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- Xref: sparky rec.scouting:4341 news.answers:5152
- Newsgroups: rec.scouting,news.answers
- Path: sparky!uunet!mcsun!chsun!bernina!macman
- From: macman@bernina.ethz.ch (Danny Schwendener)
- Subject: rec.scouting FAQ #3: Games (2/3)
- Message-ID: <scouts-games2_726805804@bernina.ethz.ch>
- Followup-To: poster
- Sender: macman@bernina.ethz.ch (Danny Schwendener)
- Organization: Pfadi Glockenhof, 8001 Zurich, Switzerland
- Date: Tue, 12 Jan 1993 02:30:16 GMT
- Approved: news-answers-request@MIT.Edu
- Expires: Thu, 25 Feb 1993 02:30:04 GMT
- Lines: 907
-
- Archive-name: scouting/3_games/part2
- Last-Modified: 1992/12/25
-
- 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 two separate
- postings.
-
- If you know a good game that hasn't been included in this FAQ,
- please do all of us the favour and post it on rec.scouting. Drop me
- a copy too to make sure that I include it in this file.
-
- This file is in digested format, like all FAQ files on this newsgroup.
- If you're using nn as newsreader, type 'G %" to split the digest into
- individual postings. In bn or rn, typing control-G should cause the
- reader to skip to the next posting within this file.
-
-
- -- Danny Schwendener macman@bernina.ethz.ch
- Wolfsmeute Nidau/Glockenhof, Sihlstr. 33, CH-8001 Zurich, Switzerland
- m.h.c. Troop 14, San Francisco
-
- ---
- ------------------------------
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
- Subject: Game Compendium -- Relay Games
-
- 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.
-
-
- POTATO RACE <--- (note: spelling, no "E", Mr. Quayle ---- he, he!)
- 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.
-
- CONE RACE
- String paper cones on cords strectched 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.
-
- 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.
-
-
- 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!)
-
-
- 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.
-
- 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.
-
- 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.
-
- CUBS ACROSS THE RIVER
- You will need: 4 card or carpet tile stepping stones and 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.
-
- 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.
-
- 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.
-
- 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.
-
- 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.
-
- 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.
-
- FIREMAN, SAVE MY CHILD
-
- You will need: A drinking straw for each player and a simple paper
- cutout 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.
-
- ------------------------------
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
- Subject: Game Compendium -- Memory Games
-
- SILHOUETTE KIMS GAME
- You will need: About twelve different shaped items, a sheet or back
- projection screen and a slide projector or strong light
- (Note clear bulbs are better than pearl ).
- A number of objects are held, one after the other, behind the screen,
- eg scissors, bulldog clip, flower. After all the objects have been seen, a
- short time is given for the lads to write down or tell to the leader, the
- objects that they saw in the correct order of viewing.
-
- BATTLESHIP KIMS GAME
- You will need: A table, a piece of chalk and ten items for each six or
- patrol.
- Each patrol gets a table set up on it's side in their corner as a
- barrier, so that the other patrols can't see behind it. On the floor they draw
- a 747 grid, and mark horizontal axis A to G and vertical axis 1 to 7. They
- then take ten items and place them at random on their grid. The patrols ar
- now given five minutes to look at each others grids and try and 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.
-
- KIMS GAME Variant
- You will need: Two bowls or buckets on chairs and ten mixed item per
- patrol, six or team.
- Teams or patrols stand in single file facing the front of the hall. At
- the front of the hall facing each team is a bucket or bowl on a chair. In each
- bowl there are ten items (the same items for each team). At the back of the
- hall opposite each team is an empty bucket or bowl.
- The scout leader calls out an item and the first man in each team has
- to run to the front, get that item place it into the other bucket at the back
- of the hall and then run back to the back of his team. The first team with
- their man back get a point.
- As you continue playing this the objects will be distributed between
- the front and the back buckets. If the scouts have good memories they will
- remember what items are in what buckets. This will save them time. If an
- object is called by the leader and it is in the back bucket then it has to be
- placed in the front bucket and vice versa. The reason for the bucket being on
- a chair is so that the scouts can't look in to see what is in the bucket.
-
- PATIENCE
- You will need: A suit of cards Ace to ten for each team, one pack of
- cards will supply four teams.
- The ten cards for each team are layed out at random, face down on a
- table in front of them. One at a time the boys run up and turn over a card.
- If it is not the Ace then they turn it face down again and run back to their
- team and the next player has a go. When the ace is turned up they can lay it
- face up at the front of the table. The next card needed is the two and so on.
- Play continues until one team has all its cards turned face up in the correct
- order.
-
- COMPASS SKILLS PATIENCE
- You will need: Sets of cards having the compass points printed on them.
- This game is played the same way as the previous game, but this time
- the boys have to place the cards at the correct compass position for that card.
- Suggested order for laying down cards:
- North, South, East, West, North East, South East, South West, North
- West.
- NNE, SSW, NNW, SSE, ENE, WSW, ESE, WNW
-
- IT'S UNDER A CUP
- You will need: A number of plastic cups and objects to fit under them
- e.g a ball, a ring, a key etc.
- Two teams one each side of the hall. Each team is numbered 1 to N with
- boys with the same number on each team of similar size. The object are placed
- in the centre of the hall in a row and the plastic cups placed over them. The
- leader now calls out an object and a number. The two boys with that number
- have to rush to the row of plastic cups, find the correct cup and take the
- object to the leader. The lad who gets the object to the leader wins a point
- for his team.
-
- RUBA DUB DUB
- You will need: Twenty four 35mm film cannisters, these should be
- opaque and all look the same. Into twelve of these you
- place a marble, fishing bell or anything that will make a
- noise when the cannister is shaken.
- The boys sit in a circle and take it in turn to pick up two cannisters
- at a time and give them a shake. If they both rattle then a prize or point is
- given to the boy who picked them. These cannisters are then removed from the
- game and the next boy has his turn. If both cannisters do not rattle then they
- are both replaced where they were picked up from and the game continues. The
- game gets more difficult as more are removed as there are then more empty ones
- left in the game than ones that rattle. You could make it more difficult by
- having a larger number of containers to begin with. You could also guild the
- lilly by putting numbers on the cannisters but I have not found this to be
- necessary. You can use this as a team game, the winning team being the one
- with most points or as individuals against all the rest.
-
- POST OFFICE
- You will need: 2 chairs for each patrol or six
- coins adding up to 50 pence for each patrol or six.
- 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.
-
- 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.
-
- ------------------------------
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
- Subject: Game Compendium -- Pencil and Paper Games
-
- CUB 2000
- You will need: A sheet of paper fanfolded into 6 sections and a pen or
- pencil, for each six.
- 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 rrest of the six close their
- eyes, this makes the final result more fun. The sixer then draws on the first
- section, a hat suitable to be worn by a scout in the 21st century. Paper is
- passed onto the next cub who draws the head on the second section. This is
- continued with the shoulders body legs and feet. Open out the paper at the end
- to see the strange 21st century cub that the six have drawn.
-
- MIME and/or KIM'S GAME
- You will need: A sheet of paper and a pen or pencil for each cub, or for
- sixers only if you do not have enough equipment.
- The cubs sit in a circle with paper and pen in front of them on the
- floor or just in front of the sixer. Akela sits in the circle with the lads
- and takes imaginary objects out of a sack in front of him and mimes the object.
- Cubs can either write the objects down as they are mimed, or wait until the end
- and then write them all down.
- Suggested items to mime:
- Hammer and nails, Necklace, Tea cup and saucer, Teapot, Telephone,
- Powder compact, Soap and flannel, Shoes, Watch, Hoola-hoop, Paper clip,
- Earrings, Hair spray and many more, limited only by your ingenuity.
-
- PICTIONARY
- You will need: Sheets of paper and a pen or pencil for each patrol or
- six.
- 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.
-
- TIME TABLES
- You will need: A set of time tables for each patrol or six.
- Paper and pens.
- A prepared set of destinations and arrival times.
- If you go to a couple of your local travel agents, you should be able
- to pick up some airline flight time tables. If you have four patrols then you
- will need five copies all the same, one for the leader and one for each of the
- patrols. You have to make up a list of destinations and times that you would
- like to arrive there. Put in some interesting ones that will need flight
- changes and different airports. You could also throw in things like certain
- flights only going on certain days. You could if you prefer, use railway or
- bus time tables, but airlines will give you more exotic destinations. This is
- a good training game for teaching the youngsters how to read and use time
- tables.
-
- ANAGRAMS
- You will need: Cards with anagrams on pinned around the room
- pen and paper for each player or 1 per team.
- There are so many variations that you can try with this, for example
- books of the Bible, rivers, towns, famous people.
-
- CIRCLE LINE
- You will need: 6 cards with lists of railway stations on them in two
- columns, Pen and paper for each player or 1 per team.
- In England there is a circular underground line called would you
- believe it 'The Circle Line' . The object of the game is for each player or
- team to make their way all the way round the circle line. You start each
- player or team off at a different station. They then have to look at all the
- cards until they find their station in the first column, they then have to move
- across horizontally on that list to the second column which is the destination
- station, this they write down on their paper. The new station is now the one
- they are looking for in all the lists in the first column. To prevent players
- from cheating you can put in a few red herrings ie stations that are not on
- that line and which will send them in the wrong direction if they do not play
- correctly.
-
- ------------------------------
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
- Subject: Game Compendium -- Party Games
-
- PIRATE'S TREASURE MAP
- You will need: A map drawn on a large sheet of paper, small sticky
- labels and a pen to write names on the labels.
- Often you will find that at the beginning of a party where you are
- running the games, not all the children have arrived when you start. To
- overcome this a game was needed that could be played by the children as they
- arrived. I drew a pirate's treasure map on a sheet of paper that I stuck to a
- board. On top of this I stuck a sheet of clear adhesive film 'FABLON'.
- Between each game I ask a few children up and ask them their names. I write
- their names onto small sticky labels about the size of a thumb nail. The
- children then stick these onto the map where they think that the treasure is
- buried. At the end of the games session I turn the map around and show that I
- had stuck a label on the back of the map to mark where the treasure was buried.
- The closest person to this wins the prize. If you need to pad it out a little,
- you can tell a short story about the pirate coming ashore with his treasure
- chest, and deciding on the different places that he might bury his treasure.
- This game can be used with any age group. Because the map is covered in
- plastic film you can easily peel the labels off, you can then use the map for
- repeat shows.
-
- SOUND EFFECTS
- You will need: A tape player and a tape with sounds that you have recorded.
- This is another game that is good at the start of a show if not all the
- children have arrived. Borrow some sound effects records from your local
- library. The B.B.C. do quite a large selection of these records. They are
- used by drama clubs and film makers. Record different sounds onto a tape
- leaving short breaks between each sound. Put in some easy ones such as a dog
- barking and chickens clucking, but put in some hard ones as well, such as
- submarine asdic noises and music boxes. Tell the children, that you are going
- to play them sounds from the television and the cinema. The first person with
- their hand up, will get the prize if they can say what the sound is. Tell
- them not to put their hand up until they are certain what the sound is. This
- game can be played by any age group. A variation on this is to use the first
- few notes of popular songs.
-
- FIRST PERSON TO ME
- This game can be used with large numbers of children. It keeps them
- interested and can play for as long as you have questions. The object of the
- game is for a child to bring you an item that you ask for. The first child to
- you with that item gets the prize. Listed below are some examples.
- A Loose tooth
- A rose coloured shirt dress or blouse. (any colour will do)
- A picture of the queen (a coin or banknote)
- Three hands on one wrist (a watch with hands)
- A pair of white socks
- A hairclip
- Tell the children to be very careful that they don't bump into anyone as they
- are running up to you. If you run out of ideas you can look to see what
- different people are wearing. You often find a child that won't join in with
- the games as they never win anything. Choose something that only they have,
- this will make them want to take part.
-
- BOAT OR CAR RACE
- You will need: A toy boat or car connected to a long length of string on
- a roller for each team.
- This is an oldie but very good when you have a large group to keep
- amused and interested. You will need four toy boats or cars. These are
- attached to long lengths of twine which are wound around pieces of dowel or
- broom handle. Rotating the dowel winds on the twine and drags the toy car or
- boat along the floor. Split the group into two teams and sit each team on
- opposite sides of the hall. Choose the biggest person from each team,
- explaining to the children, that these people are going to try and win points
- for their team. My boats are red, blue, green and yellow. The first race we
- use the red and the blue boat. One team is told to shout for the red and the
- other team to shout for the blue. After the first race I change the boats for
- the other two boats. I tell the children that this is to ensure that there was
- no advantage, as perhaps the boats could have been different weights. I then
- run the new boats out and we have another race. The children get very excited
- during this game, but you have complete control. You only have to direct the
- two children running the boats. The rest of the children are sitting at the
- sides cheering their boat in.
-
- ISLANDS
- You will need: Four different coloured skittles or bean bags.
- Four coloured beads or balls to match the colour of the
- skittles.
- A small cloth bag to keep the balls in.
- A whistle or other noise maker, I use a siren whistle.
- This is a variation on musical chairs, but the kids will not 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 sart them all running again. This time all the lads who land on the
- colour you pick out of the bag are out and have to sit in the middle (This
- keeps them out of the way). You then take away that skittle and it's matching
- coloured ball. The next time round all the lads on the chosen colour have to
- do a hand stand. The next time all the lads on the selected colour are out and
- sit in the middle. You again remove the selected skittle and it's matching
- coloured ball. So you are down to two skittles. By this time most of the boys
- will be out and you just keep playing with the two skittles until you get to a
- final winning boy.
-
- PASS THE PARCEL UPDATED
- You will need: A timer or old alarm clock with a loud ring. This should
- be in a small box.
- Pass the parcel is a bit old hat but the lads will enjoy this updated
- version. A timing device with a loud alarm connected to it is passed in a box
- around the circle. The person holding the box when the alarm goes off is
- either out or has to do a forfeit. There was a toy put out on the market
- several years ago that did just this. It had some name such as "TIME BOMB" or
- "GRENADE" you may have seen it.
-
- THE LIMBO
- You will need: 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. You will
- need another piece of dowel, flat on one side to act as
- the bar. 2 large clothes pegs or bulldog clips to balance
- the bar on. A tape recorder with recorded music.
- Place the two stands about four feet apart. Put one of the clothes pegs on
- each stand at about four feet from the ground. Balance the bar on the clothes
- pegs. If one clothes peg falls off then use two clothes pegs per stand. Mark
- out the hall with four chairs and tell the players that they must walk around
- the outside of all the chairs. This prevents them bunching up, you only want
- one person at a time going under the bar. To begin you get all the players to
- stand in a single line at one side of the hall. You show them how to go under
- the bar, they must lean backwards and bend their knees to get under the bar.
- They must not touch the floor with their hands and they must not knock the bar
- off, anyone who does so is out. When everyone has been under the bar once it
- is lowered down a few inches and the process repeated Prizes are give to those
- who can get under the bar at the lowest setting. Ideal for all ages, girls or
- boys and can be played with any number. All you have to do is play the music
- and keep lowering the bar as they go around.
-
- ANIMAL SNAP
- You will need: Get several packs of animal snap type picture cards.
- you should arrange that you have the same number of
- each animal card.
- Distribute these cards one to each person but tell them not to look at
- the picture. On the command go they must look at their card and by making the
- noise of that animal they must find all the other people in the hall with that
- card. A very noisy game ideal as an ice breaker at mixed parties. Don't
- forget to get your cards back afterwards.
-
- There are quite a few spectator games where only a few take part but the rest
- cheer the others on. Listed below are a few of these.
-
- STOP
- You will need: 2 sets of large cards. There are four cards in each set
- and the letters on the cards spell S T O P.
- You get up eight people and stand four on each side of you facing the
- audience. Give each team member one of the cards from their set of STOP cards.
- To start with they should spell out STOP as viewed from the audience. The idea
- is that they have to rearrange themselves to spell out the word that you tell
- them. The first team to finish each word are the winners. The words you can
- have are STOP, TOPS, POST and SPOT. There is lots of room for fun here, try
- telling them to spell a word they are already lined up spelling and see what
- happens.
-
- CLOTHES PEG PEGGING
- You will need: Two lengths of rope or clothes line.
- Coloured plastic clothes pegs.
- Have two small groups at the front. This time they have to peg clothes
- pegs on a length of line. The rest of the kids cheers their team on. Two
- people on each team hold an end of the line the third person dashes to pick up
- the pegs and put them on the line. You can make it more difficult by using
- coloured plastic pegs and getting them to peg them on in a certain order. The
- team with the most pegs on correctly in a given time are the winners points are
- deducted for every peg that is wrong.
-
- YES NO INTERLUDE
- You will need: A minute timer. and a gong to strike when they say
- "YES" or "NO"
- Only do this with half a dozen kids. One at a time they have to talk
- to you for a minute answering your questions. They must not say YES or NO to
- any of your questions.If you word your questions correctly then they have to
- think very quickly. Tell them they will be out if they do not answer, if their
- answer does not make sense, or if they hesitate.
-
- SWITCH BOX
- You will need: 3 table lamp switches push ON/push OFF type, panel
- mounting. 1 small bulb and a holder for it.
- A battery of the same voltage as the bulb, Connecting wire.
- A small box to fit the whole lot into.
- Drill holes in the top of the box for the three switches and the
- light.The switches have the numbers, 1, 2 and 3 painted against them. Wire the
- three switches in series with the lamp and the battery.The battery can be fixed
- into the box with a `TERRY` clip or a strip of 'VELCRO' material. You can
- solder the wires to the battery or better still, if the battery has lugs on it,
- use crocodile clips. In use, all three switches must be closed before the bulb
- will light. Get the cubs or scouts in a circle and explain to them that the
- box has a brain. By pressing the switches in the correct sequence, the brain
- will cause the bulb to light. Demonstrate by pressing the switches until the
- bulb lights. Now pick up the box, and tell them that you are going to change
- the program. Press one of the switches and put the box down again. The bulb
- will now be out. One at a time they take it in turns to come up and press one
- switch. If the bulb lights, then they get a prize or points for their team.
- If the first person to come up, presses the switch that you pressed, to switch
- the bulb off. The bulb will light and they will win. This means that they
- have a one in three chance of winning. If however they press one of the other
- switches, it means that two switches are now open and need to be closed before
- the bulb will light.
- EXAMPLE. 1
- Switch 1 closing will light the lamp.
- First person presses switch 1 and wins.
- EXAMPLE 2
- switch 1 closing will light the lamp.
- First person presses switch 2, this means that 1 and 2 are now open.
- Second person presses switch 3. All the switches are now open.
- Third person presses switch 2. 1 and 3 are now open.
- Fourth person presses switch 1. Only 3 is open now.
- fifth person presses switch 3 and wins.
-
- IMPROVED SWITCH BOX
- Available at the present time is a range of L.E.D'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 l.e.d. 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.
-
- ------------------------------
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
- Subject: Game Compendium -- Water Games
-
- WATER BOMB FIGHT
- You will need: An endless supply of paper squares for the water bombs
- to be constructed from. A jug of water for each patrol.
- Each patrol is given the same number of sheets of paper and a jug of
- water. On the word go they have to fold the papers into water bombs. Fill
- them with water and splatter the other patrols. You will find the instructions
- for water bombs in any good origami book and also in many scouting books. This
- game is best played out of doors.
-
- BALLOON VOLLEY BALL
- You will need: A volleyball net or a rope over which the balloons can be
- tossed. An endless supply of balloons a quarter filled
- with water.
- This is a very messy game and is therefore ideal for hot days at camp.
- Your net or rope is stretched between two poles or trees just above head
- height. You have two teams and one balloon a quarter filled with water. If
- you put too much water into the balloons then they tend to burst too easily.
- The object of the game is to lob the balloon over the net and try and soak the
- opposing team. There is a lot of strategy in this game on such things as
- catching the balloon without bursting it and ways of lobbing the balloon to
- make it difficult to catch. When the balloon bursts on one side then a point
- is awarded to the other side, and a new balloon is brought into play.
-
- WATER BALLOON TOSS
- You will need: An endless supply of balloons a quarter filled with
- Water.
- Players form two lines facing each other about 2 metres apart. Players
- in line 1 each toss a water balloon to opposite players in line 2. Any players
- who have a balloon burst are out. After each balloon bursts, a new balloon is
- brought into play, both lines take one step backward and toss again. Repeat
- until only one pair of players remain. There are on the market very tiny
- balloons known as water bombs. If you are going to use vast quantities, then
- these may be more economical to buy than regular balloons.
-
- WATER RACE
- You will need: A bucket of water, a table spoon and a plastic drinking
- cup for each team.
- Form the players into teams (number and size of teams depends on number
- of players available). players form parallel lines. Lead player of each line
- has a bucket of water next to him and a table spoon in his hand. At some
- distance (10 - 30 meters) from each line is a drinking cup sitting on the
- ground. Lead player gets a spoonful of water and quickly takes (walk or run)
- the water to the cup and dumps it in. He then RUNS back to his line and hands
- the spoon to the next player in the line who is now the lead player. The
- former lead player goes to the end of the line. The whole process is repeated
- until one team fills it's cup to overflowing.
-
-
- TILT
- You will need: A billy can half filled with water for each team.
- An aluminium foil cake container and 1 Alka-Seltzer
- tablet per patrol.
- For each patrol, put an Alka-Seltzer tablets in each foil cake dish and
- then float one cake dish in each patrols billy can. The patrols must now
- transport the billycan through an obstacle course without the tablet getting
- wet or falling into the water. They are not allowed to touch the foil disk or
- the tablet. The patrols could either carry the billy cans by their handles, or
- if you are feeling very mean, you could get them to pick them up between two
- poles.
-
- WATER PISTOL FIGHT
- You will need: A water pistol or a washing up liquid squeezy bottle for
- each person playing. A flack jacket for each player
- made from a double sheet of newspaper with a hole in
- the centre for the players head to go through. A supply
- of water for each team.
- This game should be played out of doors and could come into the wide
- game category. The trouble with shooting type games, is knowing when someone
- has been hit. This is the object of the newspaper flack jackets. Any hits on
- the jacket will be easily visible. Any players with wet patches on their flack
- jackets, are not allowed to fire on an opponent and must return to their home
- base for a replacement flack jacket. The team that has the most dry flack
- jackets at the end of the game are the winners. Obviously you can't use this
- idea if it is raining.
-
- BUCKET LINE
- You will need: For each team2 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.
-
- ------------------------------
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
- Subject: Game Compendium -- Games with Bats or Sticks
-
- 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 commited 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 commiting a foul of any
- sort, have to spend 30 seconds in the Sin bin. The game continues until a goal
- is scored. The sticks and the sponge puck, are then replaced in their starting
- positions, and three new numbers are called. We continue playing, until each
- scout has played in all three positions. We also play another version of this
- game using only four sticks. In this game we have rush goalies, where the
- goalie can come out of his area. This version is also a very fast game. When
- we play this version we usually put one of the leaders on each team. Every so
- often we call out the leaders number, as either the goal keeper or the
- attacker. We therefore have a leader and a scout on each side.
-
- 2 BALL HOCKEY GAME
- You will need: 2 hockey sticks, 2 balls or sponge pucks, 4 chairs and 6
- skittles or washing up liquid squeezy bottles.
- Two equal sized numbered teams each side of the hall. Two chairs each
- end for a goal with a hockey stick and puck in each goal mouth. A line of
- skittles between each goal mouth. When a number is called, the two scouts with
- that number race to their goal mouth, pick up the stick and then dribble the
- puck between the skittles slalom fashion until they reach the end of the line
- where they can shoot at the opposing teams goal.
-
- CROCKER
- You will need: 2 stumps a yard apart for the wicket
- A stump for the bowler 8 yards in front of the wicket
- A stump 7 yards to the left of the wicket to run round
- A large ball such as a football
- A baseball bat or rounders bat.
- The ball must be bowled under arm from the bowlers stump. The batsman
- must run round the running round stump, every time he hits the ball in front of
- the wicket. The bowler can bowl as soon as the ball is returned to him. The
- batsman is out if the ball passes between the wicket stumps, it hits his legs
- twice (leg before wicket) or if he is caught out, in front of or behind the
- wicket. To speed the game up, you could make the whole team out if someone is
- caught out.
-
- PANCAKE RACE
- You will need: A bat , frying pan or tennis racket and a ball or frizbee
- for each team.
- 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
- frizbee or ball must be tossed and caught twice without dropping it. If the
- player drops it on the floor they must go back to where they started from and
- do their run again. On pancake day use real pancakes.
-
- FRENCH CRICKET
- You will need: A cricket bat or baseball bat and a tennis ball
- All players form a circle and the batsman stands in the centre of the
- circle facing the player who has the ball first. The player with the ball can
- bowl under arm at the batsmans legs or pass the ball to another player around
- the circle to bowl. The object of the game is to hit the batsmans legs. The
- batsman must stay facing the man who first had the ball, but he is allowed to
- move the bat around him to protect his legs. When the batsmans legs are hit,
- he swaps places with the player who bowled the ball.
-
-
- NO BOWLER CRICKET
- Set up as for any other cricket type of game, but in this variant there
- is no bowler. In this version the batsman has to balnce 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.
-
- ------------------------------
- From: Jack W. Weinmann <bk233@CLEVELAND.FREENET.EDU>
- Subject: More games
-
-
- Here are more games you may wish to consider.
-
- DONKEY RACE
-
- Two boys straddle a broomstick, back to back. On signal, one runs forward
- and the other runs backwards about 50 ft. They then run back to the
- starting line, but this time they change positions (forward becomes
- backward runner) then the next two team members go.
-
-
- FOOTBALL GAME
-
- One team gets on each side of a table. Each side tries to blow a ping-pong
- ball off the opponents' side of the table.
-
- EATING RACE
-
- Give each boy two double crackers. The boy who can eat them all and
- whistle, or blow up a balloon wins.
-
- FIFTY YARD SWIM
-
- Each boy hops on one foot carrying a paper cup of water. First one over
- the finish line wins. (Could also be done as a relay.)
-
- DODGE BALL
-
- Divide boys into two teams. One team makes a circle and the other team
- stands inside it. The boys forming the circle throw a large ball at the
- boys inside the circle, who are running around trying not to be hit. The
- inside boys may not catch the ball. A ball hitting a boy on the head does
- not count. Only boys in the outside circle may catch and throw the ball.
- Boys who are hit join the outside circle and try to hit the inside boys.
-
- CENTIPEDES
-
- Divide the boys into two teams. Establish two lines about fifty to one
- hundred feet apart. Line the two teams up on the starting line. Have the
- first four (three or five if needed) boys in each line straddle a
- broomstick and with their left hand grasp the stick. On signal the
- centipedes race to the far line, turn around and race back to the finish
- line. The centipede may only advance when all four boys are holding the
- broomstick. Then the next four boys form a centipede and continue the
- relay.
-
- POTATO JUMP RACE
-
- Establish a start and a finish line. Line the boys up on the starting
- line. Give each boy a potato (ping-pong ball, balloon, etc.) to put
- between his knees. On "Go" see who can jump to the finish line first
- without dropping the potato. (May also be done as a relay.)
-
- CLOTHESPIN RELAY
-
- Divide into teams. Each team member must run from the starting line to a
- team bottle placed a distance away, attempt to drop a wooden clothes pin
- into the bottle (Each boy has only one attempt to get the clothes pin in
- the bottle) and run back to tag the next team member, who then repeats the
- action.
- The rules are to hold the clothespin with a straight arm at shoulder height
- or with a bent arm at waist height (as long as all do it the same way.
- When all the teams are done the team with the most clothespins in their
- bottle wins the game.
-
- NAIL DRIVING RELAY
-
- Stand one 2x4 block for each team on eadge and start two or three 16d nails
- to the same height in the edge. Place the blocks about fifteen feet from
- the starting line and put a hammer next to eah of the blocks. On "GO!" one
- boy from each team races to the block, picks up the hammer, and swings ONE
- blow to drive the nail into the block. He then lays the hammer down and
- returns to his team, tagging the next boy in the relay. The race
- continues, with each boy in turn going as many times as it takes for one
- team to drive all of its nails flush into the block. Be ready to
- straighten bent nails.
-
-
- DISTANCE CLOVE HITCH
-
- Using a very long rope and either a tree or a pole, the object of this game
- is to tie a clove hitch around the tree (pole) without getting near the
- tree. Draw a circle around the object that the knot is to be tied to and
- tell the boys that they must not go inside that circle.
- The knot can be tied, but only through the cooperation and teamwork of the
- two boys. (Hint: One boy is a runner and the other stands in one spot.)
- We did this at a Loggers Day for the Boy Scouts and it was as much, if not
- more fun for the adults to try it as it was for the boys. It's not
- anywhere as easy as it sounds ---- TRY IT, YOU'LL SEE FO 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.
-
- ------------------------------
- From: Peter Van Houten <Peter_Van_Houten@SIMULACRUM.WV.TEK.COM>
- Subject: Summer Olympics games
-
- Here's a brief description of the games we'll be using in our Summer Olympics.
-
- 1) Water Relay race -- Transport water from point A to point B holding
- water can above head. Water can has small nail holes in bottom edge
- resulting in a shower effect on the carrier. Team that has the most water
- average per den wins.
-
- 2) Obstacle Course -- Standard obstacle type course described in Ideas
- book, with the addition of slip N slide water slide, and Rope swing over
- small swimming pool. Best den average through course wins.
-
- 3) Electric Isotope -- Combined teamwork to remove coffee can from center
- of circle using ropes tied to small innertube. Boys cannot cross rope
- circle. Best time wins.
-
- 4) Water Balloon Sling Shot Catch -- Using a large slingshot made from
- surgical tubing and a inner tube cup, three boys will launch the water
- balloons toward the objective. The objective is three boys holding a small
- plastic swimming pool, who will try and catch the water balloons. The team
- with the most catchs wins.
-
- 5) 4x4 Races -- Using two 4x4's 6'f lengths with robes tied every 12
- inches, six boys standing on the 4x4 will attempt to lift and walk a short
- distance. Requires teamwork and cooperative effort. Fastest time wins.
-
- ------------------------------
- ---
- End of part 1, File '3_games'
-