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- From: stolz@fnusgd.fnal.gov
- Subject: GAMES 2 of 2: SCOUTS-L@TCUBVM.BITNET
- Organization: P.S.C.
- Message-ID: <1992Sep1.151014.1@fnusgd.fnal.gov>
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- Sender: news@ctr.columbia.edu (The Daily Lose)
- Date: Tue, 1 Sep 1992 21:10:14 GMT
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-
- - GAMES-L Part 2 -
-
- =======================================================================
- 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 pre - 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.
-
- =======================================================================
- 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.
- 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.
-
- =======================================================================
- GAMES WITH WATER
- =======================================================================
-
- ------------------------------
- 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.
-
- =======================================================================
- 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.
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