
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 color is different from your assigned color.
SHUTTLE FLIGHT-CHECK - All shuttle crews need to check out their craft before
take-off. Every crew has memorized 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 1 best den
______________________________________|_____|_____| score for each game
______________________________________|_____|_____|_____________________
put the single best den score here -> | | | | | |
<FF>
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.
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!
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.
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.
SPACE EXPLORATION
GAMES PARTS - individually wrapped candy in different colors, colored tape or
marker cones to mark off the search area.
Game leader will hide 10 candies of the same color in search area, plus 1 of
a different color. 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 colored
candy counts as 3 points, all others are 1 point. Be alert to 'missed' candies
from previous groups.
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 memorize 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.
--------------------------------
Subject: Desert Survival Game
From: stolz@fnboot.fnal.gov
*** Hi Scouters - a fellow on rec.backcountry is going to try and produce an
Arctic version of this 'game'. I've given this twice in our Troop -
the results are always interesting. The GAMEMASTER'S SHEET is 'page 4' ...
--------------------------------cut here -----------------------------------
DESERT SURVIVAL GAME
THE SITUATION - handout #1
It is approximately 10:00 am in mid-August and you have crash-landed in
the Sonora Desert in Southwestern United States. The light twin-engine
plane, containing the bodies of the pilot and the co-pilot, has completely
burned. Only the air-frame remains. None of the rest of you has been
injured.
The pilot was unable to notify anyone of your position before the crash.
However, he had indicated before impact that you were 70 miles south-
southwest from a mining camp which is the nearest habitation, and that
you were approximately 65 miles off the course that was filed in your VFR
Flight Plan.
The immediate area is quite flat and, except for the occasional barrel and
saguaro cacti appears to be rather barren. The last weather report
indicated the temperature would reach 110 degrees that day, which means
that the temperature at ground level will be 130 degrees. You are dressed
in light-weight clothing - short-sleeved shirts. pants, socks, and street
shoes. Everyone has a handkerchief. Collectively, your pockets contain
$2.83 in change, $185.00 in bills, a pack of cigarettes, and 2 ball-point
pens.
YOUR TASK
Before the plane caught fire, your group was able to salvage the 15 items
listed on the next page. Your task is to rank these items according to
their importance to your survival, starting with '1' the most important, to
'15' the least important.
You may assume:
1) the number of survivors is the same as the number on your team (figure
5 to 15 on a team)
2) you are the actual people in this situation
3) the team has agreed to stick together
4) all items are in good condition
Step 1: Each member of the team is to individually rank each item. Do NOT
discuss the situation or problem until each member has finished the
individual ranking.
Step 2: After everyone has finished the ranking, rank order the items as a
team. Once team discussion begins, do not change individual ranking.
Step 3: If you have several teams within the whole group, compare the
group rankings with each other. Discuss.
<FF>
DESERT SURVIVAL GAME
RANKING CHART - handout #2
-------------------------------------------------------------------
|Step 1 |Step 2 |Step 3 |Step 4 |Step 5 |
ITEM |Personal|Team |Expert's|step 1&3|step 2&3|
|ranking |ranking |ranking |diffrnce|diffrnce|
-------------------------------------------------------------------
large flashlight | | | | | |
& batteries | | | | | |
-------------------------------------------------------------------
jackknife | | | | | |
| | | | | |
-------------------------------------------------------------------
sectional air | | | | | |
map of area | | | | | |
-------------------------------------------------------------------
large plastic | | | | | |
raincoat | | | | | |
-------------------------------------------------------------------
magnetic compass | | | | | |
| | | | | |
-------------------------------------------------------------------
compress kit | | | | | |
with gauze | | | | | |
-------------------------------------------------------------------
loaded .45 | | | | | |
caliber. pistol | | | | | |
-------------------------------------------------------------------
red & white | | | | | |
parachute | | | | | |
-------------------------------------------------------------------
bottle (1000) | | | | | |
salt tablets | | | | | |
-------------------------------------------------------------------
1 liter of water | | | | | |
per person | | | | | |
-------------------------------------------------------------------
book: Animals | | | | | |
of the Desert | | | | | |
-------------------------------------------------------------------
1 pair sunglasses | | | | | |
per person | | | | | |
-------------------------------------------------------------------
2 liters 180- | | | | | |
proof Vodka | | | | | |
-------------------------------------------------------------------
1 topcoat | | | | | |
per person | | | | | |
-------------------------------------------------------------------
a cosmetic mirror | | | | | |
| | | | | |
-------------------------------------------------------------------
TOTALS | | |
(the lower | | |
the better) -------------------
|Your score|Team score|
<FF>
DESERT SURVIVAL GAME
DISCUSSION GUIDELINES - handout #3
DON'TS
1) DO NOT VOTE. Voting will split the group into 'winners' and 'losers' and
encourages 'either-or' thinking when there may be other ways. Voting will
foster argument rather than rational discussion and consequently harm the
group process.
2) Do not make early, quick, easy agreements and compromises. They are
often based on erroneous assumptions that need to be challenged.
3) Do not compete internally. In this situation either the group wins or no
one wins.
DO'S
1) Listen and pay attention to what others have to say. This is the most
distinguishing characteristic of successful teams.
2) Try to get underlying assumptions regarding the situation out into the
open where they can be discussed.
3) Encourage others, particularly the quieter ones, to offer their ideas.
Remember, the team needs all the information it can get.
When your group reaches a point where each person can say "Well, even
though it may not be exactly what I want, at least I can live with the
decision and support it," then the group has reached a consensus. This
doesn't mean that all of the group must completely agree, but rather that
everyone is in fundamental agreement.
Since any one of you can block a decision if you choose, the approach here
is more difficult than other decision methods. However, it also tends to
be more effective because it can force the team to consider more aspects
of the Problem and be more alert to objections to possible courses of
action. Therefore, treat differences of opinion as a way of 1) gathering
additional information, 2) clarifying issues, and 3) forcing the group to
seek better information.
<FF>
GAMEMASTER'S SHEET
The following 'game' was presented in a class I took about 1985 - the
course was Principles of Management. The instructor got the game from a
friend-of-a-friend ...
An additional page, a slight re-wording of the Handout #1 page above, says
'This exercise was developed by J.C. Lafferty, P. M. Eady and A.W. Pond -
Human Synergistics, 1970". According to my instructor, the game is/was
used by the US military, and the Expert's ranking came from an (Army?)
survival expert.
The instructor's purpose was to teach teamwork and something called
'Theory Z' a management style used mostly in Japan, where EVERYONE is
expected to help make the group's decisions. Theory Z decisions take
longer to make, but are usually 'better', and can be implemented faster
because everyone has already agreed to abide by them when they walk out
of the meeting.
I play this game with my Boy Scout troop about once every 3 to 4 years. I
have patrols work as teams, but insist that Patrol Leaders NOT take
charge of the group discussions. According to my instructor, in an
'everyone's equal' environment, natural leaders will emerge to help get the
group decisions made.
And now, the Expert's rankings:
1 - mirror signalling the 'flash' can be seen for miles
2 - topcoat protection from the sun
3 - water drink, don't hoard it
4 - flashlight night-time signalling
5 - parachute put over air-frame as a sun-shelter
6 - jackknife
7 - raincoat use to save/collect water
8 - pistol sound signal
9 - sunglasses
10 - compress kit
11 - compass
12 - air map
13 - animal book
14 - Vodka dangerous
15 - salt tablets dangerous
The Expert's basic assumption was: DON"T LEAVE THE PLANE! A flight-plan
was filed. Considering the adverse weather conditions, hiking out was
more likely to kill you than staying put.
<FF>
The following Steps (6 thru 10) were done after all the groups finished
computing their Team scores:
TEAM NUMBER >> | 1 | 2 | 3 | 4 | 5 |
-------------------------------------------------------------------------
Step 6 - compute average | | | | | |
individual scores | | | | | |
-------------------------------------------------------------------------
Step 7 - Team Score (step 5) | | | | | |
| | | | | |
-------------------------------------------------------------------------
Step 8 - Step 6 & 7 difference | | | | | |
| | | | | |
-------------------------------------------------------------------------
Step 9 - lowest individual score| | | | | |
| | | | | |
-------------------------------------------------------------------------
Step 10- number of individuals | | | | | |
lower than Team score| | | | | |
------------------------------
subject: Fire Safety Game
From: stolz@fnusgd.fnal.gov (Mike Stolz)
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 ----------------------------------
<FF>
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____|
*) Don't play with _. |____________|____________|
*) Keep _ away from fires or heat. |____________|____________|
*) Destroy all _ or greasy rags. |____________|____________|
*) Know where the _ are in buildings you enter. |____________|____________|
*) Replace cracked, or unsafe _. |____________|____________|
*) Have fire _ at home. |____________|____________|
*) Place the fire dept. phone number on your _. |____________|____________|
*) Cover fireplaces with _. |____________|____________|
*) check your _ every month. |____________|____________|
*) Make certain _ are clean and clear.V |____________|____________|
*) Smoky the Bear needs your _. |____________|____________|
*) If your cloths are on fire _. |____________|____________|
*) A _ will help smother a small fire. |____________|____________|
*) Do not throw _ on a grease fire. |____________|____________|
*) A fire needs heat, air(oxygen) and _ to burn. |____________|____________|
*) In a smoke-filled room, the 'best' air is
near the _. |____________|____________|
*) The Fire Dept. emergency phone number is _. |____________|____________|
*) If a fire starts at home, the first thing to
do is _. |____________|____________|
*) The second thing to do is _. |____________|____________|
*) Your house is on fire, the fastest way out is |____________|____________|
*) Lots of kids are badly burned every year |____________|____________|
because they played with _ or _. |____________|____________|
*) Every year, 100's of grass fires are started
by _. |____________|____________|
*) Name a bad thing and a good thing BAD _ |____________|____________|
to start charcoal fires with. GOOD _ |____________|____________|
*) Never start a fire or use a stove without _
present. |____________|____________|
CHOOSE ONE ANSWER
*) On the 4th of July, would it be safer to carry
fireworks in 1) a pocket, or 2) in a box. |____________|____________|
*) The best way o treat a small burn is to put
1) burn ointment 2) cold water on it. |____________|____________|
NUMBER OF RIGHT ANSWERS |____________|____________|
EVERY ANSWER USED ONLY ONCE - AFTER YOU USE AN ANSWER. 'X' IT OUT
chimneys smoke alarms screens 911 floor help
gasoline blanket fire escapes extinguishers fuel
get out cigarettes fireworks electrical cords oily
gas cans matches stop, drop & roll an adult water
telephone charcoal starter call for help the window lighters
<FF>
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.
*) Don't play with _matches_.
*) Keep _gas cans_ away from fires or heat.
*) Destroy all _oily_ or greasy rags.
*) Know where the _fire escapes_ are in buildings you enter.
*) Replace cracked, or unsafe _electric cords_.
*) Have fire _extinguishers_ at home.
*) Place the fire dept. phone number on your _telephone_.
*) Cover fireplaces with _.screens_.
*) check your _smoke alarm_ every month.
*) Make certain _chimneys_ are clean and clear.
*) Smoky the Bear needs your _help_.
*) If your cloths are on fire _stop, drop, and roll_.
*) A _blanket_ will help smother a small fire.
*) Do not throw _water_ on a grease fire.
*) A fire needs heat, air(oxygen) and _fuel_ to burn.
*) In a smoke-filled room, the 'best' air is near the _floor_.
*) The Fire Dept. emergency phone number is _911_.
*) If a fire starts at home, the first thing to do is _get out_.
*) The second thing to do is _.call for help_.
*) Your house is on fire, the fastest way out is _the window_.
*) Lots of kids are badly burned every year because
they played with _lighters_ or _fireworks_.
*) Every year, 100's of grass fires are started by _cigarettes_.
*) Name a bad thing and a good thing to start charcoal fires with.
BAD _gasoline_ GOOD _charcoal starter_
*) Never start a fire or use a stove without _an adult_ present.
CHOOSE ONE ANSWER
*) On the 4th of July, would it be safer to carry fireworks in
1) a pocket, or 2) in a box. _2_
*) The best way o treat a small burn is to put
1) burn ointment 2) cold water on it. _2_
<FF>
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.
<FF>
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.
**
Subject: Games for Pirate Theme Birthday Party
From: robert@jetsun.weitek.COM (Robert Plamondon)
Here are some fun pirate games:
* 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.
--------------------------------
Subject: Bop Sticks
From: medic@hardy.u.washington.edu (Travis Lauricella)
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.
Well, I guess you can see the kind of game my scouts are interested in.
If you know of any others I may have missed out on, I would love to hear from
you.
--------------------------------
Subject: Christmas Games
From: macman@bernina.ethz.ch (Danny Schwendener)
Date: Thu, 19 Nov 1992 00:01:16 GMT
John_Morgan@mindlink.bc.ca (John Morgan) writes:
>Does any one out there have any games to play at a Christmas party? The
>games must have some sort of Christmas theme to them so tag, dodge ball etc.
>are out for this once a year occasion.
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 consistant 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.
-------------------------------- End of FAQ #3 --------------------------------