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- From: Bill Nelson <nelsonb@nospam.aztec.asu.edu>
- Newsgroups: rec.scouting.usa,rec.scouting.guide+girl,rec.answers,news.answers
- Subject: [rec.scouting.*] Games (FAQ 11) Part 1
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- Archive-name: scouting/games/part1
- Last-Modified: 8 Feb 2002
-
- ----------------------------------------------------------------------
- Subject: INTRODUCTION
-
- This file contains a number of games collected on rec.scouting,
- misc.kids and scouts-l, for your pack, den or troop activities. Due to
- its size, this FAQ has been split into 3 separate postings.
-
- If you know a good game that hasn't been included in this FAQ, please
- do all of us a favour and post it on rec.scouting. Sending copies to
-
- Bill Nelson <nelsonb@aztec.asu.edu>
-
- will ensure that it gets included in this file.
-
- For U.S. readers, the SCOUTS-L games use British Scout terms. A
- 'Sixer' is a den or patrol, clothes pegs are clothes pins, and a 'bat'
- is a long, flat Cricket bat. If anyone spots other terms they're not
- familiar with, please let me know and I'll add it to this explanation!
-
- Other game lists:
-
- You can find the Games Compendium at:
- http://bonaly.org.uk/games/
- ----------------------------------------------------------------------
- Subject: TABLE OF CONTENTS
-
- (Not filled in yet)
- ----------------------------------------------------------------------
- Subject: ACKNOWLEDGEMENTS
-
- The Previous Maintainers (and Contributors!)
- Mike Stolz stolz@fnal.fnal.gov
- Danny Schwendener dannys@iis.ee.ethz.ch
-
- The Contributors
- Listserv Archives LISTSERV@TCUBVM.BITNET
- Andrea Cancer Abreu mpg92118@dit.upm.es
- George HN Anderson gandersn@unixg.ubc.ca
- Jon W. Backstrom viking@ux1.cso.uiuc.edu
- Stan Bimson
- Rick Clements rickcl@pogo.wv.tek.com
- Kevin D. Colagio kdc5072@ultb.isc.rit.edu
- Adam Edmonds edmonds@mprgate.mpr.ca
- Stuart Fell fell@sol.UVic.CA
- Lynne Axel Fitzsimmons lynnef@tekig1.PEN.TEK.COM
- G.J.Harewood gjh@ukc.ac.uk
- Hayes James Michael Jr hayesj@rintintin.Colorado.EDU
- John Holeman johnh@prism.CS.ORST.EDU
- James R Holman jrholman@magnus.acs.ohio-state.edu
- Peter Van Houten Peter_Van_Houten@SIMULACRUM.WV.TEK.COM
- Vance Kochenderfer vkochend@isis.cs.du.edu
- Travis Lauricella medic@hardy.u.washington.edu
- Deborah Maraziti dlm@galileo.ifa.hawaii.edu
- Robert Plamondon robert@jetsun.weitek.COM
- Joe Ramirez
- H. James de St. Germain germain%sanctum.cs.utah.edu@cs.utah.edu
- Bjarne Steensgaard rusa@diku.dk
- Jack W. Weinmann bk233@CLEVELAND.FREENET.EDU
- Dominick V. Zurlo anthropo@carina.unm.edu
- M Wileman M.S.Wileman1@lut.ac.uk
- cronin@en.ecn.purdue.edu
-
- ----------------------------------------------------------------------
- Subject: GAME BOOKS
-
- 4.1 BSA CUB SCOUT LEADER HOW-TO BOOK
-
- The "BSA Cub Scout Leader How-To Book" It is built to help the cub
- scout pack and den leaders running programs that kids enjoy A section
- of 50 pages is dedicated to games ISBN 0-8395-3831-6.
-
- 4.2 GAMES FOR GIRL SCOUTS
-
- GSUSA publishes a book called "Games for Girl Scouts" which has helped
- me out in a pinch. The book is divided into sections such as "Travel
- Games", "Quiet Indoor Games", "Relays", etc. I believe it only costs
- 11 US dollars, and is available through the office of most Girl Scout
- councils. If anyone outside of the US is interested in getting copies
- of it, I'd be willing to act as a 3rd party. I don't know how easy it
- would be for someone in another country to get a GS council office to
- ship them a book! I wish I could give you more info on the book and
- some examples of games, but one of the girls in my troop borrowed it
- (that should tell you something--they love it!).
-
- This book can be ordered directly from the National Equipment Service.
- The Address is:
-
- Girl Scouts of the U.S.A
- National Equipment Service
- 830 Third Avenue
- New York, NY 10022
- Phone: 212-940-7655 (customer service only, no orders)
-
- The item number is: 20-902 Games for Girl Scouts. $6.00
-
- Overseas delivery should include estimated shipping charges with
- payment. Remittance in US funds only, checks drawn on US banks only.
- Master Card or Visa. Prepayment required. No CODs.
-
- 4.3 INDOOR GAMES FOR SCOUTS
-
- I don't know how useful this info is, but I have a very nice little
- hardcover book called "Indoor Games for Scouts". Unfortunately, it was
- published in 1951, and mine is the 6th printing (1965). Whether it's
- still available seems unlikely. This is a British book, part of 'The
- New "GILCRAFT" series - Number Two'. The publisher is C Arthur Pearson
- Ltd., Tower House, Southhampton St, Strand London. If anyone discovers
- that this book IS still available, please contact me at the above
- address.
- ----------------------------------------------------------------------
- Subject: TIPS AND MISCELLANEOUS ITEMS
-
- 5.1 SIN BIN
-
- It is often a problem in games where the people who are out lose
- interest in the game and start to mess about. The Sin Bin gets over
- this problem very nicely. Somewhere in the hall you put six chairs in
- a line, this is the Sin Bin. As each person is out they go and sit in
- the first vacant chair in the line. When the line of chairs is filled
- up, the next person out changes places with the first person who was
- out who then goes back into the game. This can be continued for as
- long as the games last and keeps the boys interested in the games.
-
- 5.2 HOW TO GET EQUAL SIZE/WEIGHT TEAMS
-
- In many games where there are two teams, it is a good idea if
- opponents are similar sizes. An easy way of achieving this is given
- below:
- 1. Get all the lads to line up at one side of the hall, tallest at
- the left shortest to the right.
- 2. Tell the lads to count off in twos down the line.
- 3. Get all the number two's to take two steps forward.
- 4. You now have two teams, get each team to count off left to right 1
- to N.
- 5. Tell team 2 to walk in a line anti-clockwise around the hall until
- they are lined up along the opposite wall of the hall.
-
- You will now have two teams of boys where each number on one team has
- an opponent on the other team of a similar size. Another advantage of
- this system is that if lads have to race to the centre, they will have
- an equal distance to run.
-
- 5.3 LEADERS ARE FRAGILE
-
- Please try not to get involved with actually playing the games.
- Although we as leaders are probably a lot bigger than the lads, we are
- also more fragile. By this I don't mean that we are all a load of old
- codgers, but we don't heal as quickly and our bones are more brittle.
- TAKE CARE!!!!!
-
- 5.4 GIVING OUT INSTRUCTIONS
-
- You will find that prior to starting a game, it will help if you get
- the lads to sit down when giving the instructions on how the game is
- to be played. This ensures that they are not walking about or looking
- somewhere else, so they are more likely to be listening to what you
- are saying.
-
- 5.5 EMERGENCY GAMES BOX
-
- Over the years this has proved to be a real blessing. My box is a
- small plastic toolbox. In this box I have an assortment of bits and
- pieces with which I can make up games and other activities at very
- short notice. Listed below is a list of items that you could put
- together to make a similar emergency games box.
- * A large bag of elastic bands (rubber bands).
- * Boxes of chalk, white and coloured.
- * 4 candles or night lights, 1 per patrol.
- * Boxes of safety matches.
- * A miniature cricket bat, wicket and small soft ball for indoor
- cricket.
- * Ball point pens.
- * Markers or felt tip pens.
- * Short lengths of soft white rope with the ends whipped for
- knotting games.
- * Assorted balloons.
- * Pipe cleaners.
- * A reel of cotton for making trip lines for minefields.
- * Roll of sticky tape.
- * Blu-Tak or similar for sticking things to walls.
- * A couple of large dice.
- * Blank cards or small sheets of paper for writing instructions.
- * Box of thumb tacks or drawing pins.
- * A small torch (flashlight) with spare bulb and rechargeable
- batteries.
- * 4 small pairs of scissors.
- * A pack of playing cards.
- * A packet of Alka-Seltzer tablets or similar.
- * Various whistles and noise makers.
- * Paper clips
- * Safety pins
- * 4 triangular bandages
- * 4 orange plastic 'Track cones' (highway departments also use
- these)
- * Cloth strips in 3 colours
- + 25 strips (each) are 3 inches wide and 18 inches long (great
- for arm bands or blindfolds)
- + 5 strips are 6 inches wide, with an overhand knot in the
- middle (great for 'Bacon', or 'Capture' flags)
-
- 5.6 MOTION DETECTORS
-
- It is often useful to know when an object has been moved beyond a
- certain amount or with what severity it has been moved. There are many
- ways of doing this some of these are listed below:
- * An oblong tobacco tin with a layer of paper punch chads sprinkled
- in the bottom. A thin layer of something sticky such as syrup is
- smeared on the underside of the lid and the lid placed on the tin.
- If the tin is tipped over or subjected to violent movements, some
- of the bits of papers will stick to the lid. Penalty points may
- then be deducted for the number of chads that are stuck to the lid
- of the tin.
- * A mercury tilt switch can be connected in series with a small
- electro-magnetic relay and a battery. There should be a set of
- hold on contacts on the relay. These should be connected across
- the mercury switch, so that when there is even a brief connection
- of the mercury switch, the relay will hold itself on through it's
- hold on contacts. When the relay actuates it could also be wired
- to sound a buzzer or switch a light on. As an alternative to a
- mercury switch you could have a simple hanging metal rod or
- pendulum within a metal ring. Any severe movement would cause the
- pendulum to touch the metal ring and complete the circuit. There
- are available on the surplus market re- settable electro-magnetic
- counters, you could use one of these in place of your relay and it
- would count the number of times that the device had been moved.
- * A number of small ball bearings on a dish inside a box. Any slight
- movement will cause the balls to move. Severe movements will cause
- the balls to roll off the dish. Penalty points are taken off for
- every ball off the dish.
- * When laying out obstacle courses or minefields, it is nice to have
- trip lines that will operate switches to set off lamps, buzzers
- etc. A simple but effective switch for this can be made from a
- spring loaded wooden clothes peg. A metal drawing pin or thumb
- tack is pushed into the inside of each jaw and a wire is connected
- to each one. The heads of the drawing pins are the switch
- contacts. A piece of card connected to your trip line is pushed
- between the contacts to open the switch. When a player snags your
- trip line, the card is pulled from the jaws of the clothes peg and
- the circuit is made. How you fix the clothes pegs is left for you
- to decide.
-
- 5.7 PRESSURE PAD
-
- What devious people we leaders are, but isn't it fun. How about
- pressure pad switches to put on the floor which will switch on a
- circuit when stepped on. You can make these very easily and can throw
- them away when the game is finished. All you need is two sheets of
- aluminium foil about the size of a standard sheet of paper for each
- switch and some paper or plastic drinking straws. The aluminium foil
- should be as flat as possible. Connect a wire to each sheet using a
- small crocodile clip or paper clip. Lay one sheet on the ground where
- it is likely to be stepped on. On top of this lay some drinking
- straws, these are to keep the two sheets apart. Lay the second sheet
- on top of the straws. Wires can be taped to the floor or covered with
- carpet. [Connect the wires to a battery and small light bulb. when the
- sheets of aluminum foil touch each other, the bulb should light up.]
- ----------------------------------------------------------------------
- Subject: GAMES NEEDING LITTLE OR NO EQUIPMENT
-
- 6.1 SPEAK AND DO THE OPPOSITE
-
- I couldn't think of a better title for this, but it is fun to play
- both for kids and adults. Each team sends a person to challenge a
- member of another team. The person challenging says something like "I
- AM PATTING MY HEAD" but in fact they are rubbing their tummy. The
- person being challenged has to say in reply "I AM RUBBING MY TUMMY"
- and at the same time be patting their head. If they fail to do it
- properly in a given time or get it the wrong way round, then the
- challenging team wins a point.
-
- 6.2 KEEP TALKING
-
- This is a knockout competition, it is played in two's. Each person has
- to keep talking at the other person. It doesn't matter what they are
- talking about, but there must be no repetition or pauses. You will
- need a referee to decide the winner of each pair. We have played this
- several times and it has proved very popular. Each time we have played
- it we have been surprised at the eventual winner. Often the younger
- scouts have walked all over the older scouts in this game.
-
- >From Mike Stolz: We played this with our Boy Scouts - they loved it.
- A likeable 8th grade 'motor mouth' won easily, his only competition
- was our Jr. Asst. Scoutmaster, who was quoting plays, the Gettysburg
- address, etc, but eventually ran out of material. We needed to set
- down a few ground rules though. The pauses had to last at least 2
- seconds, 'common strings', like letters, numbers, months, etc. could
- only be a maximum of 12 in a row, you could not touch your competitor,
- and ONLY the (adult) judge could call a boy out for repetition. This
- is a great 'I need it in a hurry' game!
-
- 6.3 COLOURED CIRCLES
-
- You will need:
- * 5 different coloured pieces of chalk, Red, Blue, Green, Yellow and
- Brown.
-
- Split the troup or pack into equal teams and get them to number
- themselves off in their teams. Then draw a number of coloured circles
- on the floor, several of each colour.
-
- The leader now calls out an object and a number e.g. "GRASS 2", the
- number two in each team now has to run and stand in a circle that
- matches the colour of the object. The first person standing in the
- correct coloured circle wins a point for his team.
-
- Suggestions:
- RED = Blood, Cherries, Ruby
- BLUE = Violet, Sapphire, Electric
- GREEN = Grass, Emerald, Cucumber
- YELLOW = Lemon, Primrose, Sulphur
- BROWN = Earth, Potato, Leather
-
- Please remember that some lads may have trouble with colours and so
- you may have to point out which circles are which.
-
- 6.4 CAR TEAM RACE
-
- Sixes stand in teams and are numbered. Each number is given the name
- of a car. When the number OR the name of the car is called out, they
- have to race to the end of the hall and back to their place, using the
- method they have been told. e.g.
- * Mini-crawl
- * Volkswagon - hop
- * Jaguar-run
- * Jensen - pigeon steps
- * Skoda - walk sideways
- * Cavalier - skip
-
- 6.5 CRABS CROWS AND CRANES
-
- This is a running about game which is good if you are in a large hall
- or outside with a lot of boys. Split them into two teams, in two lines
- across the hall. There should be a gap of about ten feet between them.
- Near each end of the hall should be a home line for each team. Don't
- make it too close to the wall or they will run into it. One team are
- the crows, the other team are the cranes.
-
- If you shout cranes, the cranes team must run to their home line
- without getting tagged by the crows team. Any member of the cranes
- that gets tagged has to join the crows team. If you shout crows, the
- crows team has to run to their home line without getting tagged by the
- cranes team. Any member of the crows that gets tagged has to join the
- cranes team.
-
- If you shout crabs they must all stand still. Anyone that moves must
- join the opposing team. You start off each time with both teams lined
- up across the hall facing each other. The game ends when one team has
- all the players. You can have a lot of fun rolling your RRRRR'S with
- this. CRRRRRRRRABS, CRRRRRRROWS, CRRRRRRANES.
-
- 6.6 SNAKE DODGE
-
- You will need:
- * A ball
-
- This is a continuous game with no winners or losers. Five or six
- players stand in a line, in the centre of the circle formed by the
- rest of the troop or pack. Each player in the line puts his arms round
- the waist of the player in front. The object of the game is for the
- players around the circle to hit the player at the end of the line or
- snake, below the knees with the ball. The snake can move around inside
- the circle to make this more difficult. When the player at the back of
- the snake is struck by the ball, he leaves the snake and moves into
- the circle of throwers and the player who threw the ball, joins on as
- the front man of the snake. The game carries on for as long as you
- wish.
-
- 6.7 TURN TURTLE
-
- If your scouts or cubs like rolling around on the floor then they will
- love this quickie. I would advise activity dress, so as not to dirty
- uniforms. Pair the scouts off in size. One boy in each pair lies on
- his back on the ground. On the word go the other scout has to try and
- turn him over onto his stomach. The scout on the floor tries to
- prevent this by spreading out his arms and legs and moving around on
- the floor. No tickling or foul play is allowed.
-
- 6.8 TAIL GRAB
-
- You will need:
- * A rope or cloth tail for each patrol or six
-
- Each patrol stands in a line behind their patrol leader. Each man
- holds the belt or waist of the man in front. The last man has a tail
- tucked into his trousers. On the word 'GO' the patrol leaders have to
- move around the room and try to get as many of the other patrols tails
- as possible. Any patrols that break their chain are disqualified. The
- winning patrol is the one with the most tails.
-
- 6.9 HUMAN BOAT RACE
-
- Each boat is made up of eight to ten players each in full knees-bent
- position. Each player has his hands on the shoulders of the man in
- front. Facing the line of players in each boat is a 'COX'. The cox
- holds the hands of the front player in the boat. When the race tarts,
- the boats move forwards by all players in a boat springing together
- off both feet. The cox for each boat shouts encouragement for his team
- and calls out the rhythm for the spring. During the race, any boat
- that breaks up into two or more parts is deemed to have sunk and is
- disqualified from the race.
-
- 6.10 SIGNALS
-
- You will need:
- * Various noise makers such as whistles, rattles and bells
-
- This game is similar to the game where you shout out Port and
- Starboard. The players are told what action they must perform when a
- certain sound is heard. Play this a few times with nobody being out,
- then start taking out people who do the wrong action or who are the
- last ones to do the action.
-
- 6.11 CITY TOWN COUNTRY
-
- Players sit in two lines team A and Team B, each line numbered 1 to N.
- Player 1 in team A says to player number 1 in team B the name of a
- city, town or Country.
-
- We will suppose for example that he says 'GERMANY". Player 1 in team B
- must now say a town city or country, beginning with the last letter of
- Germany. Let us suppose that he says "YORK". Player 2 in team A now
- has to say a city, town or country beginning with the letter K. This
- goes on all the way down the line. If a player fails to give a correct
- answer or duplicates a previous answer, then a point is awarded to the
- other team. When the end of the line is reached play begins at player
- number 1 again.
-
- 6.12 COMPASS GAME
-
- A game I used to play in scouts was the compass game. Everyone stood
- spread out around the room and was told to orient themselves to
- "north". North could be real north or a convenient wall or corner in
- the room. Everyone except for the caller and the referees closed their
- eyes (blindfolded if you don't think the honour system will work). The
- caller then calls out a direction, like "east" and then everyone turns
- (eyes still closed) and points in the direction of east. The referee
- the goes around and taps the shoulder of anyone not pointing in the
- right direction. They are out. The game continues until one player is
- left. It gets interesting when you start calling headings and
- bearings.
-
- This is a good game as it only discriminates by your sense of
- direction, which improves as you play.
-
- 6.13 SUBMARINES
-
- A troop 53 favourite. In a large, pitch black room, with light
- switches on each end, the troop is split in half. Each half gets on
- their hands and knees near the light switch that they are protecting.
- On the Scoutmaster's signal, the scouts, staying on their hands and
- knees, attempt to turn on the light on the other end of the room while
- protecting their own.
-
- Like British Bulldog, this game can get a bit violent, what with kids
- fighting in the dark to get to the switch. This game would probably
- have to be modified for other meeting areas (especially those with
- hard floors!)
-
- 6.14 SARDINES (HIDE AND SEEK)
-
- We turn all the lights off in the entire church (including those
- intended to be left on permanently). One scout stays in the meeting
- room and counts to twenty, the rest of the scouts hide anywhere
- (except for pre-set off limits areas) in the building. "It" begins
- looking for the scouts. Once a scout is found, he joins "it" in the
- hunt. The last scout found is the winner. The scouts especially enjoy
- jumping out of a dark corner and scaring their scoutmaster.
-
- 6.15 SPUD
-
- Each scout is assigned a number between one and x, x being the number
- of scouts. In a circle outside (we circle around a flagpole) one
- person throws a ball (tennis, racquet, or similar) as high as he can,
- straight up, and calls out a number. The scout whose number is called
- catches the ball as the rest of the scouts fun away from him as fast
- as possible. Once the called scout catches the ball, he yells "STOP!"
- at which time all retreating scouts are _supposed_ to stop dead in
- their tracks. (This is where the most argument comes in in this
- game...) The scout with the ball is allowed to take three _really_
- long steps (more like standing long jumps) so that he can get as close
- to the nearest scout as possible. He then attempts to hit the scout
- with the ball (not in the head or other vital organs). The scout being
- shot at is allowed to twist and bend, but may not move his feet. If
- the scout is hit, he gets to retrieve the ball while the rest of the
- scouts get back in a circle. He is also given a "spud," or a point. If
- the scout is missed, the throwing scout chases after the ball and gets
- a spud. Once the ball is retrieved, the game begins again, with the
- number called and the ball thrown. The scout with the least number of
- spuds at the end of the game wins.
-
- 6.16 WHOMP 'EM
-
- Scouts get in a circle facing in, with both hands, palms up, behind
- their backs. Scouts must be looking into the circle. One scout, with a
- rolled up newspaper, walks around the outside of the circle. When he
- chooses, he puts the newspaper into the hands of a scout, who then
- proceeds to "whomp" the scout to his right. The scout being "whomped"
- runs as fast as he can (unless he enjoys being whomped) around the
- circle back to his starting position. The scout now holding the
- newspaper walks around the outside of the circle, looking for a scout
- to whomp the person to his right, as above. No winners, everyone wins.
- ----------------------------------------------------------------------
- Subject: WIDE GAMES
-
- 7.1 ELEPHANT HUNT
-
- You will need:
- * Coloured wool to match up with six's colours
- * talcum powder
- * plastic plant identification labels
- * TIME to lay the trail
-
- Tell story to the pack about the elephants who have escaped from the
- local circus, who have asked for the cubs help in getting the
- elephants back. The circus tell us that each elephant is wearing a
- coloured mat on it's back, each mat matches one of the sixes colours.
- So each six can look for the elephant wearing their sixes colour on
- it's back.
-
- The cubs then follow a trail of wool, picking up their colours as they
- go. They must not pick up any other colours. You could tell them how
- many pieces they should find. The trail divides and finally the
- coloured wool disappears. All that can be seen is large (talcum
- powder) elephants footprints on the ground. These all lead to one
- place where the elephants can clearly be seen, wearing tatty mats on
- their backs, (parents or leaders). But the elephants have been caught
- by a gang of thieves who will sell them back to the cubs for #200 no
- more, no less.
-
- The cubs are then told that they can gather this money from around a
- certain bush. This money is the plastic plant tabs, stuck into the
- ground around the bush. Each label is marked with an amount of money.
- Each six must only take labels to exactly #200 and pay the thieves for
- their elephant . They then take their elephant back to the circus
- where there is sure to be a reward.
-
- 7.2 MIXED UP NAMES
-
- You will need:
- * A name card for each activity base leader and an activity for them
- to look after at that base
-
- Each of the leaders or the people manning the bases is given a card
- similar to the ones described below:
- 1. You are "THUNDER FIST". Tell them they must find "THE KRAKEN".
- 2. You are "THE KRAKEN". Tell them they must find "THORIN".
- 3. You are "THORIN". Tell them they must find "THE HULK".
- 4. You are "THE HULK". Tell them they must find "Robin Hood".
- 5. You are "Robin Hood". Tell them they must find "THUNDER FIST".
-
- You can of course vary the number of bases that you have. Each person
- manning a base is also given an activity that the cubs or scouts have
- to complete at that base. The base men are sent out and hide within a
- given area. The patrols are then sent out, each having been given a
- different "NAME" to find. When a baseman is found, the scouts or cubs
- have to ask him if he is the name they are looking for. If he is not
- then they have to keep looking. If he is then he asks them to complete
- a simple scouting exercise such as tying a bowline. He then gives them
- the name of the next person they have to find. A point is given for
- completion of an exercise to the satisfaction of the baseman. The
- winning patrol is the one that finds all the basemen and completes the
- most tasks.
-
- 7.3 BRASS RUBBING RACE
-
- You will need:
- * A sheet of heavy duty paper or brown wrapping paper
- * for each six or patrol and a thick wax crayon
-
- On the command go, each patrol leaves the hut in search of roadsigns
- to rub. They have to make up the phrase " BE PREPARED " on the sheet
- of paper. They have to brass rub the letters onto the sheet of paper
- with the wax crayon, from the road signs. The first patrol back with
- the completed phrase are the winners. This is an excellent game as it
- makes the scouts think of all the road names in their locality that
- might contain the letters they need. You can of course use other
- phrases for repeated use. It is also a good idea to supply each patrol
- with a damp cloth, this is to clean the road sign of wax crayon should
- the paper split.
-
- 7.4 ROCKETS AND INTERCEPTORS
-
- You will need:
- * a bucket or large tin
- * a large number of coloured balls or plastic clothes pegs all
- * the same colour
- * Skittles or rope to mark off the target area
-
- This is played by two teams. The attacking team are called the rockets
- and the defending team are called the interceptors. The target area is
- marked off and the bucket or large tin is placed in the centre. Only
- rockets are allowed to go inside the target area. Up to four
- interceptors are allowed to hover around the target area. The rockets
- have a base at which they pick up their warheads. Each rocket can
- carry only one warhead to the target area. If a rocket is tagged by an
- interceptor before going inside the target area, they must hand over
- their warhead and return to their base. 20 warhead units in the bucket
- or tin destroy the interceptor target area. All the coloured balls
- count for 1 warhead unit. The five white balls are special multi
- warheads and count as 5 warhead units for each white ball. If the
- interceptor target area is not destroyed after 20 minutes then change
- over the teams so that everyone has a turn at attacking and defending.
- This game is best played where there is a bit of cover for hiding and
- creeping up on the target, or at night when visibility is reduced.
-
- 7.5 NAVAL COMBAT
-
- You will need:
- * Coloured wool (or cloth) to be worn on the arm for each team
- * 6 cards bearing the name "DESTROYER"
- * 4 cards bearing the name "SUBMARINE"
- * 2 cards bearing the name "BATTLESHIP"
-
- Instead of cards you could use coloured counters or plastic clothes
- pegs.
-
- This is best played with three or more teams. Each team is given a
- base which is their naval shipyard. Each player is allowed to take one
- card from their shipyard to take part in the combat. When they take a
- card, they also take a length of their teams coloured wool to tie
- round one arm. A combat area is marked off in the centre of the field
- and combat may only take place within this area. Combat takes place in
- the following manner, a player will tag a player from an opposing
- team. Both players then compare their cards as follows:
-
- A battleship takes a destroyer, a destroyer takes a submarine and a
- submarine takes a battleship. The losing boy hands over his piece of
- wool to the winner and returns to his shipyard for a new piece of
- wool. Combat can only take place between two players who are each
- wearing a piece of wool. If both players have craft of equal status
- such as two submarines then it is an even match and there is no
- victor, they then have to go and challenge somebody else. A boy can
- exchange ships only at his shipyard when he is getting a new piece of
- wool. The winning team is the one which has collected the most pieces
- of wool at the end of the game.
-
- 7.6 LAMP CHICANE
-
- You will need:
- * 4 lamps such as hurricane lamps
-
- The game is played in the dark between two teams. Two lamps are placed
- about 100 metres apart. These are the home bases. Another two lamps
- are placed about 40 metres apart, and at right angles to the first two
- lamps. They should be about halfway between the first two lamps. One
- team is split into two, one half going to each home base lamp. Their
- object is to get to the other homebase lamp, without being caught.
- They must go between the other two lamps to get there. There is no
- restriction on how far out they go to either side to get to the other
- home lamp, but they must go between the two 40 metres apart lamps. For
- each member who reaches the other home base, their team wins a point.
-
- 7.7 STEAL THE BACON
-
- You will need:
- * a hat, scarf or some other 'bacon'
-
- Divide the troop into two halves (not three halves, nor one half).
- Number off EACH half separately. If there are 30 boys in the troop,
- then you would have two groups, each numbered from 1-15.
-
- Line them up facing each other, about 30-40 feet apart. In numerical
- order. Place your 'bacon' between the lines. Now the field will look
- kinda like this:
-
- 1 2 3 4 5 6 7 8 9 10
-
-
- X O <--- SPL or Scoutmaster
-
-
- 10 9 8 7 6 5 4 3 2 1
-
- The idea is for a scout to go out and retrieve the object. The SM
- calls out a number, and each scout with that number runs out and tries
- to get the object and go back behind his line.
-
- Once the object is touched, the scout that touched the object can be
- tagged by the other scout. There are two ways to win a round: Either
- get the object and bring it behind your line without being tagged, or
- tag the other scout after he grabs the object and before he makes it
- past the line.
-
- 7.7.1 VARIATION: TELL A STORY INSTEAD OF JUST CALLING
-
- OUT NUMBERS: "Once, THREE scouts went on a hike. They saw TWO deer and
- FIVE trees..."
-
- 7.7.2 VARIATION: CALL OUT MORE THAN ONE NUMBER
-
- It usually ends up with two scouts circling the object, waiting for an
- opening, with the other scouts shouting, etc. If nobody makes a move,
- call out another number so there will be four scouts instead of two
- out there.
-
- As for physical builds, strength is NOT a factor in this game, but
- speed and planning is.
-
- 7.7.3 VARIATION: 2 BACONS
-
- We also play a variation of this game. We put 2 'Bacons' out of
- different colours. We then read out True/False questions (often on
- First Aid, or from the Tenderfoot or Second Class rank requirements).
- When we call out a number, the boys have to make a choice - one Bacon
- is True, the other is False. If you grab the wrong colour and take it
- across your line, you lose. Naturally, if you grab the wrong colour
- and your opponent tags you, HE loses!
-
- 7.7.4 VARIATION: ASK QUESTIONS
-
- Instead of calling numbers, ask questions that result in a number
- like:
- * How many leaves on poison ivy?
- * How many Scouts are there in the buddy system?
- * How many first aid hurry cases are there?
- * How many minutes can someone survive without oxygen?
-
- The possibilities are endless - and it's not just another meaningless
- game that is a waste of time.
-
- 7.7.5 VARIATION: MATH PROBLEMS
-
- We made it interesting by doing math problems (2 plus 4 divided by 3
- or some such).
-
- 7.7.6 VARIATION: TRUE/FALSE QUESTIONS
-
- 3 4 5 6 7 8 9 (n) (team A)
- 2
- 1
-
- F T O <--- SPL or Scoutmaster
-
- 1
- 2
- 3 4 5 6 7 8 9 (n) (team B)
-
- No numbers are called, True/False questions are asked of the next
- person in line. Good type of questions deal with First Aid, Scouting
- history, use of knots, just about anything dealing with Scouting, like
- "how far can you go into the woods?"
-
- Questions can slow scout's reaction time leaving the starting position
- as the idea is to know whether the answer is T or F. The idea is to
- take the bacon of the correct answer, colour of the bacon denotes the
- T and the F bacon. A Scout taking the correct answer bacon and
- returning to Home gets a point, if he is "tagged" then the other team
- gets the point. If a Scout takes the wrong answer bacon then the Scout
- from the other team doesn't have to try and tag him. Taking the Wrong
- answer bacon gives the other team a point. But if the Scout takes the
- wrong answer bacon and IS tagged by the Scout from the other team then
- the Scout's team taking the bacon gets the point even though he
- selected incorrectly. Two wrongs don't make a right but I have seen
- older boys take the wrong one and then "slip" so that they can get
- caught.
-
- This opens up many more chance to win even if your team members are
- the fastest, it adds the element of knowledge into the game.
-
- 7.8 TROGLODYTES
-
- You will need:
- * some candles
- * some matches
-
- Here is a wide that we call "Troglodytes" although I think that it's
- common name is burning bridges. The premise behind the game is that
- Troglodytes have landed on our planet from another galaxy and are
- preparing to take over the world. The troglodytes have a faulty
- spaceship which will explode if it is set on fire.
-
- The scouts job is to sneak up to the troglodyte ship and blow it up.
- However, The troglodytes are more advanced then humans and have laser
- blasters that can kill the scouts.
-
- The game is played on a dark night in a large field with many hiding
- spots.
-
- The leaders place a candle and some matches at a designated location.
- The leaders then pick a place near the candle but not right up close
- to it. Each leader carries a flashlight and is not allowed to move
- from his/her location.
-
- The scouts start at one location and must sneak up and light the
- candle. If a leader hears a scout he/she turns on his/her flashlight
- and blasts the scout. If a scout is hit with the flashlight then he is
- out.
-
- The game continues until a scout can light the candle or until all
- scouts are dead.
-
- Note that the flashlights can only be used for a short burst.
-
- 7.9 ZORCH (MUCH LIKE TROGLODYTES)
-
- You will need:
- * a flashlight
- * a pot
-
- This game has to be played on a rather dark night. Playing this game
- on a hill is preferable. One player sits at the top of the hill with
- the flashlight, the rest of the people start at the bottom of the
- hill. The object of the game is to advance up the hill and touch the
- pot with out being "zapped" by the person with the flashlight. If a
- person is zapped they have to go back down to the bottom of the hill
- and has to start over. The first person to get the pot is the winner.
- He then becomes the person with the flashlight and the game starts
- over. My troop has played this game for hours on end. It is really fun
- and even some of the adults get in on the action.
-
- 7.10 STALKING
-
- This is one game we used for years. It's called "Stalking", but I have
- heard different titles:
- 1. one person is the "stalked, and stands at the top of a wooded or
- rock-formation-ridden hill/slope.
- 2. other players start at bottom of slope.
- 3. the stalked player counts to 10 out loud.
- 4. the other players rush up the slope towards the stalked player.
- 5. when the stalked player is done counting he turns around and any
- other player he can visibly see must return to the bottom of the
- slope.
- 6. after the stalked can no longer see anyone, he begins counting
- again.
- 7. this cycle is repeated until one of the players reaches the
- stalked player and takes his place.
-
- This should be done so that it would take a player several cycles to
- reach the top. It is a lot of fun in large groups.
-
- 7.11 THE OTHER GUY'S OBSTACLE COURSE
-
- Standard set-up, but small: tire to go through, chest-high rope to go
- over, "creek" to cross, bell suspended out-of-reach to ring. Trick is,
- you may not do anything to manoeuvre yourself through any obstacle -
- the other people in the Patrol have to push/pull/carry/ lift/etc. you
- through! First Scout lies down, and is stuffed through the tire,
- whereupon he may help pull subsequent Scouts through. At the over-the-
- rope obstacle, each Scout must be lifted over by the others and
- deposited on the other side (getting the last one over can take
- ingenuity!). To go over the "creek", the Scout whose turn it is may
- not "get wet", but everyone else may. The most amusing effective
- solution I've seen was a Patrol that had their strongest Scout carry
- the 3 smallest across at one time, then had the small guys go to
- hands- and-knees in the creek, pushed the big guy over across the
- kneeling Scouts' backs, and had him pull the others over. Build a
- human pyramid to reach the bell. Timed event, starts at ref's "Go!",
- ends when bell rings. Lots of tumbling around. :-)
-
- 7.12 CAPTURE THE FLAG
-
- You will need:
- * 2 flags
- * for night play - 2 or more lanterns
-
- First you pick out two even teams. Once you have the teams you set
- boundaries for the game. The boundaries can be wherever you want them.
- What you should end up with is a large rectangle or square. Once you
- have decided on the boundaries, you should draw a line through the
- middle of your playing zone. This line is divides the two sides. Each
- team should be able to choose where they want their flag and jail but
- they have to show the other team where they are and both teams have to
- agree on the placement of the flags and jails.
-
- Once this is done, each team goes to their own side of the playing
- field. Once the game begins, the teams are free to go at the others
- flag. If a team member is caught on the other teams side, (To be
- caught you must be "tagged" by a player on the opposite side on his
- own territory), he will be sent to jail. This player must sit in jail
- until either the game ends or he is freed by a member of his own team.
- To be freed, you have to be touched by a "free" member of his own
- team. The freed player gets a free walk to his own side of the playing
- field. The person freeing the player is on his own, he may still be
- tagged and put in jail. To win the game you must capture the other
- teams flag and return it to your own side with out being captured.
-
- It is up to the team on how they want to place their members. When we
- play, we usually have two players guard the flag and one player be the
- jail guard. Two or more players stick around and help provide the
- defence. The rest go for the flag.
-
- Variation: From Mike Stolz: Our troop plays this on every overnight
- campout. For night play, we use 2 or 4 lanterns. Two are used to mark
- the centre line, while the other two can be used to show the
- 'approximate' area where the team's flag is. Our flag guards MUST
- remain at least 15 feet (5 meters) from their own flag unless chasing
- someone, and the flags must be completely exposed (no stuffing them
- into holes in the ground, or tying them to trees). When the teams are
- small, we do away with the jail. Instead, we create 'Check Point
- Charlie' at the centreline. Captured prisoners can be exchanged for a
- point. In case of a tie (equal games won, or no winner at all), the
- team that earned the most points is declared the winner.
-
- 7.13 GAME OF LIFE
-
- I learned a game at national scout camp which I forget the name of,
- but basically goes like this. All the scouts save one (or a couple)
- start out side of the woods. They are considered the prey of the
- forest (deer, antelope, small game). In the forest you place a large
- number of objects (hats, chips, scarves, etc.) which represent food.
- The prey must go into the forest and gather three items of food (and
- return them to the safety zone) or risk starvation during the winter.
-
- The one scout who is not prey is considered a predator (wolf, grizzly,
- eagle, etc.). The predators job is to capture the prey. he does this
- by simply touching the prey. The prey has three methods of defence.
- 1. RUN - deer use it, (Be careful if you allow running at your camp.)
- 2. FREEZE - a prey that is totally immobile is considered to by
- camouflaged, and cannot be touched until he moves (looks around,
- etc.)
- 3. HIDE - touch a tree to symbolise hiding in the tree.
-
- Each prey carries one object to symbolise themselves. If they are
- "eaten" by the predator, they must give their chip to the predator
- that got them. They then become a predator for the next year. If the
- predator doesn't get three prey, he starves for the winter. Any
- predator that starves becomes prey for the next year.
-
- Note, you should start with only a small number of food in the forest
- the first year (maybe 2 * number of prey) (remember they need three to
- survive).
-
- The game is fun and shows how there must be a balance between the prey
- and the predators. I'm sure you can adapt this game to many
- environments and change the rules where needed to make it more fun and
- or educational.
-
- 7.14 BRITISH BULLDOG
-
- Another game is British Bulldog. One person stands in the centre of a
- rectangle. He's the bulldog. Everyone else lines up along one side of
- the rectangle. At the bulldog's command, everyone dashes across the
- field toward the opposite side. The bulldog's job is to grab someone,
- and hold him completely above the ground while saying "one, two,
- three, British Bulldog." If he succeeds, the caught player joins him
- in the middle. Repeat until everyone is caught. The last player left
- becomes the bulldog for the next round.
-
- This was particularly interesting in our troop, since we had a 250+
- pound guy. It took quite a few of us to lift him.
-
- 7.14.1 WARNING 1
-
- We do play this game but not that much anymore. With the scouts I have
- in my troup, this game gets too dangerous. We can expect at least one
- person to get hurt each time it's played and/or someone's uniform
- loses at least one button, etc.
-
- 7.14.2 WARNING 2
-
- I've also banned this game because of injuries. For reasons I don't
- understand, whenever we allow this game, kicking, choking, tripping
- and 'clotheslining' suddenly become acceptable tactics. When I was a
- kid, our troop played it all the time, and I don't remember anyone
- getting injured back then.
-
- 7.14.3 WARNING 3
-
- I was under the impression that British Bulldog had been banned by the
- BSA as well, but upon seeing it described in _Scouting_ magazine a few
- months ago, I put it back into the program. Even though it's rough,
- and there are nearly always minor injuries, I let the scouts play. And
- I let them know that they have the option to sit out, if they so
- desire.
-
- Played as previously described, with the added rule that instead of
- lifting the scout up for the count of "British Bulldog-
- one-two-three!" the scout can be pinned as well. Both shoulders to the
- turf.
-
- 7.15 JAIL BREAK
-
- There are two "cops" and one "jailor". The rest of the people are
- "robbers". The number of "cops" and "jailors" can vary depending on
- the number of players. A fairly central location is designated as
- "jail", The jail should be fairly out in the open and the boundaries
- definite. A picnic table can work great as a jail (those in the jail
- would sit on top of the table).
-
- All robbers are given some designated time to go hide (like hide-and-
- go-seek maybe 30-60 seconds). After the appropriate hiding time, the
- cops go looking for the robbers. The robbers usually are not in the
- same spot all of the time for reasons I will describe in a minute. The
- cops catch a robber by one of many methods (this is where the
- variations come into play). The robber may be tagged, hit with a light
- beam, person identified correctly, or combinations of these. When a
- robber is caught, they are taken to jail by the cop.
-
- The big difference between this and hide-n-seek is, if someone is
- quick and sly (someone being a robber), they can cause a "jail-break"
- and let all that are in jail get out of jail. This is done by sneaking
- up into jail (not being caught by the jailor), stepping IN the jail
- (or touching the table with both hands), and yelling "JAIL BREAK!" At
- this point, all that are in jail are FREE. The jailor must give
- everyone that was in jail and the breaker some time to get away (maybe
- 15 seconds). Sometimes this game has gone on for hours for one game.
-
- Sometimes it is a fairly short game (but not too often). If you want,
- you can have the game continue on by having the final (in this
- example) 3 people to be the cops and jailor.
-
- 7.16 SCOUT STAFF TREASURE HUNT
-
- A wide game that is popular in our scouts is to distribute various
- items of a trangia around our local village, on the ScoutLeaders
- doorstep, and the Exec.'s etc., and send the scouts off on a kind of a
- treasure hunt, with the aim to make a cup of tea for the S.L. and the
- A.S.L. at the end (it was good!!;-)
-
- The hunt started with a note telling them where to find the next item
- of the Trangia, and then the next note was on the next item, etc....
- It also helped the scouts to learn who their Exec. were, as the notes
- told them it was in the Secretary's garden, and it helped immensely if
- they knew *who* the secretary was...
-
- Glossary: Tragia: Swedish outdoor cooker, I'm not at all sure if it's
- known at all in the U.S., but it is very popular over here. It's light
- weight, and uses meths to run, but Butane attachments are available
- now. Mine splits up into several pieces, and so was ideal for this
- exercise.
-
- 7.17 RACE AROUND THE RING
-
- Here is a short game for cubs.
-
- Make pairs with the boys in the pack, place the couples in a circle,
- one kid behind the other looking both towards the centre. Select a
- 'victim' and a 'catcher'. Well after my poor English the game is like
- that.
-
- The catcher tries to catch the victim who runs around the external
- part of the ring. The victim can stop behind a couple and then the kid
- in the inner part is the catcher and the catcher is the victim. The
- new catcher must touch his ankle before beginning to run.
-
- I make a draft of the exchange between victim and catcher so i am
- clear. (sorry my English is not that even) :)
-
- c3
- c4
-
-
- c1 c2 c6 c5 <-- V
-
-
- V <-- C c8 C
- c7
-
- They get so confused with changing sides that it's really amazing.....
-
- ----------------------------------------------------------------------
- Subject: MEMORY GAMES
-
- 8.1 SILHOUETTE KIMS GAME
-
- You will need:
- * About twelve different shaped items, a sheet or back
- * projection screen and a slide projector or strong light (Note:
- clear bulbs are better than pearl)
-
- A number of objects are held, one after the other, behind the screen,
- eg. scissors, bulldog clip, flower. After all the objects have been
- seen, a short time is given for the lads to write down or tell to the
- leader, the objects that they saw in the correct order of viewing.
-
- 8.2 BATTLESHIP KIMS GAME
-
- You will need: (for each six or patrol)
- * A table, a piece of chalk and ten items
-
- Each patrol gets a table set up on it's side in their corner as a
- barrier, so that the other patrols can't see behind it. On the floor
- they draw a 747 grid, and mark horizontal axis A to G and vertical
- axis 1 to 7. They then take ten items and place them at random on
- their grid. The patrols are now given five minutes to look at each
- others grids and try and memorise the locations of as many items as
- they can. After five minutes they each retire behind their barricades.
- Each patrol in turn fires three shots. For a shot they must say the
- name of the patrol they are firing at, the grid reference and what
- item is at that grid reference. If they are correct then they capture
- that item. Each patrol only gets 3 shots per round. After a set number
- of rounds, the patrol that has captured the most items are the
- winners. Please note that this is a memory game, no pencils and paper
- allowed.
-
- 8.3 KIMS GAME VARIANT
-
- You will need: (for each six or patrol)
- * Two bowls or buckets on chairs
- * ten mixed items
-
- Teams or patrols stand in single file facing the front of the hall. At
- the front of the hall facing each team is a bucket or bowl on a chair.
- In each bowl there are ten items (the same items for each team). At
- the back of the hall opposite each team is an empty bucket or bowl.
- The scout leader calls out an item and the first man in each team has
- to run to the front, get that item place it into the other bucket at
- the back of the hall and then run back to the back of his team. The
- first team with their man back get a point.
-
- As you continue playing this the objects will be distributed between
- the front and the back buckets. If the scouts have good memories they
- will remember what items are in what buckets. This will save them
- time. If an object is called by the leader and it is in the back
- bucket then it has to be placed in the front bucket and vice versa.
- The reason for the bucket being on a chair is so that the scouts can't
- look in to see what is in the bucket.
-
- 8.4 PATIENCE
-
- You will need: (for each six or patrol)
- * A suit of cards Ace to ten (one pack of cards will supply four
- teams)
-
- The ten cards for each team are laid out at random, face down on a
- table in front of them. One at a time the boys run up and turn over a
- card. If it is not the Ace then they turn it face down again and run
- back to their team and the next player has a go. When the ace is
- turned up they can lay it face up at the front of the table. The next
- card needed is the two and so on. Play continues until one team has
- all its cards turned face up in the correct order.
-
- 8.5 COMPASS SKILLS PATIENCE
-
- You will need:
- * Sets of cards having the compass points printed on them
-
- This game is played the same way as the Patience game, but this time
- the boys have to place the cards at the correct compass position for
- that card. Suggested order for laying down cards: North, South, East,
- West, North East, South East, South West, North West. NNE, SSW, NNW,
- SSE, ENE, WSW, ESE, WNW
-
- 8.6 IT'S UNDER A CUP
-
- You will need:
- * A number of plastic cups and
- * objects to fit under them (e.g. a ball, a ring, a key etc.)
-
- Two teams one each side of the hall. Each team is numbered 1 to N with
- boys with the same number on each team of similar size. The object are
- placed in the centre of the hall in a row and the plastic cups placed
- over them. The leader now calls out an object and a number. The two
- boys with that number have to rush to the row of plastic cups, find
- the correct cup and take the object to the leader. The lad who gets
- the object to the leader wins a point for his team.
-
- 8.7 RUBA DUB DUB
-
- You will need:
- * Twenty four 35mm film cannisters, these should be opaque and all
- look the same. Into twelve of these you place a marble, fishing
- bell or anything that will make a noise when the cannister is
- shaken.
-
- The boys sit in a circle and take it in turn to pick up two cannisters
- at a time and give them a shake. If they both rattle then a prize or
- point is given to the boy who picked them. These cannisters are then
- removed from the game and the next boy has his turn. If both
- cannisters do not rattle then they are both replaced where they were
- picked up from and the game continues. The game gets more difficult as
- more are removed as there are then more empty ones left in the game
- than ones that rattle. You could make it more difficult by having a
- larger number of containers to begin with. You could also guild the
- lilly by putting numbers on the cannisters but I have not found this
- to be necessary. You can use this as a team game, the winning team
- being the one with most points or as individuals against all the rest.
-
- 8.8 POST OFFICE
-
- You will need: (for each six or patrol)
- * 2 chairs
- * coins adding up to 50 pence
-
- The boys stand in their patrols or sixes, in straight lines across the
- middle of the hall. In front of each patrol is a chair, this chair is
- the post office. On this chair at the beginning of the game is an
- assortment of coins. We use coins that add up to 50 pence. Each teams
- post office, has the same number and value of coins. Behind each
- patrol is placed another chair, this chair is the 'BUREAU DE CHANGE'.
- The leader calls out a sum of money, say 20 pence. The front man in
- each team then runs to the post office and has to leave 20 pence on
- the post office chair. Any extra coins must be taken and placed on the
- BUREAU DE CHANGE chair. On finishing his move the player runs back and
- joins the back of his team. The first man back gets a point for his
- team. If a value is called which is higher than the value on the post
- office chair, the boys must run to the BUREAU DE CHANGE to collect the
- coins they need. Great fun can be had by calling out 49, a lot of them
- will start counting the coins out, but the smart ones soon realise
- that they only have to leave one coin at the BUREAU DE CHANGE to get
- 49 at the post office. Calling out the value that is already at the
- post office also causes a laugh.
-
- 8.9 OBSTACLE COURSE IN THE DARK
-
- You will need:
- * Various items that will fall over easily such as skittles
- * plastic bottles and short lengths of wood or plastic tube
-
- Give each team the same type and number of objects. Allocate each team
- a lane down the length of the hall across which they must lay out the
- obstacles. You could mark these lanes with chairs if you wished. When
- the teams have completed their task, line them up at one end of the
- hall and then get them to swap lanes with one of the other teams. This
- way if they have made the obstacle too easy then they will give this
- advantage away to another team. After allowing them a minute or two to
- look at the lane they are in, turn out the light and get them to walk
- down the lane to the other end. The patrol leader or sixer should be
- the leader for his team. At the finish end of the hall, one of the
- leaders could flash a torch on and off at random to give them a
- bearing. Points are deducted from each team for the number of
- obstacles they have knocked over.
- ----------------------------------------------------------------------
- Subject: PENCIL AND PAPER GAMES
-
- 9.1 CUB 2000
-
- You will need: (for each six or patrol)
- * A sheet of paper fanfolded into 6 sections
- * a pen or pencil
-
- The cubs or beavers sit in a circle in their six. The sixer is given
- the fan folded sheet of paper and a pen. The rest of the six clos>
-
- Transfer interrupted!
-
- result more fun. The sixer then draws
- on the first section, a hat suitable to be worn by a scout in the 21st
- century. Paper is passed onto the next cub who draws the head on the
- second section. This is continued with the shoulders body legs and
- feet. Open out the paper at the end to see the strange 21st century
- cub that the six have drawn.
-
- 9.2 MIME AND/OR KIM'S GAME
-
- You will need:
- * A sheet of paper and a pen or pencil for each cub, or for sixers
- only if you do not have enough equipment.
-
- The cubs sit in a circle with paper and pen in front of them on the
- floor or just in front of the sixer. Akela sits in the circle with the
- lads and takes imaginary objects out of a sack in front of him and
- mimes the object. Cubs can either write the objects down as they are
- mimed, or wait until the end and then write them all down.
-
- Suggested items to mime:
-
- Hammer and nails, Necklace, Tea cup and saucer, Teapot, Telephone,
- Powder compact, Soap and flannel, Shoes, Watch, Hoola-hoop, Paper
- clip, Earrings, Hair spray and many more, limited only by your
- ingenuity.
-
- 9.3 PICTIONARY
-
- You will need: (for each six or patrol)
- * Sheets of paper and a pen or pencil
-
- This is a game which has been commercialised in England. One member
- from each patrol comes up to the scout leader, who whispers a word or
- phrase to them. The patrol member then goes back to his patrol and
- attempts to draw on a sheet of paper, what the scout leader said. They
- are not allowed to give clues by actions, speech or writing. The first
- patrol to guess correctly win the point.
-
- 9.4 TIME TABLES
-
- You will need: (for each six or patrol)
- * A set of time tables
- * Paper and pens
- * A prepared set of destinations and arrival times
-
- If you go to a couple of your local travel agents, you should be able
- to pick up some airline flight time tables. If you have four patrols
- then you will need five copies all the same, one for the leader and
- one for each of the patrols. You have to make up a list of
- destinations and times that you would like to arrive there. Put in
- some interesting ones that will need flight changes and different
- airports. You could also throw in things like certain flights only
- going on certain days. You could if you prefer, use railway or bus
- time tables, but airlines will give you more exotic destinations. This
- is a good training game for teaching the youngsters how to read and
- use time tables.
-
- 9.5 ANAGRAMS
-
- You will need:
- * Cards with anagrams on pinned around the room
- * pen and paper for each player or 1 per team
-
- There are so many variations that you can try with this, for example
- books of the Bible, rivers, towns, famous people.
-
- 9.6 CIRCLE LINE
-
- You will need:
- * 6 cards with lists of railway stations on them in two columns
- * Pen and paper for each player or 1 per team
-
- In England there is a circular underground line called would you
- believe it 'The Circle Line' . The object of the game is for each
- player or team to make their way all the way round the circle line.
- You start each player or team off at a different station. They then
- have to look at all the cards until they find their station in the
- first column, they then have to move across horizontally on that list
- to the second column which is the destination station, this they write
- down on their paper. The new station is now the one they are looking
- for in all the lists in the first column. To prevent players from
- cheating you can put in a few red herrings i.e. stations that are not
- on that line and which will send them in the wrong direction if they
- do not play correctly.
- ----------------------------------------------------------------------
- Subject: PARTY GAMES
-
- 10.1 PIRATE'S TREASURE MAP
-
- You will need:
- * A map drawn on a large sheet of paper
- * small sticky labels and a pen to write names on the labels
-
- Often you will find that at the beginning of a party where you are
- running the games, not all the children have arrived when you start.
- To overcome this a game was needed that could be played by the
- children as they arrived. I drew a pirate's treasure map on a sheet of
- paper that I stuck to a board. On top of this I stuck a sheet of clear
- adhesive film 'FABLON'. Between each game I ask a few children up and
- ask them their names. I write their names onto small sticky labels
- about the size of a thumb nail. The children then stick these onto the
- map where they think that the treasure is buried. At the end of the
- games session I turn the map around and show that I had stuck a label
- on the back of the map to mark where the treasure was buried. The
- closest person to this wins the prize. If you need to pad it out a
- little, you can tell a short story about the pirate coming ashore with
- his treasure chest, and deciding on the different places that he might
- bury his treasure. This game can be used with any age group. Because
- the map is covered in plastic film you can easily peel the labels off,
- you can then use the map for repeat shows.
-
- 10.2 SOUND EFFECTS
-
- You will need:
- * A tape player and a tape with sounds that you have recorded
-
- This is another game that is good at the start of a show if not all
- the children have arrived. Borrow some sound effects records from your
- local library. The B.B.C. do quite a large selection of these records.
- They are used by drama clubs and film makers. Record different sounds
- onto a tape leaving short breaks between each sound. Put in some easy
- ones such as a dog barking and chickens clucking, but put in some hard
- ones as well, such as submarine asdic noises and music boxes. Tell the
- children, that you are going to play them sounds from the television
- and the cinema. The first person with their hand up, will get the
- prize if they can say what the sound is. Tell them not to put their
- hand up until they are certain what the sound is. This game can be
- played by any age group. A variation on this is to use the first few
- notes of popular songs.
-
- 10.3 FIRST PERSON TO ME
-
- This game can be used with large numbers of children. It keeps them
- interested and can play for as long as you have questions. The object
- of the game is for a child to bring you an item that you ask for. The
- first child to you with that item gets the prize. Listed below are
- some examples.
- * A Loose tooth
- * A rose coloured shirt dress or blouse. (any colour will do)
- * A picture of the queen (a coin or banknote)
- * Three hands on one wrist (a watch with hands)
- * A pair of white socks
- * A hairclip
-
- Tell the children to be very careful that they don't bump into anyone
- as they are running up to you. If you run out of ideas you can look to
- see what different people are wearing. You often find a child that
- won't join in with the games as they never win anything. Choose
- something that only they have, this will make them want to take part.
-
- 10.4 BOAT OR CAR RACE
-
- You will need: (for each six or patrol)
- * A toy boat or car connected to a long length of string on a roller
-
- This is an oldie but very good when you have a large group to keep
- amused and interested. You will need four toy boats or cars. These are
- attached to long lengths of twine which are wound around pieces of
- dowel or broom handle. Rotating the dowel winds on the twine and drags
- the toy car or boat along the floor. Split the group into two teams
- and sit each team on opposite sides of the hall. Choose the biggest
- person from each team, explaining to the children, that these people
- are going to try and win points for their team. My boats are red,
- blue, green and yellow. The first race we use the red and the blue
- boat. One team is told to shout for the red and the other team to
- shout for the blue. After the first race I change the boats for the
- other two boats. I tell the children that this is to ensure that there
- was no advantage, as perhaps the boats could have been different
- weights. I then run the new boats out and we have another race. The
- children get very excited during this game, but you have complete
- control. You only have to direct the two children running the boats.
- The rest of the children are sitting at the sides cheering their boat
- in.
-
- 10.5 ISLANDS
-
- You will need:
- * Four different coloured skittles or bean bags
- * Four coloured beads or balls to match the colour of the skittles
- * A small cloth bag to keep the balls in
- * A whistle or other noise maker, I use a siren whistle
-
- This is a variation on musical chairs, but the kids will not realise
- this the way that it is played. Place the four coloured skittles at
- the four corners of your playing area. Tell the lads that these are
- islands. When you say "GO" they must run around the outside of the
- four islands in a clockwise direction, when you shout "CHANGE
- DIRECTION" they must run the other way round. When you blow the
- whistle, they must go and stand next to one of the islands. You do
- this a couple of times with no forfeits and nobody out, then you
- introduce the bag with the coloured beads. You reach into the bag and
- take one out, all the boys standing next to that colour has to do ten
- press-ups. You then sort them all running again. This time all the
- lads who land on the colour you pick out of the bag are out and have
- to sit in the middle (This keeps them out of the way). You then take
- away that skittle and it's matching coloured ball. The next time round
- all the lads on the chosen colour have to do a hand stand. The next
- time all the lads on the selected colour are out and sit in the
- middle. You again remove the selected skittle and it's matching
- coloured ball. So you are down to two skittles. By this time most of
- the boys will be out and you just keep playing with the two skittles
- until you get to a final winning boy.
-
- 10.6 PASS THE PARCEL UPDATED
-
- You will need
- * A timer or alarm clock with a loud ring - this should be in a
- small box
-
- Pass the parcel is a bit old hat but the lads will enjoy this updated
- version. A timing device with a loud alarm connected to it is passed
- in a box around the circle. The person holding the box when the alarm
- goes off is either out or has to do a forfeit. There was a toy put out
- on the market several years ago that did just this. It had some name
- such as "TIME BOMB" or "GRENADE" you may have seen it.
-
- 10.7 THE LIMBO
-
- You will need: You will need:
- * A tape recorder with recorded music
- * A dowel, flat on 1 side, to act as a bar
- * 2 large clothes pegs or bulldog clips to balance the bar on
- * 2 upright stands
-
- These can be made from two pieces of dowel about one and a half metres
- high with a flat wooden base to make them stand upright. Place the two
- stands about four feet apart. Put one of the clothes pegs on each
- stand at about four feet from the ground. Balance the bar on the
- clothes pegs. If one clothes peg falls off then use two clothes pegs
- per stand. Mark out the hall with four chairs and tell the players
- that they must walk around the outside of all the chairs. This
- prevents them bunching up, you only want one person at a time going
- under the bar. To begin you get all the players to stand in a single
- line at one side of the hall. You show them how to go under the bar,
- they must lean backwards and bend their knees to get under the bar.
- They must not touch the floor with their hands and they must not knock
- the bar off, anyone who does so is out. When everyone has been under
- the bar once it is lowered down a few inches and the process repeated
- Prizes are give to those who can get under the bar at the lowest
- setting. Ideal for all ages, girls or boys and can be played with any
- number. All you have to do is play the music and keep lowering the bar
- as they go around.
-
- 10.8 ANIMAL SNAP
-
- You will need:
- * Get several packs of animal snap type picture cards
- * make sure you have the same number of each animal card
-
- Distribute these cards one to each person but tell them not to look at
- the picture. On the command go they must look at their card and by
- making the noise of that animal they must find all the other people in
- the hall with that card. A very noisy game ideal as an ice breaker at
- mixed parties. Don't forget to get your cards back afterwards.
-
- There are quite a few spectator games where only a few take part but
- the rest cheer the others on. Listed below are a few of these.
-
- 10.9 STOP
-
- You will need:
- * 2 sets of large cards - there are four cards in each set and the
- letters on the cards spell S T O P
-
- You get up eight people and stand four on each side of you facing the
- audience. Give each team member one of the cards from their set of
- STOP cards. To start with they should spell out STOP as viewed from
- the audience. The idea is that they have to rearrange themselves to
- spell out the word that you tell them. The first team to finish each
- word are the winners. The words you can have are STOP, TOPS, POST and
- SPOT. There is lots of room for fun here, try telling them to spell a
- word they are already lined up spelling and see what happens.
-
- 10.10 CLOTHES PEG PEGGING
-
- You will need:
- * Two lengths of rope or clothes line
- * Coloured plastic clothes pegs
-
- Have two small groups at the front. This time they have to peg clothes
- pegs on a length of line. The rest of the kids cheers their team on.
- Two people on each team hold an end of the line the third person
- dashes to pick up the pegs and put them on the line. You can make it
- more difficult by using coloured plastic pegs and getting them to peg
- them on in a certain order. The team with the most pegs on correctly
- in a given time are the winners points are deducted for every peg that
- is wrong.
-
- 10.11 YES NO INTERLUDE
-
- You will need:
- * A minute timer
- * a gong to strike when they say "YES" or "NO"
-
- Only do this with half a dozen kids. One at a time they have to talk
- to you for a minute answering your questions. They must not say YES or
- NO to any of your questions. If you word your questions correctly then
- they have to think very quickly. Tell them they will be out if they do
- not answer, if their answer does not make sense, or if they hesitate.
-
- 10.12 SWITCH BOX
-
- You will need:
- * 3 table lamp switches push ON/push OFF type, panel mounting
- * 1 small bulb and a holder for it
- * A battery of the same voltage as the bulb
- * Connecting wire
- * A small box to fit the whole lot into
-
- Drill holes in the top of the box for the three switches and the
- light. The switches have the numbers, 1, 2 and 3 painted against them.
- Wire the three switches in series with the lamp and the battery. The
- battery can be fixed into the box with a `TERRY` clip or a strip of
- 'VELCRO' material. You can solder the wires to the battery or better
- still, if the battery has lugs on it, use crocodile clips. In use, all
- three switches must be closed before the bulb will light. Get the cubs
- or scouts in a circle and explain to them that the box has a brain. By
- pressing the switches in the correct sequence, the brain will cause
- the bulb to light. Demonstrate by pressing the switches until the bulb
- lights. Now pick up the box, and tell them that you are going to
- change the program. Press one of the switches and put the box down
- again. The bulb will now be out. One at a time they take it in turns
- to come up and press one switch. If the bulb lights, then they get a
- prize or points for their team. If the first person to come up,
- presses the switch that you pressed, to switch the bulb off. The bulb
- will light and they will win. This means that they have a one in three
- chance of winning. If however they press one of the other switches, it
- means that two switches are now open and need to be closed before the
- bulb will light.
-
- Example 1
- * Switch 1 closing will light the lamp.
- * First person presses switch 1 and wins.
-
- Example 2
- * Switch 1 closing will light the lamp.
- * First person presses switch 2 - this means that 1 and 2 are now
- open.
- * Second person presses switch 3 - All the switches are now open.
- * Third person presses switch 2 - 1 and 3 are now open.
- * Fourth person presses switch 1 - Only 3 is open now.
- * Fifth person presses switch 3 and wins.
-
- 10.13 IMPROVED SWITCH BOX
-
- Available at the present time is a range of LED's (Light Emitting
- Diodes) which have a flasher circuit built into them. These will run
- off any voltage between 6 and 12 volts with no series resistor. The
- one that I have fitted into my switch box in place of the lamp, is 8mm
- in diameter, and it has a light viewing angle of 140 degrees. The
- device is called a "SUPER BRIGHT" red LED in the catalogue that I
- have. It is also available in 5mm and 10mm sizes. There is also an
- ultra bright device, which is at least twice as bright, but the
- viewing angle is only 90 degrees. All these devices flash at a rate of
- about two flashes per second and they are very bright. I have changed
- the battery in my switch box to a PP3 type 9 volt battery. It is now a
- much simpler job to change the battery, as the battery connector just
- pushes on. While I was rebuilding the switch box, I wired in another
- switch at the side of the box for testing the battery. This switch is
- wired across the three switches that are wired in series. When you
- press this switch the l.e.d. flashes if the battery is ok.
-
- 10.14 HALLOWEEN PARTY GAMES
-
- 10.14.1 PUMPKIN CARVING
-
- A game we tried that the kids really liked at Halloween was
- blindfolded pumpkin carving. no no no no no no. NOT with knives!
- (Unless your Webelos need a lot of Readyman training!)
-
- You give the kids already inflated orange balloons and a black magic
- marker, blindfold them and see how they do. You can give prizes for
- the 'best', most original, worst, etc.
-
- 10.14.2 FEELY BOX
-
- Something that may be a bit to scary for the Cub Scouts, but is great
- for the older scouts, is a "feely box" that grabs your hand! You take
- a plastic bucket; cut out a circle in the bottom, and glue a rubber
- glove in its place, just like gloves in sterile boxes.
-
- You should not blindfold people, but instead to this in an almost
- place. Have buckets with spaghetti, liver, etc., in addition to the
- "grabbing" bucket. The buckets should all be filled with water, and
- the special bucket should be last. People get a good scare when
- feeling for something in the bucket, and then suddenly this something
- grabs their hand and pulls down !! The downward pulling makes the
- shock even greater than just a grabbing hand.
-
-
-
-