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- From: Bill Nelson <nelsonb@nospam.aztec.asu.edu>
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- Subject: [rec.scouting.*] Games (FAQ 11) Part 2
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-
- ----------------------------------------------------------------------
- Subject: WATER GAMES
-
- 11.1 WATER BOMB FIGHT
-
- You will need: (for each six or patrol)
- * An endless supply of paper squares to construct water bombs from
- * A jug of water
-
- Each patrol is given the same number of sheets of paper and a jug of
- water. On the word go they have to fold the papers into water bombs.
- Fill them with water and splatter the other patrols. You will find the
- instructions for water bombs in any good origami book and also in many
- scouting books. This game is best played out of doors.
-
- 11.2 BALLOON VOLLEY BALL
-
- You will need:
- * A volleyball net or a rope over which the balloons can be tossed
- * An endless supply of balloons a quarter filled with water
-
- This is a very messy game and is therefore ideal for hot days at camp.
- Your net or rope is stretched between two poles or trees just above
- head height. You have two teams and one balloon a quarter filled with
- water. If you put too much water into the balloons then they tend to
- burst too easily. The object of the game is to lob the balloon over
- the net and try and soak the opposing team. There is a lot of strategy
- in this game on such things as catching the balloon without bursting
- it and ways of lobbing the balloon to make it difficult to catch. When
- the balloon bursts on one side then a point is awarded to the other
- side, and a new balloon is brought into play.
-
- 11.3 WATER BALLOON TOSS
-
- You will need:
- * An endless supply of balloons one-quarter filled with Water.
-
- Players form two lines facing each other about 2 metres apart. Players
- in line 1 each toss a water balloon to opposite players in line 2. Any
- players who have a balloon burst are out. After each balloon bursts, a
- new balloon is brought into play, both lines take one step backward
- and toss again. Repeat until only one pair of players remain. There
- are on the market very tiny balloons known as water bombs. If you are
- going to use vast quantities, then these may be more economical to buy
- than regular balloons.
-
- 11.4 WATER RACE
-
- You will need:
- * A bucket of water, a table spoon, and a plastic drinking cup
-
- Form the players into teams (number and size of teams depends on
- number of players available). players form parallel lines. Lead player
- of each line has a bucket of water next to him and a table spoon in
- his hand. At some distance (10 - 30 meters) from each line is a
- drinking cup sitting on the ground. Lead player gets a spoonful of
- water and quickly takes (walk or run) the water to the cup and dumps
- it in. He then RUNS back to his line and hands the spoon to the next
- player in the line who is now the lead player. The former lead player
- goes to the end of the line. The whole process is repeated until one
- team fills it's cup to overflowing.
-
- 11.5 TILT
-
- You will need: (for each six or patrol)
- * A billy can half filled with water
- * An aluminium foil cake container
- * 1 Alka-Seltzer tablet
-
- For each patrol, put an Alka-Seltzer tablets in each foil cake dish
- and then float one cake dish in each patrols billy can. The patrols
- must now transport the billycan through an obstacle course without the
- tablet getting wet or falling into the water. They are not allowed to
- touch the foil disk or the tablet. The patrols could either carry the
- billy cans by their handles, or if you are feeling very mean, you
- could get them to pick them up between two poles.
-
- 11.6 WATER PISTOL FIGHT
-
- You will need: (for each six player)
- * A water pistol or a washing up liquid squeezy bottle
- * A flack jacket made from a double sheet of newspaper with a hole
- in the centre for the players head to go through
- * A supply of water
-
- This game should be played out of doors and could come into the wide
- game category. The trouble with shooting type games, is knowing when
- someone has been hit. This is the object of the newspaper flack
- jackets. Any hits on the jacket will be easily visible. Any players
- with wet patches on their flack jackets, are not allowed to fire on an
- opponent and must return to their home base for a replacement flack
- jacket. The team that has the most dry flack jackets at the end of the
- game are the winners. Obviously you can't use this idea if it is
- raining.
-
- 11.7 BUCKET LINE
-
- You will need: (for each six or patrol)
- * 2 buckets, one filled with water
- * A supply of paper or plastic cups
-
- This is a great game for hot days on camp. Teams stand in lines. They
- have a bucket full of water at the front of the line and an empty
- bucket at the rear. The object of the game is to transfer the water
- from the front bucket to the rear bucket. To do this the team members
- must pass the cups of water over their heads to the person behind.
- Empty cups must be passed back to the front in the same fashion. To
- play the game fairly you could weigh the buckets at the start and
- finish to see how much water has been lost. Penalty points could then
- be taken into account when working out the winning team.
-
- ----------------------------------------------------------------------
- Subject: GAMES WITH BATS OR STICKS
-
- 12.1 HOCKEY
-
- You will need:
- * 6 hockey sticks and a block of sponge rubber as the puck
-
- The troop is split into two teams, and each team numbers off from 1 to
- 15, or however many scouts there are. One hockey stick is placed in
- each goal mouth, the other four are placed, two each side of the
- centre line. Instead of a ball, we use a small sponge rubber block. A
- kitchen scourer pad is about the right size. We have found that it is
- better than a ball for indoor use, it doesn't roll too far and doesn't
- cause any damage. This is placed in the centre at the start of each
- game. No sticks may be raised above ankle height during play to reduce
- accidents, any player doing so has committed a foul. The scout leader
- calls out three numbers, eg. 1,2 and 3. The first number called is the
- goalkeeper. The second number is the defender, and the third number
- called is the attacker. The scouts from each team with those numbers,
- run and pick up their sticks and try to get the sponge into the
- opposite teams goal.
-
- The goal keepers are not allowed out of their goal areas, but they are
- allowed to pick up the sponge or kick the ball. Any scouts committing
- a foul of any sort, have to spend 30 seconds in the Sin bin. The game
- continues until a goal is scored. The sticks and the sponge puck, are
- then replaced in their starting positions, and three new numbers are
- called. We continue playing, until each scout has played in all three
- positions. We also play another version of this game using only four
- sticks. In this game we have rush goalies, where the goalie can come
- out of his area. This version is also a very fast game. When we play
- this version we usually put one of the leaders on each team. Every so
- often we call out the leaders number, as either the goal keeper or the
- attacker. We therefore have a leader and a scout on each side.
-
- 12.2 2 BALL HOCKEY GAME
-
- You will need:
- * 2 hockey sticks
- * 2 balls or sponge pucks
- * 4 chairs
- * 6 skittles or liquid dishwashing soap squeeze bottles.
-
- Two equal sized numbered teams on each side of the hall. Two chairs
- each end for a goal, with a hockey stick and puck in each goal mouth.
- A line of skittles between each goal mouth. When a number is called,
- the two scouts with that number race to their goal mouth, pick up the
- stick and then dribble the puck between the skittles slalom fashion
- until they reach the end of the line where they can shoot at the
- opposing teams goal.
-
- 12.3 CROCKER
-
- You will need:
- * 2 stumps a yard apart for the wicket
- * A stump for the bowler 8 yards in front of the wicket
- * A stump 7 yards to the left of the wicket to run round
- * A large ball such as a football
- * A baseball bat or rounders bat
-
- The ball must be bowled under arm from the bowlers stump. The batsman
- must run round the running round stump, every time he hits the ball in
- front of the wicket. The bowler can bowl as soon as the ball is
- returned to him. The batsman is out if the ball passes between the
- wicket stumps, it hits his legs twice (leg before wicket) or if he is
- caught out, in front of or behind the wicket. To speed the game up,
- you could make the whole team out if someone is caught out.
-
- 12.4 PANCAKE RACE
-
- You will need:
- * A bat, frying pan or tennis racket
- * a ball or frisbee
-
- Half of each team stand at one end of the course and half at the other
- end. The first player has to run to the other end and give the frying
- pan to the first man at the other end who runs back with it. This is
- continued until each player has run the number of times the leader
- decides. On each run the frisbee or ball must be tossed and caught
- twice without dropping it. If the player drops it on the floor they
- must go back to where they started from and do their run again. On
- pancake day use real pancakes.
-
- 12.5 FRENCH CRICKET
-
- You will need:
- * A cricket bat or baseball bat
- * a tennis ball
-
- All players form a circle and the batsman stands in the centre of the
- circle facing the player who has the ball first. The player with the
- ball can bowl under arm at the batsmans legs or pass the ball to
- another player around the circle to bowl. The object of the game is to
- hit the batsmans legs. The batsman must stay facing the man who first
- had the ball, but he is allowed to move the bat around him to protect
- his legs. When the batsmans legs are hit, he swaps places with the
- player who bowled the ball.
-
- 12.6 NO BOWLER CRICKET
-
- Set up as for any other cricket type of game, but in this variant
- there is no bowler. In this version the batsman has to balance the
- ball on his bat, flip the ball in the air and then hit it. The batsman
- must run if he hits the ball or not. Any fielding team player can
- stump the batsman if he is not at his wicket or catch him out. The
- batsman may also be out if he drops the ball onto his own wicket. When
- a batsman is out a new batsman, if one is available takes his place.
- When all batsmen are out then teams change over from fielders to
- batters.
-
- ----------------------------------------------------------------------
- Subject: MORE GAMES YOU MAY WISH TO CONSIDER.
-
- 13.1 DONKEY RACE
-
- Two boys straddle a broomstick, back to back. On signal, one runs
- forward and the other runs backwards about 50 ft. They then run back
- to the starting line, but this time they change positions (forward
- becomes backward runner) then the next two team members go.
-
- 13.2 FOOTBALL GAME
-
- One team gets on each side of a table. Each side tries to blow a ping-
- pong ball off the opponents' side of the table.
-
- 13.3 EATING RACE
-
- Give each boy two double crackers. The boy who can eat them all and
- whistle, or blow up a balloon wins.
-
- 13.4 FIFTY YARD SWIM
-
- Each boy hops on one foot carrying a paper cup of water. First one
- over the finish line wins. (Could also be done as a relay.)
-
- 13.5 DODGE BALL
-
- Divide boys into two teams. One team makes a circle and the other team
- stands inside it. The boys forming the circle throw a large ball at
- the boys inside the circle, who are running around trying not to be
- hit. The inside boys may not catch the ball. A ball hitting a boy on
- the head does not count. Only boys in the outside circle may catch and
- throw the ball. Boys who are hit join the outside circle and try to
- hit the inside boys.
-
- 13.6 CENTIPEDES
-
- Divide the boys into two teams. Establish two lines about fifty to one
- hundred feet apart. Line the two teams up on the starting line. Have
- the first four (three or five if needed) boys in each line straddle a
- broomstick and with their left hand grasp the stick. On signal the
- centipedes race to the far line, turn around and race back to the
- finish line. The centipede may only advance when all four boys are
- holding the broomstick. Then the next four boys form a centipede and
- continue the relay.
-
- 13.7 POTATO JUMP RACE
-
- Establish a start and a finish line. Line the boys up on the starting
- line. Give each boy a potato (ping-pong ball, balloon, etc.) to put
- between his knees. On "Go" see who can jump to the finish line first
- without dropping the potato. (May also be done as a relay.)
-
- 13.8 CLOTHESPIN RELAY
-
- Divide into teams. Each team member must run from the starting line to
- a team bottle placed a distance away, attempt to drop a wooden clothes
- pin into the bottle (Each boy has only one attempt to get the clothes
- pin in the bottle) and run back to tag the next team member, who then
- repeats the action.
-
- The rules are to hold the clothespin with a straight arm at shoulder
- height or with a bent arm at waist height (as long as all do it the
- same way. When all the teams are done the team with the most
- clothespins in their bottle wins the game.
-
- 13.9 NAIL DRIVING RELAY
-
- Stand one 2x4 block for each team on edge and start two or three 16
- penny nails to the same height in the edge. Place the blocks about
- fifteen feet from the starting line and put a hammer next to each of
- the blocks. On "GO!" one boy from each team races to the block, picks
- up the hammer, and swings ONE blow to drive the nail into the block.
- He then lays the hammer down and returns to his team, tagging the next
- boy in the relay. The race continues, with each boy in turn going as
- many times as it takes for one team to drive all of its nails flush
- into the block. Be ready to straighten bent nails.
-
- 13.10 DISTANCE CLOVE HITCH
-
- Using a very long rope and either a tree or a pole, the object of this
- game is to tie a clove hitch around the tree (pole) without getting
- near the tree. Draw a circle around the object that the knot is to be
- tied to and tell the boys that they must not go inside that circle.
- The knot can be tied, but only through the co-operation and teamwork
- of the two boys. (Hint: One boy is a runner and the other stands in
- one spot.) We did this at a Loggers Day for the Boy Scouts and it was
- as much, if not more fun for the adults to try it as it was for the
- boys. It's not anywhere as easy as it sounds ---- TRY IT, YOU'LL SEE
- FOR YOURSELF ... 8-)
-
- I must also thank Indian Nations Council for most of the above games,
- as well as those of my previous post to the list.
-
- ----------------------------------------------------------------------
- Subject: ONE ON ONE CHALLENGES
-
- I shall refer to the two people from time to time as Alan and Bertie
- (my old math teacher's terminology. For reference there were also
- Charlie, Dick, Edward and Freddie.) I prefer to use these challenges
- with paired off Patrols if possible, PL vs PL, APL vs APL and so on.
-
- 14.1 ARM WRESTLING
-
- Easy enough; it can be done lying on the floor, so you don't need a
- table. You're supposed to keep your elbows together and hold hands so
- that your thumb muscle is in the other person's palm.
-
- 14.2 TRACTORS/TANKS
-
- Here the pair is working together to get from one end of the hall to
- the other in the shortest time. Alan lies on the floor on his back.
- Bertie stands facing him with his feet either side of the first
- person's head; Alan grasps Bertie's feet around the ankles. Alan then
- lifts his legs up in the air, and Berties grasps Alan's ankles in much
- the same way.
-
- It should now be possible for Bertie to dive forward, tucking his head
- in, and end up with his back on the floor beyond Alan thus reversing
- their positions. Repeat until you reach the finishing line. And you
- know the best part is that is really doesn't hurt if you do it right.
- It requires a little faith and tuition, but do dive properly, never
- let go of the other guy's ankles and tuck your head in!
-
- 14.3 ARM KNOCKOUT
-
- Alan and Bertie face each other on the floor, press up style. Feet
- should be together and bodies should not be bent. The object is to
- knock out the other guy's arms and thus make him collapse - you may
- not grab the other guys arm with an open hand. Clearly the best way to
- do this is to fake him out and knock his one arm out when his other
- arms is trying to knock your wrong arm out of the way. Got that?
- Terrific. This is particularly painful with short sleeves.
-
- 14.4 BACKLIFT
-
- Anne and Brian (variety...) stand back to back and interlock arms at
- the elbows. On the word `Go', each has to attempt, by leaning forward,
- to be the first to lift the other clear of the ground. You'll want to
- try to match heights quite well for this one.
-
- 14.5 LEG PULL
-
- I would organise this one with all the pairs of boys down the long
- axis of the hall; Alans will have their backs to one long wall,
- Berties with have their backs to the other long wall. OK. Good.
-
- Now each person lifts his left leg in the air and holds onto his
- partners left leg. Upon a suitable command, each player has to hop
- backwards trying to pull his partner with him. The one to touch his
- back on his own wall (or to cross a line - safer) wins.
-
- 14.6 SLAPS
-
- This one comes from the playground and you may be a little wary to
- encourage your little angels into such violence, but here we go. You
- should probably slip a coin in each case to see who goes first, but we
- shall assume Alan goes first.
-
- Each player holds his hands together in a prayer position, such that
- his fingers are pointing at the other player in front of him and his
- hands are at chest height. Some suggest that the two players hands
- should be close enough that fingertips are touching and this can be
- enforced. Since Alan is going first, he will be attacking. (:-) This
- involves his moving one of his hands and swinging it so as the slap
- Berties hand, for example Alan may decide to use his right hand, in
- which case he would slap Bertie's left hand.
-
- Bertie's role in this is to try to remove his hands, and so foil
- Alan's swipe. Bertie however may not move his hands until Alan's
- fingertips have broken apart; if Alan successfully fakes Bertie into
- doing so, then Bertie is required to hold his hands in place while
- Alan exercises his right to a free slap. This can inevitably be
- somewhat harder than combat slaps as preparation time is available. It
- is observed that players wishing to retain friendship with their
- opposition do not necessarily slap any harder here than at any other
- time.
-
- So far Bertie has done rather badly out of the arrangement. However a
- further important rule is thus; if Bertie successfully removes his
- hands entirely and Alan thus misses, play changes over such that
- Bertie is now attacking Alan.
-
- The game finishes when one of the players submits to the other and
- admits defeat. This is or course subjective.
-
- Slaps is an excellent spectator sport, particularly in watching the
- colour of their hands. My campers and PFC Summer camp picked this game
- up rather slowly at first (I noted this softness in general in
- American kids), but enjoyed in immensely once taught.
-
- 14.7 CHINESE LADDERS
-
- This games only belongs here insofar as the boys are likely already
- arranged in the right format to play it. The should sit down the
- length of the hall facing their partners, with their feet touching
- those of their partners.
-
- +-------------+
- | |
- | O== ==O |
- | O== ==O |
- | O== ==O |
- | O== ==O |
- | O== ==O |
- | O== ==O |
- | |
- +-------------+
-
-
- ...like so. Starting at the top end of the diagram, upon command, the
- boys jump up, and run down the hall over the legs of their team (who
- may not move those legs!) and then touch the end of the hall. They run
- back around the outside, touch the top wall, and then make their way
- over any legs back to their place, whence the next boy may do the
- same. It's a race.
-
- Note the way I have described it so that each boy must sit down beyond
- the next person in his team; this helps prevent cheating by starting
- early.
-
- This game can be made more interesting by providing simple obstacles
- around the two outside edges of the hall, e.g. car tyres to get
- through, turned gym benches to walk along, or chairs to go under.
-
- 14.8 INDIAN LEG WRESTLING
-
- Picture first: (laying on the floor)
- Person A (Jim)
- ]==<>O ( [] = feet, == = legs)
-
-
- O<>==[ ( <> = body O = head)
- Person B (Tom)
-
- Jim and Tom (with the inside hand) grab the other persons forearm.
- This will cause the (roughly) pivot point. A count of 1, 2 is given,
- and on each number the inside leg is raised to the vertical position.
- On the count of 3, the legs are interlocked at the knees.
-
- The Objective is to get you opponent to turn from the original
- starting position. It is kind of hard to explain, but if you get a
- partner and try it, you will see what I mean.
-
-
- ----------------------------------------------------------------------
- Subject: SUMMER OLYMPICS GAMES
-
- Here's a brief description of the games we'll be using in our Summer
- Olympics.
-
- 15.1 WATER RELAY RACE
-
- Transport water from point A to point B holding water can above head.
- Water can has small nail holes in bottom edge resulting in a shower
- effect on the carrier. Team that has the most water average per den
- wins.
-
- 15.2 OBSTACLE COURSE
-
- Standard obstacle type course described in Ideas book, with the
- addition of slip N slide water slide, and Rope swing over small
- swimming pool. Best den average through course wins.
-
- 15.3 ELECTRIC ISOTOPE
-
- Combined teamwork to remove coffee can from centre of circle using
- ropes tied to a small inner-tube. Boys cannot cross rope circle. Best
- time wins.
-
- 15.4 WATER BALLOON SLING SHOT CATCH
-
- Using a large slingshot made from surgical tubing and a inner tube
- cup, three boys will launch the water balloons toward the objective.
- The objective is three boys holding a small plastic swimming pool, who
- will try and catch the water balloons. The team with the most catches
- wins.
-
- 15.5 4X4 RACES
-
- Using two 4x4"s (6 ft lengths) with robes tied every 12 inches, six
- boys standing on the 4x4 will attempt to lift and walk a short
- distance. Requires teamwork and co-operative effort. Fastest time
- wins.
-
- ----------------------------------------------------------------------
- Subject: WINTER GAMES
-
- 16.1 THE SNOW SNAKE GAME
-
- Native American winter game, reached highest levels of sophistication
- among the nations and tribes near the Great Lakes. Seneca tribe of the
- Iroquois Nation called it Gawasa, I believe. (Also the name of the
- oldest winter training program in the BSA I believe, now well over 50.
- In the Land of the Oneidas council upstate New York)
-
- On a long, 1/4 mile or more , level surface, build a long pile of
- snow, 2 feet high, 2 feet wide. This will occupy a winter camporee of
- about 100 scouts for an hour or so. Make a V shaped trough in the
- pile, smooth and ice it thoroughly.
-
- All contestants have previously carved a snow snake. It should be 5 to
- 7 feet long, about 1 1/2 inches high at the 2 to 4 inch long head. The
- eyes of the snake are where it is weighted. The snake should never be
- wider than 3/4 inch and is usually only a 1/2 inch high, behind the
- head. The bottom is rounded, the top, behind the head is flat. The
- underside of the head should curve up like a ski. Decorations and
- carvings should be done on the non-sliding surfaces.
-
- The snow snake is held in the throwing hand with the index finger at
- the end of the snake, like a sling. The snake is supported with the
- non throwing hand during a running head start. The arm movement is a
- crass between a baseball side-arm pitch and a bowling delivery.
-
- Using these directions, at the defunct Iroquois Council's 1973 Gawasa,
- a 14 year old scout threw a snow snake more than 1/4 mile down the
- trough. I have seen the Huron Nation build troughs on Lake Michigan
- over 3 miles long, and one year saw a television report of a Huron
- throwing a snow snake over 2 miles down a trough (about 1978).
-
- The younger scouts get really impressed when they see what they are
- capable of.
-
- 16.2 MORE WINTER GAMES
-
- I have seen all sorts of things done at winter camps, and while I have
- no specific suggestions as to games, there are variations you can use
- on other sports/games, such as: Golf (use tennis balls coffee cans and
- expect to lose a few balls), volleyball (careful, the ball gets quite
- hard, but playing this game knee or waist deep in powder is not to be
- missed.), campfire building and so on. As I type this I remember
- building kitchen areas with tables and seats by digging into the snow.
- Wide games are a lot of fun in the snow (see other thread) and I
- imagine "stalker" would be trickier on snowshoes... One winter camp
- here in BC (Rovent for you BC'ers who have seen a lot of this before)
- also features a gateway contest and snow-sculpture contest.
-
- In general I think that you can do a lot of things at a winter camp
- that you can do in the summer, you just have to remember to stay dry.
- One final note, Hot Chocolate tastes GREAT at -20 C!!! Enjoy!
-
-
- ----------------------------------------------------------------------
- Subject: RELAY GAMES
-
- 17.1 SEED PLANTING RELAY
-
- Following a line, or rope on the ground, and by walking heel to toe,
- each team member must stop (about every 3 feet and drop a seed in a
- small mouthed jar set near the line. When he reaches the end, he runs
- back and taps the next boy on the team.
-
- 17.2 POTATO RACE
-
- Two teams. Give each starting player a fork and a potato. He tosses
- the potato into the air and catches it on the fork, takes it off and
- hands them to the next player. First team through wins.
-
- 17.3 CONE RACE
-
- String paper cones on cords stretched between chairs, or posts. Each
- team member blows cone to the end of the cord, brings it back; next
- boy does the same. First team finished wins.
-
- 17.4 DRIVING THE PIG
-
- Two teams; each team has a 3" long stick and a 1/2 gallon milk bottle
- (add a little water to the bottles). The players use the stick to push
- the bottle (pig) to the fair.
-
- 17.5 TOWEL ROLL ROLL
-
- Using a broomstick and a paper towel cardboard tube, each team member
- uses the stick to roll the tube to one end of the room and them back.
- He then hands the broomstick to the next boy. (I have seen this one
- done -- it's harder than it sounds!)
-
- 17.6 TURKEY FEATHER RELAY
-
- Divide into relay teams. First player holds a long turkey feather. At
- the word "Go" each throws his feather, javelin style, toward the
- finish line. As soon as it comes to earth, he picks it up and throws
- it again, and continues until across the finish line. He then picks it
- up and runs back to his team to give the feather to the next player.
-
- 17.7 CANDLE AND STRAW RELAY RACE
-
- You will need:
- * 1 candle and a box of matches per team and 1 drinking
- * straw per team member
-
- Each team member is given a straw. They have to race to the opposite
- end of the hall where their candle and box of matches is located. They
- must light the candle and then blow it out by blowing the flame
- through the straw. This can also be played in subdued lighting.
-
- 17.8 CHECKER RELAY
-
- You will need:
- * 6 wooden checkers playing pieces per patrol
- * We often get these given to us at rummage sales
-
- Scouts race up and down the hall in relay fashion, with a pile of 6
- checkers balanced on the back of one hand. They are not allowed to
- steady the pile with the other hand. The only time they can touch the
- checkers with the other hand, is either when they have dropped them
- and are picking them up, or when they are transferring the checkers to
- another scout in their team.
-
- 17.9 CUBS ACROSS THE RIVER
-
- You will need:
- * 4 card or carpet tile stepping stones
- * three awkward pieces of equipment such as a rucksack, a football
- and a hoop, for each six
-
- Line up sixes with their equipment and draw two lines to represent the
- river. Lay the stepping stones across the river. Cub 1 carries cub 2
- on his back across the river using the stepping stones. Cub 2 comes
- back and picks up cub 3 plus a piece of equipment. Cub 3 comes back
- and picks up cub 4 plus a piece of equipment and so on until all the
- cubs have crossed the river. Those cubs on the bank should be
- encouraged to cheer their team on.
-
- 17.10 DRIBBLE BALL
-
- You will need:
- * 1 ball and several skittles per team or six
-
- Standing in teams, each person in turn dribbles the ball down the line
- of skittles slalom fashion, either using their foot, a stick or a
- washing up liquid bottle and then straight back to the next man in
- their team. If a skittle is knocked over, the player has to return to
- the start and begin again.
-
- 17.11 STACKING THE CANS
-
- You will need:
- * 6 tin cans or drinking chocolate tins with lids per team
-
- Patrols or sixes stand in lines. They have to run to the end of the
- hall in relay fashion and each one add a can to the stack. The winning
- team is the first one back with a completed stack and all their team
- standing to attention. You could add a variation to the game by
- playing two teams at a time and have the other teams at the sides
- throwing bean bags or dusters at the piles of cans. If you played this
- variation then you would play against the clock to see which was the
- fastest team.
-
- 17.12 TUNNEL BALL
-
- You will need:
- * A ball or balloon for each team
-
- The teams stand at attention in lines, the front player in each team
- has the ball. On the command 'GO' they spring their legs apart. The
- player at the front passes the ball between their legs. The ball must
- go between each players legs until it is picked up by the player at
- the back. The back player then runs to the front and continues the
- process until the original font player is back at the front. The
- winning team is the one with all players standing at attention with
- the ball at the front. If a ball breaks out from the line it must
- start its journey through the tunnel again from the front. As an
- alternative pass the ball from the back player through the tunnel to
- the front.
-
- 17.13 WHEELBARROW RACE
-
- Teams stand in lines at one end of the hall. On the command 'GO', the
- front player gets down on his hands. The second player stands between
- his legs and lifts his legs up to waist level. They now have to go as
- fast as possible to the other end of the hall with the front player
- walking with his hands and the rear player holding him up like a
- wheelbarrow. When they reach the end of the hall the front player
- stands up and the rear player runs back to the front of his team and
- then becomes the front man of the new wheelbarrow. This process is
- continued until the whole team are at the far end of the hall.
-
- 17.14 HIGHWAYMAN
-
- You will need:
- * A short length of lashing rope and a chair for each team
-
- Teams stand in lines at one end of the hall. There is a wooden chair
- with a bar back at the other end of the hall opposite each team. The
- front player of each team has a length of rope in one hand. On the
- command 'GO' the second player jumps onto the back of the front player
- and they race piggy back style to the chair at the other end of the
- hall. The player riding jumps down and ties one end of the rope around
- the top bar of the chair using the highwaymans hitch. He then jumps
- back on the other players back, pulls the end of the rope to free it
- and they then race back to their team. The player who was the horse
- goes to the back of the team and the player who was the rider now
- becomes the horse or front player.
-
- 17.15 FIREMAN, SAVE MY CHILD
-
- You will need:
- * A drinking straw for each player
- * simple paper cut-out of a child, this should be about 1 1/2 to 2
-
- inches tall. The arms and legs should be about 1/2 an inch wide on the
- figure
-
- The game goes like this: The players are divided into two teams and
- are formed into two lines. Each team has a pile of the cut-out
- children on a table and a drinking straw for each player.
- Approximately 15-20 feet away from the start, place a small pail for
- each team on another table, chair, stool, or whatever.
-
- At the call of "Fireman, save my child", the first player on each team
- must pick up a child by sucking up the figure against their straw.
- While holding the figure this way, they then run to their respective
- pail and deposit their figure in the pail. If they drop the figure en
- route, they must stop and pick up their child again, by getting down
- on the floor and sucking it up with their straw. After putting their
- child in the pail, they run back to the starting line, and the next
- player picks up his child and repeats the process. The first team to
- save all their children is the winner. Have enough figures so each
- player gets at least two turns.
-
- 17.16 LAYERED CLOTHES
-
- My Girl Scout troop really liked a game I threw together to teach them
- about layered clothing. Gather a pile of assorted clothing, including
- socks, shoes, hats, etc. Divide the clothing "evenly" into piles (i.e.
- pair of pants in each pile, mittens in each pile, etc.). Make sure the
- clothes are large enough that the outer layers can fit over the other
- layers. Divide the group into teams. Divide the teams in half and
- place one half near the pile of clothes, the other about 50 feet away.
- At a signal, the first member of each team "dresses" in the clothing
- of the pile and gallops the 50 feet to the other side, "undresses" and
- another team member puts on the clothes. As long as there are no rocks
- in the way, this game can be really fun to play (and watch!).
-
- ----------------------------------------------------------------------
- Subject: STRATEGY GAMES
-
- 18.1 MOUSE TRAP ATTACK
-
- You will need:
- * 4 spring loaded mouse traps per team
- * an endless supply of rolled up paper balls
-
- We will suppose that there are four teams or patrols of six boys. They
- are spaced at equal distances down the length of the hall. Each team
- or patrol has it's mouse traps cocked at one side of the hall on the
- floor. At the other side of the hall opposite each group of mouse
- traps are three attacking boys from each of the other patrols. These
- attacking boys are armed with rolled up balls of paper. Each patrol is
- allowed up to three defenders for their mouse traps. These defenders
- must sit on the floor half way between their mouse traps and the
- defenders. The attackers must lob the paper balls over the heads of
- the defenders and set off the mouse traps. The winning patrol is the
- one that has the last loaded mouse trap.
-
- 18.2 MOUSE TRAP FISHING GAME
-
- You will need:
- * 1 spring loaded mouse trap
- * 3 bamboo canes
- * 3 lengths of string
- * some objects such as plastic bottles to be picked up, for each
- team
-
- You will have to bore a hole or fit a screw eye in one end of each
- mouse trap so that it can be attached to a length of string. Each team
- stands at one side of the hall and the objects they have to collect
- such as plastic bottles are on the other side of the river (hall). The
- only way that they can get the objects, is to lash the three bamboo
- poles together to form a fishing pole and attach the string with the
- mouse trap attached to the end. You will have to show the scouts how
- to cock the mouse traps safely or you may have to do some first aid on
- bruised fingers.
-
- 18.3 SUBMARINES AND MINEFIELDS
-
- You will need:
- * Blindfolds for each member of the minefield
-
- You split into two teams teams, one forms a line across the playing
- field. They are blindfolded and standing close enough together to
- touch hands. Each hand is a mine that will 'destroy' a ship (a member
- of the other team.) that team quietly tries to sneak along the line
- weaving in and out of the mines, (i.e. between their feet, or between
- two scouts). we once had someone go fetch a utility ladder and climb
- over the minefield. After a minefield team member uses one hand and
- hits a ship, that hand is out of play for the round. Thus later ships
- may go through an unprotected area. Smaller scouts usually win this
- one. When the whole team has gone through or not as the case may be,
- change over. At the end of the game, the winning team is the one that
- managed to get the most ships through the minefield.
-
- 18.4 TRADER
-
- You will need:
- * 4 counters for each boy, red, blue green and yellow one of each
- colour.
-
- When the game starts the boys are given a set time 5 to 10 minutes in
- which they are allowed to trade. They trade in the following manner. A
- boy approaches another boy with a counter in his left fist , he does
- not show the other boy what colour he is holding. If they agree to
- trade then they give each other a counter taking care that they do not
- show the colour they are swapping. Any boys who do not wish to trade
- simply cross their arms, this indicates that they are not open for
- trading. After the trading period is ended you show the lads the
- stockmarket chart shown below and get the lads to add up their scores.
-
- Print out the following table and make copies.
- ---------------------------------------------------------------------
- 4 Red counters 100 points 4 Blue counters 80 points
- 4 Green counters 60 points 4 Yellow counters 50 points
- 3 of any colour 40 points 2 of any colour 15
- Single Red 1 point Single Blue 2 points,
- Single Green 4 points Single yellow 5 points.
- ---------------------------------------------------------------------
-
- After they have added up their scores and you have found out which
- scouts have the highest scores, collect the counters in and hand out
- one of each colour again to the scouts. Now play it again with the
- scouts knowing the values and see the difference in tactics. From time
- to time you could introduce jokers these are White counters. You place
- some of these on the table and the boys are told they can take them if
- they wish. The value of these is unknown until they add up the scores.
- You then tell them that they either get 10 extra points for each White
- counter they have or minus 10 for each White counter they hold, much
- like Bulls and Bears in the stock market. You can decide if it is
- going to be a plus or a minus by either tossing a coin or rolling a
- dice.
-
- 18.5 THE TRADER GAME
-
- You will need:
- * 4 chips for each boy, all of different colours (red, green, blue,
- yellow)
- * 1 chip for each adult - white (I made my chips by cutting 1 inch
- squares from coloured cardboard)
-
- The boys are given a chip of each colour. the adults each have one
- white chip. The boys get 7 to 10 minutes to 'trade' chips with each
- other or an adult. To trade, each boy holds a chip HIDDEN in one hand.
- When they agree on the trade, the chips are exchanged. ALL TRADES ARE
- FINAL! Boys who do not wish to trade should fold their arms to signal
- that they don't wish to trade. All trades are 1 chip at a time. Boys
- can also trade with adults if they want to. After the trading is over,
- show the boys the stock market list below and have them add up their
- scores.
-
- Now that they know the value of the chips, let the boys play the game
- again. Collect and redistribute the chips, and see how trading tactics
- change. After the second trading period is over, add up the scores
- again and see how the boys did this time.
-
- ---------------------------------------------------------------------
- STOCK MARKET CHART - TRADING CHIP VALUES
-
-
- 4 RED - 90 POINTS 1 (SINGLE) BLUE - 40 POINTS
- 4 GREEN - 80 POINTS 1 (SINGLE) YELLOW - 30 POINTS
- 4 YELLOW - 60 POINTS 1 (SINGLE) GREEN - 30 POINTS
- 4 BLUE - 50 POINTS 1 (SINGLE) RED - 20 POINTS
- 2 WHITE - 50 POINTS 1 (SINGLE) WHITE - 20 POINTS
- 3 OF ANY COLOUR - 40 POINTS 2 OF ANY COLOUR - 20 POINTS
- ---------------------------------------------------------------------
-
- 18.6 TRADING POST
-
- You will need:
- * Two price lists, one of things that you are selling and one of
- things that you are prepared to buy back.
- * Various things for the teams to buy
- * You will also need some form of currency such as coloured cards,
- paper or even beads.
-
- At the start of the game, each team is given the same amount of
- currency. They then have to decide what they are going to buy from you
- in order to make something to sell back to you for a profit. Most
- things that you buy back should result in a profit, but you should put
- in some items that produce no profit or even a loss. As an example of
- the sort of things on your to buy list would be a cup of hot tea for
- the scout leaders. To do this they will have to purchase from you
- matches, tea bags, milk and sugar, a cooking stove, fuel for the
- cooking stove, water pot and water.
-
- 18.7 LIGHTHOUSE
-
- This game comes from a Games book published by the Bharat Scouts and
- Guides (India). It is attributed to the Catholic Boy Scouts of
- Ireland.
-
- You will need:
- * enough blindfolds for half your group.
- * a reasonably large room.
-
- The Leader is the lighthouse. Half the troop (pack, company) are
- ships, and put on the blindfolds at one end of the room. The other
- half are rocks, and distribute themselves on the floor between the
- ships and the lighthouse. Please ask the rocks to keep their hands and
- feet in to minimise tripping. The rocks also should not clump up.
-
- The lighthouse goes "woo woo" to guide the ships. The rocks go "swish,
- swish" quietly to warn the ships of their presence. On go, the ships
- navigate between the rocks to the lighthouse. If they touch a rock,
- they are sunk and must sit on the floor (and go "swish, swish" also).
- When all the ships have made it to the lighthouse (or have been sunk),
- the rocks and ships switch places.
-
- ----------------------------------------------------------------------
- Subject: THEMED GAMES
-
- 19.1 SPACE TRAINING GAME
-
- As usual, I did these on my MAC - I've reformatted them as plain text
- so they can be posted. Anyone is welcome to use these - my only
- request is that you let me know, and give me some feedback (both good
- and bad) as to how things went. - Mike Stolz (stolz@fnusgd.fnal.gov)
-
- ------------------------------ cut here --------------------------
-
- SPACE GAMES den name _______________
-
- 19.1.1 SPACE ARCHERY
-
- In space, everything floats. As a construction mechanic, the only way
- to keep your space station parts from floating away is to rope them
- together. Your problem is that YOU are anchored to the main space
- station, while the new parts are slowly drifting away. So how do you
- get a rope on those parts? Why with your trusty bow and arrow. Each
- new part comes with its own target. Each mechanic gets 10 arrows. Hit
- the target with the arrow that has a string attached, and double your
- total points.
-
- 19.1.2 ROBOT ARM
-
- You're the operator of the space shuttle's robot arm. The arm will do
- everything you tell it, but it can't see or think for itself. Your
- job, pick up the three space disks and return them to your position.
- Use voice commands like 'forward, left, right, and down' to direct the
- robot arm. Keep the tether rope tight to prevent the robot arm from
- vershooting the targets. This is a timed event.
-
- 19.1.3 SPACE CONSTRUCTION
-
- Your team of construction mechanics are on the moon. You need to build
- the tallest radio tower you can, using the standard space-blocks. The
- structure must be free-standing and self-supporting. DO NOT DAMAGE THE
- BUILDING MATERIALS while constructing your tower!
-
- 19.1.4 SPACE EXPLORATION
-
- Space explorers need to be highly trained observers. In this training
- exercise, you need to scour the marked-off section of rough terrain,
- and discover the interesting samples. There will be bonus points for
- discovering samples whose colour is different from your assigned
- colour.
-
- 19.1.5 SHUTTLE FLIGHT-CHECK
-
- All shuttle crews need to check out their craft before take-off. Every
- crew has memorised the list of instructions. Lets see how good your
- crew is at remembering instructions. You will get two minutes to study
- and discuss the list of instructions and their order. Then, without
- looking, your team must write them down in the correct order. If
- you're quick, you will have time to play this one twice.
-
-
- player name arch arm const explo check
- ---------------------------------------------------------------------
- ___________________________________|_____|_____|______|______|______|
- ___________________________________|_____|_____|
- ___________________________________|_____|_____|______|______|______|
- ___________________________________|_____|_____| (den scores here)
- ___________________________________|_____|_____|
- ___________________________________|_____|_____| circle the best den
- ___________________________________|_____|_____| score for each game
- ___________________________________|_____|_____|_____________________
- put the best den score here -> | | | | | |
-
- 19.2 GAME LEADER INSTRUCTIONS
-
- Bring spray paint (white) to draw lines on the grass. Also packing
- tape and duct tape. If games are held indoors, use masking tape for
- your lines.
-
- Make sure all game leaders understand that the rules may need to be
- modified, but if they are, ALL GROUPS must have the same chances. The
- most important thing is to make sure that all rules are applied
- consistently for every group participating. All games were designed to
- be played outdoors, but most could easily be done indoors if the
- activity room was large.
-
- At the end of the competition, all score sheets will be collected from
- Den leaders. Compare the single 'best' score for each game and den.
- Award 1st thru 5th place (we have 5 dens) in each event. The den with
- the LOWEST total score for the 5 events will get 1st place.
-
- 19.2.1 SPACE ARCHERY
-
- GAME PARTS - 3 targets with stands, 30+ arrows, 3 bows, ball of
- string, 3 stakes.
-
- Set up targets, with 3 shooting stations about 20 feet (7 meters)
- away. Put 10 arrows at each station. Measure 30 feet (10 meters) of
- string for each station. Tie one end of string to a stake at the
- station, and tie/tape the other end to one of the arrows. This should
- be the last arrow shot by each Cub, and can double their target score.
- Score target rings at 1 (target), 2, 3, 5 (bulls eye on our targets).
-
- Be very alert to safety. Make sure ALL ARCHERS understand that arrows
- are not to be nocked while anyone is 'even close' to the shooting
- range area!
-
- 19.2.2 ROBOT ARM
-
- GAME PARTS - Long rope, 3 Frisbees, blindfold, 2 paper grocery bags.
-
- Draw a ring for the 'operator' to stand in. Paint 3 spots at different
- points outside the ring, ranging from 15 to 30 feet (5 to 10 meters).
- The spots mark the pick-up spots for the 3 Frisbees. Tie rope around
- waist of the cub acting as 'robot hand' (use a bowline!). Blindfold
- the 'hand', then place grocery bag over his head - the 'hand' should
- be unable to see. The operator now steps into the ring, and takes hold
- of the rope. At "GO", the 'hand' walks out to get the Frisbees. The
- operator lets out the rope until the 'hand' is out far enough, and
- uses voice commands (left, right, down, out) to direct the 'hand' to
- each frisbee. Make sure the operator knows that he should keep tension
- on the rope - this is one of his main methods of guidance and control.
- After the 'hand' has all 3 frisbees, the operator has to reel him back
- into the operator's circle. MAKE SURE THE 'HAND' IS UNABLE TO SEE!
- This is a timed event - the boys may run thru this as often as they
- want in the allotted time. Keep the best time.
-
- 19.2.3 SPACE CONSTRUCTION
-
- GAME PARTS - 16 cardboard boxes all the same size, 6 large coffee
- cans, 3 thin strips of plywood, 2 poles with nails thru the ends,
- several smaller dowels, tape measure.
-
- The object is to build as tall a tower as possible with the material
- supplied. The tower must be free-standing and self-supporting, and
- stay up for at least 1 minute. DO NOT LET THE CREW DAMAGE OR MODIFY
- THE SUPPLIED MATERIALS! Measure the tower to the nearest inch. The
- crew can try several different configurations.
-
- ***WARNING! Wind and uneven terrain can dramatically affect this game.
- Try to locate it in a sheltered area with fairly even ground. It could
- also be done inside if the room has a tall ceiling.
-
- 19.2.4 SPACE EXPLORATION
-
- GAMES PARTS - individually wrapped candy in different colours,
- coloured tape or marker cones to mark off the search area.
-
- Game leader will hide 10 candies of the same colour in search area,
- plus 1 of a different colour. Cubs need to search the area to find all
- 'samples'. After they are turned in and counted, they may each have 1
- to keep. The coloured candy counts as 3 points, all others are 1
- point. Be alert to 'missed' candies from previous groups.
-
- 19.2.5 SHUTTLE FLIGHT-CHECK
-
- GAME PARTS - 20 cards with different flight-check instructions, table,
- large cloth.
-
- Lay out 2 cards (in random order) for every Cub in the den. The Cubs
- will have 2 minutes to study, discuss, and memorise the cards. Then
- cover cards with cloth. They now have 5 minutes to write down all the
- flight-check instructions in order. Award 1 point for every
- instruction in the correct position relative to the previous and next
- instruction. Award 2 points for every instruction that is written
- EXACTLY correct - give 1 point if the instruction is mostly correct.
- There should be time to play this game twice. This is a version of
- 'Kim's Game'.
-
- *** My cards were all very short phases, including things like 'CHECK
- FUEL GUAGE', 'CHECK OXYGEN GUAGE', 'INSPECT SHUTTLE BAY', 'TEST
- SHUTTLE BAY LIGHTS', 'EXAMINE AIRLOCK' and so on. I used 3" x 5" index
- cards and a black magic marker to make them.
-
- ***WARNING! This is another game that can be affected by wind. Using a
- large thick cloth, and taping one edge of it to the table can create
- an effective windbreak that the Cubs can 'peek under' during their 2
- minutes of observation.
-
-
- ----------------------------------------------------------------------
- Subject: FIRE SAFETY GAME
-
- Alright folks - here's the first Pack 164 Fire Safety Game. I used it
- at my Pack meeting this Monday. It took most of 45 minutes, which was
- my goal. I used the Version 1 instructions. Things went fairly well,
- but as soon as I got home, I typed up the Version 2 instructions as
- well, and intend to use them the next time. Some of the boys were able
- to handle the 'game' by themselves, but most of the 2nd graders, and a
- few strays from the older grades, couldn't stay 'on task' for more
- than 5 or 10 minutes. If anyone else wants to try this game, all I ask
- is that: 1) you let me know that you're using it, and 2) you give me
- feedback, suggestions, improvements, etc. when you're done. I've
- attempted to re-format this text in plain ASCII, my original is on a
- MAC using WORD 4.0. If you see any typo's, they were probably
- introduced during reformatting. PS - at the (older) Boy Scout level,
- I'd suggest doing it first alone, and then by Patrol.
-
- ------------------------------ cut here -----------------------------
- FIRE SAFETY GAME
-
-
- EVERY ANSWER IS USED ONCE - AND ONLY ONCE!. IF A QUESTION CAN HAVE
- MORE THAN ONE ANSWER, SKIP IT AND COME BACK TO IT LATER.
-
- |_YOURS______|_GROUP'S____|
-
-
- THE REST WAS DELETED - ADD IT IN AGAIN PAUL!!
-
- FIRE SAFETY GAME
-
- INSTRUCTIONS: VERSION 1
-
- This 'game' is has been designed with Cub Scouts in mind. The game
- will be done as follows: 1) every person, Cubs, parents, Den leaders,
- and even siblings should take the test alone. Emphasize to the kids
- that if they don't know what a word is, they should ask an adult. The
- game is supposed to test Fire Safety skills, not reading ability. 2)
- After everyone has answered the questions alone, they should then get
- together by family. Each family should compare answers and circle
- those that aren't the same. Do NOT change 'YOUR' answers after you
- start the family discussion. After you have compared answers on all
- questions, go back and discuss those where the answers aren't the
- same. For answers that don't agree, you should settle on one 'correct'
- family answer. PARENTS, PLEASE LISTEN TO YOUR KIDS IF THEIR ANSWER IS
- DIFFERENT FROM YOURS! KIDS, DON'T ASSUME YOUR PARENT'S ANSWER IS
- RIGHT, AND THAT YOURS IS WRONG. 3) In the final step, each Den should
- get together. The Den Leader should read the answer sheet out loud,
- and the families should see how well they did. Mark the total number
- of right answers for each column in the boxes at the bottom of the
- page. These score sheets are NOT to be turned in, I would like
- families to take them home and talk about them. If any kids do better
- than their parents, please have them bring both game sheets up to me
- at the front. I would also like Den leaders to find out whether any
- families had 100% perfect on the game.
-
- A few questions can use several answers. There is a 'best' answer for
- each of these questions. If you find a question that has more than one
- answer, skip it and come back to it later. EVERY answer should only be
- used once. Use the process of elimination to find the 'best' answer on
- those questions that can use more than one of the answer words.
-
- FIRE SAFETY GAME
-
- INSTRUCTIONS: VERSION 2 This 'game' is has been designed with Cub
- Scouts in mind. The game will be done as follows: 1) every Cub is to
- pair up with an adult (parent), Boy Scout, or older sibling. They
- should work as a team to decide the answers for each question. PLEASE
- make sure the Cubs have a lot of input into the decision-making. 2)
- After everyone has answered the questions as pairs, they should then
- get together by Den. Each Den should compare answers and circle those
- that aren't the same. Do NOT change 'YOUR' answers after you start the
- Den discussion. After you have compared answers on all questions, go
- back and discuss those where the answers aren't the same. For answers
- that don't agree, you should settle on one 'correct' Den answer.
- PLEASE LISTEN TO EVERYONE, ESPECIALLY IF THEIR ANSWER IS DIFFERENT
- FROM YOURS! KIDS, DON'T ASSUME THAT SOMEONE ELSE'S ANSWER IS RIGHT,
- AND THAT YOURS IS WRONG. 3) In the final step, THE Cubmaster should
- read the answer sheet out loud, and the Dens should see how well they
- did. Mark the total number of right answers for each column in the
- boxes at the bottom of the page. These game sheets are NOT to be
- turned in, I would like families to take them home and talk about
- them.
-
- A few questions can use several answers. There is a 'best' answer for
- each of these questions. If you find a question that has more than one
- answer, skip it and come back to it later. EVERY answer should only be
- used once. Use the process of elimination to find the 'best' answer on
- those questions that can use more than one of the answer words.
-
- ----------------------------------------------------------------------
- Subject: GAMES FOR PIRATE THEME BIRTHDAY PARTY
-
- * Walk the Plank. Works best if you have a swimming pool. Are brave
- prisoners or groveling prisoners more fun? Vote afterwards.
- * Buried Treasure Hunt. Bury some loot, make a map, hand out
- shovels, and stand back. Best if held on a beach, but if you're
- sick of your garden, what the heck.
- * Loot the Town. The kids burst into the house and cart away
- anything they find. Best if held at someone else's house. With
- teen-agers, you can add the twist, "Make Them Tell Where They Hid
- the Silver."
- * Boarding Action. Split the kids into two teams and have them try
- to capture each other's "ships," which can be buildings or
- minivans. Kids over ten need to be searched for zip guns
- beforehand. Victory conditions are variable. Possible outcomes
- are: last "ship" operational, amount of loot removed from "ship,"
- last pirate conscious. Best played just before leaving the
- country.
-
- ----------------------------------------------------------------------
- Subject: BOP STICKS
-
- Another game the scouts like a lot, which is not a game from the BSA,
- is "Bop Sticks." This game requires quite a bit of preparation,
- however.
-
- You will need:
- * 2 lengths of PVC pipe, 7' X 1"
- * Lots of foam padding
- * Even more duct tape
- * Two old tennis balls
- * Two football helmets (or other helmet with a face guard)
-
- Cut the tennis balls in half and tape each half securely to the ends
- of the PVC pipe. Wrap every square inch of the pipe in foam, and
- secure with tape. When finished, you should only be able to see tape.
- The balls and foam should be covered in tape.
-
- The scouts wear the helmets and attack each other with the stick they
- are wielding. A hit to a limb results in the loss of the limb. A hit
- to the neck results in decapitation - you're dead. Two hits to either
- the body, the head, or both result in death. Loss of a limb results in
- just that.
-
- Naturally, if both legs are gone, you can't run away, and if both arms
- are gone, you can't wield a stick. It's fun to watch the scouts
- hopping around on one leg in their big, bulky helmets while swinging a
- rather awkward "sword" with one hand. You can have tournaments. Kind
- of SCAish, but not really.
-
- ----------------------------------------------------------------------
- Subject: CHRISTMAS GAMES
-
- Well it all depends on whether you plan to do it indoors our outdoors.
- Here are a few ideas, but keep in mind that they're coming from a
- country where a consistent plot (a 'fil rouge') is a crucial point in
- every scouting activity.
-
- I would embed the games into a Christmas story. For example about a
- little angel who has neglected his duties, and preferred to play
- aureola frisbee and cloud soccer with the little devils instead of
- doing his daily good actions (games: play frisbee with a frisbee ring,
- and soccer by having the teams blow on a cotton wool ball over a
- table).
-
- The case came to Petrus who decided to send the little angel on a
- penitence mission in the world of darkness and the world of silence.
- Describe the kids how the angel felt desperately lost and alone in
- these worlds; How he meets a blind boy in the world of darkness, and a
- deaf boy in the world of silence; How these two kids show him that
- they can get along very well in their respective worlds despite their
- respective handicaps, by using the remaining senses -- odor, hearing
- and touch in the world of darkness / sight in the world of silence --.
-
- Make heavy use of Kim and trust games in the world of darkness, and of
- pantomime games in the world of silence. Tell how the angel is marked
- by these two encounters, and how he decides to help the people lost in
- one of these worlds. End the story by telling that Petrus, seing the
- angel at work and his quest now over, called him back to paradise.
-
- Okay, I made that story up while writing this E-mail, so there are
- still a few details to polish, but all in all, you have here largely
- enough material for a whole afternoon. By including one or two wide
- games, you could even use it as base for a cub scout weekend.
-
- -------------------------------------------------------------------------
-
- Subject: Games from Hungary
-
- From: Rochlitz Virag <r-virag@freemail.c3.hu>
-
-
- Giant, Dwarf, and Dragon
- Learned when we went on a winter trip to the Tatras.
- You should make two groups. After you do, tell a good story about being in a big
- forest, where there are three creatures. One is the Dwarf. If you are a dwarf,
- you must bend your leg in and hold your ears. Another one is the Giant, if
- you are a Giant, you only must to rise to tiptoe and lift your hands up.
- The third one is the Dragon. A Dragon, of course, can blow fire, so if you
- are a Dragon, you must move your hands as if you
- were playing the pipes. The Giant is very big, so if it meets with a Dwarf,
- the Dwarf runs away. But the Giant is afraid of the Dragon, because the
- Dragon can blow fire. And the Dwarf knows the weak points of the Dragon,
- so the Dragon runs away from the Dwarf..
- Each Scout in both groups choose a creature they wish to portray
- and each group stays in front of each other.
- The leader counts to three the groups show the creature, which
- they are. Then, if one was a Dwarf, it runs back to their homeline, if the
- other was a Giant. The other tries to catch them, and if they catch
- somebody, then he joins the other group. And so on, the Dragon runs
- away from the Dwarf and the Giant from the Dragon. If they show the same
- creature, then they must choose another one.
-