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- From: stolz@fnalv.fnal.gov (Mike Stolz)
- Newsgroups: rec.scouting,rec.answers,news.answers
- Subject: rec.scouting FAQ #3: Games (1/3)
- Supersedes: <scouts-games1_762951000@bernina.ethz.ch>
- Followup-To: poster
- Date: 5 Apr 1994 13:27:20 GMT
- Organization: Pfadi Glockenhof, 8001 Zurich, Switzerland
- Lines: 1102
- Approved: news-answers-request@MIT.Edu
- Distribution: world
- Expires: 19 May 1994 13:30:06 GMT
- Message-ID: <scouts-games1_765552606@bernina.ethz.ch>
- NNTP-Posting-Host: bernina.ethz.ch
- Keywords: games fun campfire kids scout wolf cub pack troop faq
- Archive-name: scouting/3_games/part1
- Last-Modified: FRI JUL 14 11:15:00 CST 1993
- Originator: macman@bernina
- Xref: bloom-beacon.mit.edu rec.scouting:8436 rec.answers:4766 news.answers:17705
-
- This file contains a number of games collected on rec.scouting, misc.kids and
- scouts-l, for your pack, den or troop activities. Due to its size, this FAQ
- has been split into 3 separate postings.
-
- If you know a good game that hasn't been included in this FAQ,
- please do all of us a favor and post it on rec.scouting. Sending copies to
-
- macman@bernina.ethz.ch (Danny Schwendener) - and/or -
-
- stolz@fnal.fnal.gov (Mike Stolz)
-
- will ensure that it gets included in this file.
-
- This file is in digested format, like all FAQ files on this newsgroup. If
- you're using nn as newsreader, simply type 'G %" to split the digest into
- individual postings In bn or rn, typing control-G should cause the reader to
- skip to the next posting within this file.
-
- **
- ** from Mike Stolz, current maintainer **
- Okay folks - here goes. I'm going to split the games listing into 3 files to
- start with, and will expand to 4 as needed. the first 2 files will be based on
- the SCOUT-L.GAMES files that came from TCUBVM.BITNET. A lot of effort went
- into producing that compendium, and I intend to take advantage of it. You will
- find the updated index for SCOUTS-L about a page down from here, and also at
- the top of FILE2. Lots of folks have sent in additions that will fit nicely
- into the SCOUTS-L format - there are both variations of existing games, and new
- games that fit the already defined categories. In file 3, I intend to put
- 'long explanation' games, along with any that don't seem to have an existing
- category. This organization is a bit different from Danny's current format, the
- difference being that I will sort the new additions and put them in the same
- 'Chapter' as the SCOUTS-L games.
-
- Games that have come from the net will have headers indicating who posted them
- -
- If there are no headers, the game was part of the original SCOUTS-L file. For
- U.S. readers, the SCOUTS-L games use British Scout terms. A 'Sixer' is a den
- or patrol, clothes pegs are clothes pins, and a 'bat' is a long, flat Cricket
- bat. If anyone spots other terms they're not familiar with, please let me know
- and I'll add it to this explanation!
-
- Internet: stolz@fnal.fnal.gov Bitnet: Stolz@fnal
- Snail mail: 589 Lochwood, Crystal Lake, IL, 60012, USA
-
- ------------------------------
- Subject: 3_GAMES INDEX
- From: stolz@fnal.fnal.gov (Mike Stolz)
-
- ******************************
- file 3_GAMES_PART1.
-
- Subject: GAME BOOKS
- Subject: Game Compendium -- Tips and Miscellaneous items
- Subject: Game Compendium -- Games needing little or no equipment
- Subject: Game Compendium -- Wide Games
-
- ******************************
- file 3_GAMES_PART2.
-
- Subject: Game Compendium -- Memory Games
- Subject: Game Compendium -- Pencil and Paper Games
- Subject: Game Compendium -- Party Games
- Subject: Halloween party for Cubs
- Subject: Game Compendium -- Water Games
- Subject: Game Compendium -- Games with Bats or Sticks
- Subject: More games you may wish to consider.
- Subject: Game Compendium -- One on one challenges [ACTIVITY]
- Subject: Summer Olympics games
- Subject: Winter Games
-
- ******************************
- file 3_GAMES_PART3.
-
- Subject: Game Compendium -- Relay Games
- Subject: Game Compendium -- Strategy Games
- Subject: LONG GAMES
- Subject: Space Training Game
- Subject: Desert Survival Game
- Subject: Fire Safety Game
- Subject: Games for Pirate Theme Birthday Party
- Subject: Bop Sticks
- Subject: Christmas Games
-
- ------------------------------
- Subject: GAME BOOKS
- From: macman@bernina.ethz.ch (Danny Schwendener)
- Date: Fri, 15 Sep 1992 12:00:00 GMT
-
- The "BSA Cub Scout Leader How-To Book" It is built to help the cub scout pack
- and den leaders running programs that kids enjoy A section of 50 pages is
- dedicated to games ISBN 0-8395-3831-6.
-
- **
- >From: viking@ux1.cso.uiuc.edu (Jon W. Backstrom)
- Date: 1 Apr 92 15:00:14 GMT
-
- GSUSA publishes a book called "Games for Girl Scouts" which has helped me out in
- a pinch. The book is divided into sections such as "Travel Games", "Quiet
- Indoor Games", "Relays", etc. I believe it only costs 11 US dollars, and is
- available through the office of most Girl Scout councils. If anyone outside of
- the US is interested in getting copies of it, I'd be willing to act as a 3rd
- party. I don't know how easy it would be for someone in another country to get
- a GS council office to ship them a book! I wish I could give you more info on
- the book and some examples of games, but one of the girls in my troop borrowed
- it (that should tell you something--they love it!).
-
- This book can be ordered directly from the National Equipment Service.
- The Address is:
-
- Girl Scouts of the U.S.A
- National Equipment Service
- 830 Third Avenue
- New York, NY 10022
- Phone: 212-940-7655 (customer service only..no orders)
-
- The item number is: 20-902 Games for Girl Scouts. $6.00
-
- Overseas delivery should include estimated shipping charges with payment.
- Remittance in US funds only, checks drawn on US banks only. Master Card or
- Visa. Prepayment required. No CODs.
-
- **
- >From: stolz@fnal.fnal.gov (Mike Stolz)
- Date: 15-FEB-1993
-
- I don't know how useful this info is, but I have a very nice little hardcover
- book called "Indoor Games for Scouts". Unfortunately, it was published in 1951,
- and mine is the 6th printing (1965). Whether it's still available seems
- unlikely. This is a British book, part of 'The New "GILCRAFT" series - Number
- Two'. The publisher is C Arthur Pearson Ltd., Tower House, Southhampton St,
- Strand London. If anyone discovers that this book IS still available, please
- contact me at the above address.
-
- ------------------------------
- Subject: Game Compendium -- Tips and Miscellaneous items
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
-
- **
- SIN BIN
-
- It is often a problem in games where the people who are out lose interest in the
- game and start to mess about. The Sin Bin gets over this problem very nicely.
- Somewhere in the hall you put six chairs in a line, this is the Sin Bin. As
- each person is out they go and sit in the first vacant chair in the line. When
- the line of chairs is filled up, the next person out changes places with the
- first person who was out who then goes back into the game. This can be
- continued for as long as the games last and keeps the boys interested in the
- games.
-
- **
- HOW TO GET EQUAL SIZE/ WEIGHT TEAMS
-
- In many games where there are two teams, it is a good idea if opponents
- are similar sizes. An easy way of achieving this is given below:
-
- 1. Get all the lads to line up at one side of the hall, tallest at the left
-
- shortest to the right.
- 2. Tell the lads to count off in twos down the line.
- 3. Get all the number two's to take two steps forward.
- 4. You now have two teams, get each team to count off left to right 1 to N.
- 5. Tell team 2 to walk in a line anti-clockwise around the hall until they
-
- are lined up along the opposite wall of the hall.
-
- You will now have two teams of boys where each number on one team has an
- opponent on the other team of a similar size. Another advantage of this
- system is that if lads have to race to the center, they will have an equal
- distance to run.
-
- **
- LEADERS ARE FRAGILE
-
- Please try not to get involved with actually playing the games. Although we as
- leaders are probably a lot bigger than the lads, we are also more fragile. By
- this I don't mean that we are all a load of old codgers, but we don't heal as
- quickly and our bones are more brittle. TAKE CARE!!!!!
-
- **
- GIVING OUT INSTRUCTIONS
-
- You will find that prior to starting a game, it will help if you get
- the lads to sit down when giving the instructions on how the game is to be
- played. This ensures that they are not walking about or looking somewhere
- else, so they are more likely to be listening to what you are saying.
-
- **
- EMERGENCY GAMES BOX
-
- Over the years this has proved to be a real blessing. My box is a
- small plastic toolbox. In this box I have an assortment of bits and pieces
- with which I can make up games and other activities at very short notice.
- Listed below is a list of items that you could put together to make a similar
- emergency games box.
-
- A large bag of elastic bands (rubber bands).
- Boxes of chalk, white and coloured.
- 4 candles or night lights, 1 per patrol.
- Boxes of safety matches.
- A miniature cricket bat, wicket and small soft ball for indoor cricket.
- Ball point pens.
- Markers or felt tip pens.
- Short lengths of soft white rope with the ends whipped for knotting games.
- Round balloons.
- Pipe cleaners.
- A reel of cotton for making trip lines for minefields.
- Roll of sticky tape.
- Blu-Tak or similar for sticking things to walls.
- A couple of large dice.
- Blank cards or small sheets of paper for writing instructions.
- Box of thumb tacks or drawing pins.
- A small torch (flashlight) with spare bulb and rechargeable batteries.
- 4 small pairs of scissors.
- A pack of playing cards.
- A packet of Alka-Seltzer tablets or similar.
- Various whistles and noise makers.
- Paper clips
- Safety pins
- 4 triangular bandages
-
- >From Mike Stolz: I also have a game box. Some of my items include:
-
- 4 orange plastic 'Track cones' (highway departments also use these)
- An assortment of balls (soccer, basket, Nerf football, etc)
- Assorted balloons
-
- Cloth strips in 3 colors
- 25 strips (each) are 3 inches wide and 18 inches long
- (great for arm bands or blindfolds)
- 5 strips are 6 inches wide, with an overhand knot in the middle
- (great for 'Bacon', or 'Capture' flags)
-
- **
- MOTION DETECTORS
-
- It is often useful to know when an object has been moved beyond a
- certain amount or with what severity it has been moved. There are many ways of
- doing this some of these are listed below:
-
- 1. An oblong tobacco tin with a layer of paper punch chads sprinkled in the
- bottom. A thin layer of something sticky such as syrup is smeared on the
- underside of the lid and the lid placed on the tin. If the tin is tipped over
- or subjected to violent movements, some of the bits of papers will stick to the
- lid. Penalty points may then be deducted for the number of chads that are
- stuck to the lid of the tin.
-
- 2. A mercury tilt switch can be connected in series with a small electro-
- magnetic relay and a battery. There should be a set of hold on contacts on the
- relay. These should be connected across the mercury switch, so that when there
- is even a brief connection of the mercury switch, the relay will hold itself on
- through it's hold on contacts. When the relay actuates it could also be wired
- to sound a buzzer or switch a light on. As an alternative to a mercury switch
- you could have a simple hanging metal rod or pendulum within a metal ring. Any
- severe movement would cause the pendulum to touch the metal ring and complete
- the circuit. There are available on the surplus market re-settable electro-
- magnetic counters, you could use one of these in place of your relay and it
- would count the number of times that the device had been moved.
-
- 3. A number of small ball bearings on a dish inside a box. Any slight movement
- will cause the balls to move. Severe movements will cause the balls to roll off
- the dish. Penalty points are taken off for every ball off the dish.
-
- 4. When laying out obstacle courses or minefields, it is nice to have trip
- lines that will operate switches to set off lamps, buzzers etc. A simple but
- effective switch for this can be made from a spring loaded wooden clothes peg.
- A metal drawing pin or thumb tack is pushed into the inside of each jaw and a
- wire is connected to each one. The heads of the drawing pins are the switch
- contacts. A piece of card connected to your trip line is pushed between the
- contacts to open the switch. When a player snags your trip line, the card is
- pulled from the jaws of the clothes peg and the circuit is made. How you fix
- the clothes pegs is left for you to decide.
-
- **
- PRESSURE PAD
-
- What devious people we leaders are, but isn't it fun. How about pressure pad
- switches to put on the floor which will switch on a circuit when stepped on.
- You can make these very easily and can throw them away when the game is
- finished. All you need is two sheets of aluminium foil about the size of a
- standard sheet of paper for each switch and some paper or plastic drinking
- straws. The aluminium foil should be as flat as possible. Connect a wire to
- each sheet using a small crocodile clip or paper clip. Lay one sheet on the
- ground where it is likely to be stepped on. On top of this lay some drinking
- straws, these are to keep the two sheets apart. Lay the second sheet on top of
- the straws. Wires can be taped to the floor or covered with carpet. [Connect
- the wires to a battery and small light bulb. when the sheets of aluminum foil
- touch each other, the bulb should light up.]
-
- ------------------------------
- Subject: Game Compendium -- Games needing little or no equipment
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
-
- **
- SPEAK AND DO THE OPPOSITE
-
- I couldn't think of a better title for this, but it is fun to play both for kids
- and adults. Each team sends a person to challenge a member of another team.
- The person challenging says something like "I AM PATTING MY HEAD" but in fact
- they are rubbing their tummy. The person being challenged has to say in reply
- "I AM RUBBING MY TUMMY" and at the same time be patting their head. If they
- fail to do it properly in a given time or get it the wrong way round, then the
- challenging team wins a point.
-
- **
- KEEP TALKING
-
- This is a knockout competition, it is played in two's. Each person has to keep
- talking at the other person. It doesn't matter what they are talking about, but
- there must be no repetition or pauses. You will need a referee to decide the
- winner of each pair. We have played this several times and it has proved very
- popular. Each time we have played it we have been surprised at the eventual
- winner. Often the younger scouts have walked all over the older scouts in this
- game.
-
- >From Mike Stolz: We played this with our Boy Scouts - they loved it. A likeable
- 8th grade 'motor mouth' won easily, his only competition was our Jr. Asst.
- Scoutmaster, who was quoting plays, the Gettysburg address, etc, but eventually
- ran out of material. We needed to set down a few ground rules though. The
- pauses had to last at least 2 seconds, 'common strings', like letters, numbers,
- months, etc. could only be a maximum of 12 in a row, you could not touch your
- competitor, and ONLY the (adult) judge could call a boy out for repetition.
- This is a great 'I need it in a hurry' game!
-
- **
- COLOURED CIRCLES
- You will need:
- *) 5 different coloured pieces of chalk, Red, Blue, Green, Yellow and Brown.
-
- Split the troup or pack into equal teams and get them to number themselves off
- in their teams. Then draw a number of coloured circles on the floor, several of
- each colour.
-
- The leader now calls out an object and a number e.g. "GRASS 2", the
- number two in each team now has to run and stand in a circle that matches the
- colour of the object. The first person standing in the correct coloured circle
- wins a point for his team.
-
- suggestions:
- RED =Blood, Cherries, Ruby
- BLUE =Violet, Sapphire, Electric
- GREEN =Grass, Emerald, Cucumber
- YELLOW =Lemon, Primrose,Sulphur
- BROWN =Earth, Potato, Leather
-
- Please remember that some lads may have trouble with colours and so you
- may have to point out which circles are which.
-
- **
- CAR TEAM RACE
-
- Sixes stand in teams and are numbered. Each number is given the name
- of a car. When the number OR the name of the car is called out, they have to
- race to the end of the hall and back to their place, using the method they have
- been told. e.g.
-
- 1. Mini-crawl
- 2. Volkswagon - hop
- 3. Jaguar-run
- 4. Jensen - pigeon steps
- 5. Skoda - walk sideways
- 6. Cavalier - skip
-
- **
- CRABS CROWS AND CRANES
-
- This is a running about game which is good if you are in a large hall or outside
- with a lot of boys. Split them into two teams, in two lines across the hall.
- There should be a gap of about ten feet between them. Near each end of the hall
- should be a home line for each team. Don't make it too close to the wall or
- they will run into it. One team are the crows, the other team are the cranes.
-
- If you shout cranes, the cranes team must run to their home line without getting
- tagged by the crows team. Any member of the cranes that gets tagged has to join
- the crows team. If you shout crows, the crows team has to run to their home
- line without getting tagged by the cranes team. Any member of the crows that
- gets tagged has to join the cranes team.
-
- If you shout crabs they must all stand still. Anyone that moves must
- join the opposing team. You start off each time with both teams lined up
- across the hall facing each other. The game ends when one team has all the
- players. You can have a lot of fun rolling your RRRRR'S with this.
- CRRRRRRRRABS, CRRRRRRROWS, CRRRRRRANES.
-
- **
- SNAKE DODGE
- You will need:
- *) A ball
-
- This is a continuous game with no winners or losers. Five or six players stand
- in a line, in the center of the circle formed by the rest of the troop or pack.
- Each player in the line puts his arms round the waist of the player in front.
- The object of the game is for the players around the circle to hit the player at
- the end of the line or snake, below the knees with the ball. The snake can move
- around inside the circle to make this more difficult. When the player at the
- back of the snake is struck by the ball, he leaves the snake and moves into the
- circle of throwers and the player who threw the ball, joins on as the front man
- of the snake. The game carries on for as long as you wish.
-
- **
- TURN TURTLE
-
- If your scouts or cubs like rolling around on the floor then they will
- love this quickie. I would advise activity dress, so as not to dirty uniforms.
- Pair the scouts off in size. One boy in each pair lies on his back on the
- ground. On the word go the other scout has to try and turn him over onto his
- stomach. The scout on the floor tries to prevent this by spreading out his
- arms and legs and moving around on the floor. No tickling or foul play is
- allowed.
-
- **
- TAIL GRAB
- You will need:
- *) A rope or cloth tail for each patrol or six
-
- Each patrol stands in a line behind their patrol leader. Each man holds the
- belt or waist of the man in front. The last man has a tail tucked into his
- trousers. On the word 'GO' the patrol leaders have to move around the room and
- try to get as many of the other patrols tails as possible. Any patrols that
- break their chain are disqualified. The winning patrol is the one with the most
- tails.
-
- **
- HUMAN BOAT RACE
-
- Each boat is made up of eight to ten players each in full knees-bent
- position. Each player has his hands on the shoulders of the man in front.
- Facing the line of players in each boat is a 'COX'. The cox holds the hands of
- the front player in the boat. When the race starts, the boats move forwards by
- all players in a boat springing together off both feet. The cox for each boat
- shouts encouragement for his team and calls out the rhythm for the spring.
- During the race, any boat that breaks up into two or more parts is deemed to
- have sunk and is disqualified from the race.
-
- **
- SIGNALS
- You will need:
- *) Various noise makers such as whistles, rattles and bells
-
- This game is similar to the game where you shout out Port and Starboard. The
- players are told what action they must perform when a certain sound is heard.
- Play this a few times with nobody being out, then start taking out people who do
- the wrong action or who are the last ones to do the action.
-
- **
- CITY TOWN COUNTRY
-
- Players sit in two lines team A and Team B, each line numbered 1 to N.
- Player 1 in team A says to player number 1 in team B the name of a city, town
- or Country.
-
- We will suppose for example that he says 'GERMANY". Player 1 in team B must
- now say a town city or country, beginning with the last letter of Germany. Let
- us suppose that he says "YORK". Player 2 in team A now has to say a city, town
- or country beginning with the letter K. This goes on all the way down the
- line. If a player fails to give a correct answer or duplicates a previous
- answer, then a point is awarded to the other team. When the end of the line is
- reached play begins at player number 1 again.
-
- **
- COMPASS GAME
- >From: johnh@prism.CS.ORST.EDU (John Holeman)
- Date: 22 Apr 92 20:31:18 GMT
-
- A game I used to play in scouts was the compass game. Everyone stood spread
- out around the room and was told to orient themselves to "north". North could
- be real north or a convenient wall or corner in the room. Everyone except for
- the caller and the referees closed their eyes (blindfolded if you don't think
- the honor system will work). The caller then calls out a direction, like
- "east" and then everyone turns (eyes still closed) and points in the direction
- of east. The referee the goes around and taps the shoulder of anyone not
- pointing in the right direction. They are out. The game continues until one
- player is left. It gets interesting when you start calling headings and
- bearings.
-
- This is a good game as it only discriminates by your sense of direction, which
- improves as you play.
-
- **
- SUBMARINES
- >From: medic@hardy.u.washington.edu (Travis Lauricella)
- Date: 9 Dec 92 01:35:47 GMT
-
- A troop 53 favorite. In a large, pitch black room, with light
- switches on each end, the troop is split in half. Each half gets on their
- hands and knees near the light switch that they are protecting. On the
- Scoutmaster's signal, the scouts, staying on their hands and knees, attempt to
- turn on the light on the other end of the room while protecting their own.
- Like British Bulldog, this game can get a bit violent, what with kids fighting
- in the dark to get to the switch. This game would probably have to be modified
- for other meeting areas (especially those with hard floors!)
-
- **
- SARDINES (HIDE & SEEK)
- >From: medic@hardy.u.washington.edu (Travis Lauricella)
- Date: 9 Dec 92 01:35:47 GMT
-
- We turn all the lights off in the entire church (including those intended to be
- left on permanently). One scout stays in the meeting room and counts to
- twenty, the rest of the scouts hide anywhere (except for pre-set off limits
- areas) in the building. "It" begins looking for the scouts. Once a scout is
- found, he joins "it" in the hunt. The last scout found is the winner. The
- scouts especially enjoy jumping out of a dark corner and scaring their
- scoutmaster.
-
- **
- SPUD
- >From: medic@hardy.u.washington.edu (Travis Lauricella)
- Date: 9 Dec 92 01:35:47 GMT
-
- Each scout is assigned a number between one and x, x being the number of
- scouts. In a circle outside (we circle around a flagpole) one person throws
- a ball (tennis, racquet, or similar) as high as he can, straight up, and calls
- out a number. The scout whose number is called catches the ball as the rest
- of the scouts fun away from him as fast as possible. Once the called scout
- catches the ball, he yells "STOP!" at which time all retreating scouts are
- _supposed_ to stop dead in their tracks. (This is where the most argument
- comes in in this game...) The scout with the ball is allowed to take three
- _really_ long steps (more like standing long jumps) so that he can get as
- close to the nearest scout as possible. He then attempts to hit the scout with
- the ball (not in the head or other vital organs). The scout being shot at is
- allowed to twist and bend, but may not move his feet. If the scout is hit, he
- gets to retrieve the ball while the rest of the scouts get back in a circle.
- He is also given a "spud," or a point. If the scout is missed, the throwing
- scout chases after the ball and gets a spud. Once the ball is retrieved,
- the game begins again, with the number called and the ball thrown. The scout
- with the least number of spuds at the end of the game wins.
-
- **
- WHOMP 'EM
-
- Scouts get in a circle facing in, with both hands, palms up, behind their backs.
- Scouts must be looking into the circle. One scout, with a rolled up newspaper,
- walks around the outside of the circle. When he chooses, he puts the newspaper
- into the hands of a scout, who then proceeds to "whomp" the scout to his right.
- The scout being "whomped" runs as fast as he can (unless he enjoys being
- whomped) around the circle back to his starting position. The scout now holding
- the newspaper walks around the outside of the circle, looking for a scout to
- whomp the person to his right, as above. No winners, everyone wins.
-
- ------------------------------
- Subject: Game Compendium -- Wide Games
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
-
- **
- ELEPHANT HUNT
- You will need:
- *) Coloured wool to match up with six's colours
- *) talcum powder
- *) plastic plant identification labels
- *) TIME to lay the trail
-
- Tell story to the pack about the elephants who have escaped from the local
- circus, who have asked for the cubs help in getting the elephants back. The
- circus tell us that each elephant is wearing a coloured mat on it's back, each
- mat matches one of the sixes colours. So each six can look for the elephant
- wearing their sixes colour on it's back.
-
- The cubs then follow a trail of wool, picking up their colours as they go. They
- must not pick up any other colours. You could tell them how many pieces they
- should find. The trail divides and finally the coloured wool disappears. All
- that can be seen is large (talcum powder) elephants footprints on the ground.
- These all lead to one place where the elephants can clearly be seen, wearing
- tatty mats on their backs, (parents or leaders). But the elephants have been
- caught by a gang of thieves who will sell them back to the cubs for #200 no
- more, no less.
-
- The cubs are then told that they can gather this money from around a certain
- bush. This money is the plastic plant tabs, stuck into the ground around the
- bush. Each label is marked with an amount of money. Each six must only take
- labels to exactly #200 and pay the thieves for their elephant . They then take
- their elephant back to the circus where there is sure to be a reward.
-
- **
- MIXED UP NAMES
- You will need:
- *) A name card for each activity base leader and an activity for them to
- look after at that base
-
- Each of the leaders or the people manning the bases is given a card similar to
- the ones described below:
- 1. You are "THUNDER FIST". Tell them they must find "THE KRAKEN".
- 2. You are "THE KRAKEN". Tell them they must find "THORIN".
- 3. You are "THORIN". Tell them they must find "THE HULK".
- 4. You are "THE HULK". Tell them they must find "Robin Hood".
- 5. You are "Robin Hood". Tell them they must find "THUNDER FIST".
-
- You can of course vary the number of bases that you have. Each person manning a
- base is also given an activity that the cubs or scouts have to complete at that
- base. The base men are sent out and hide within a given area. The patrols are
- then sent out, each having been given a different "NAME" to find. When a
- baseman is found, the scouts or cubs have to ask him if he is the name they are
- looking for. If he is not then they have to keep looking. If he is then he
- asks them to complete a simple scouting exercise such as tying a bowline. He
- then gives them the name of the next person they have to find. A point is given
- for completion of an exercise to the satisfaction of the baseman. The winning
- patrol is the one that finds all the basemen and completes the most tasks.
-
- **
- BRASS RUBBING RACE
- You will need:
- *) A sheet of heavy duty paper or brown wrapping paper
- *) for each six or patrol and a thick wax crayon
-
- On the command go, each patrol leaves the hut in search of roadsigns to
- rub. They have to make up the phrase " BE PREPARED " on the sheet of paper.
- They have to brass rub the letters onto the sheet of paper with the wax crayon,
- from the road signs. The first patrol back with the completed phrase are the
- winners. This is an excellent game as it makes the scouts think of all the
- road names in their locality that might contain the letters they need. You can
- of course use other phrases for repeated use. It is also a good idea to supply
- each patrol with a damp cloth, this is to clean the road sign of wax crayon
- should the paper split.
-
- **
- ROCKETS AND INTERCEPTORS
- You will need:
- *) a bucket or large tin
- *) a large number of coloured balls or plastic clothes pegs all
- *) the same colour
- *) Skittles or rope to mark off the target area
-
- This is played by two teams. The attacking team are called the rockets and the
- defending team are called the interceptors. The target area is marked off and
- the bucket or large tin is placed in the center. Only rockets are allowed to go
- inside the target area. Up to four interceptors are allowed to hover around the
- target area. The rockets have a base at which they pick up their warheads.
- Each rocket can carry only one warhead to the target area. If a rocket is
- tagged by an interceptor before going inside the target area, they must hand
- over their warhead and return to their base. 20 warhead units in the bucket or
- tin destroy the interceptor target area. All the coloured balls count for 1
- warhead unit. The five white balls are special multi warheads and count as 5
- warhead units for each white ball. If the interceptor target area is not
- destroyed after 20 minutes then change over the teams so that everyone has a
- turn at attacking and defending. This game is best played where there is a bit
- of cover for hiding and creeping up on the target, or at night when visibility
- is reduced.
-
- **
- NAVAL COMBAT
- You will need:
- *) Coloured wool (or cloth) to be worn on the arm for each team
- *) 6 cards bearing the name "DESTROYER"
- *) 4 cards bearing the name "SUBMARINE"
- *) 2 cards bearing the name "BATTLESHIP"
- Instead of cards you could use coloured counters or plastic clothes pegs
-
- This is best played with three or more teams. Each team is given a base which
- is their naval shipyard. Each player is allowed to take one card from their
- shipyard to take part in the combat. When they take a card, they also take a
- length of their teams coloured wool to tie round one arm. A combat area is
- marked off in the center of the field and combat may only take place within this
- area. Combat takes place in the following manner, a player will tag a player
- from an opposing team. Both players then compare their cards as follows:
-
- A battleship takes a destroyer, a destroyer takes a submarine and a submarine
- takes a battleship. The losing boy hands over his piece of wool to the winner
- and returns to his shipyard for a new piece of wool. Combat can only take
- place between two players who are each wearing a piece of wool. If both
- players have craft of equal status such as two submarines then it is an even
- match and there is no victor, they then have to go and challenge somebody else.
- A boy can exchange ships only at his shipyard when he is getting a new piece of
- wool. The winning team is the one which has collected the most pieces of wool
- at the end of the game.
-
- **
- LAMP CHICANE
- You will need:
- *) 4 lamps such as hurricane lamps
-
- The game is played in the dark between two teams. Two lamps are placed about
- 100 metres apart. These are the home bases. Another two lamps are placed about
- 40 metres apart, and at right angles to the first two lamps. They should be
- about halfway between the first two lamps. One team is split into two, one half
- going to each home base lamp. Their object is to get to the other homebase
- lamp, without being caught. They must go between the other two lamps to get
- there. There is no restriction on how far out they go to either side to get to
- the other home lamp, but they must go between the two 40 metres apart lamps.
- For each member who reaches the other home base, their team wins a point.
-
- **
- STEAL THE BACON
- >From: cronin@en.ecn.purdue.edu
-
- You will need:
- *) a hat, scarf or some other 'bacon'
-
- Divide the troop into two halves (not three halves, nor one half). Number off
- EACH half separately. If there are 30 boys in the troop, then you would have
- two groups, each numbered from 1-15.
-
- Line them up facing each other, about 30-40 feet apart. In numerical order.
- Place your 'bacon' between the lines. Now the field will look kinda like this:
-
- 1 2 3 4 5 6 7 8 9 10
-
- X O <--- SPL or Scoutmaster
-
- 10 9 8 7 6 5 4 3 2 1
-
- The idea is for a scout to go out and retrieve the object. The SM calls out a
- number, and each scout with that number runs out and tries to get the object and
- go back behind his line.
-
- Once the object is touched, the scout that touched the object can be tagged by
- the other scout. There are two ways to win a round: Either get the object and
- bring it behind your line without being tagged, or tag the other scout after he
- grabs the object and before he makes it past the line.
-
- Variation: tell a story instead of just calling out numbers:
-
- "Once, THREE scouts went on a hike. They saw TWO deer and FIVE trees..."
-
- Variation: Call out more than one number
-
- It usually ends up with two scouts circling the object, waiting for an opening,
- with the other scouts shouting, etc. If nobody makes a move, call out another
- number so there will be four scouts instead of two out there.
-
- As for physical builds, strength is NOT a factor in this game, but speed and
- planning is.
- *
- Variation: From Mike Stolz: We also play a variation of this game. We put 2
- 'Bacons' out of different colors. We then read out True/False questions (often
- on First Aid, or from the Tenderfoot or Second Class rank requirements). When
- we call out a number, the boys have to make a choice - one Bacon is True, the
- other is False. If you grab the wrong color and take it across your line, you
- lose. Naturally, if you grab the wrong color and your opponent tags you, HE
- loses!
-
- Variation:
- >From: castaldi@heroes.glassboro.edu
- JOHN CASTALDI- CHAIRMAN - TROOP 55 - TUCKAHOE, NJ, USA
- Date: Wed, 25 Nov 1992 15:24:00 GMT
-
- INSTEAD OF CALLING NUMBERS, ASK QUESTIONS THAT RESULT IN A NUMBER LIKE:
- HOW MANY LEAVES ON POISON IVY?
- HOW MANY SCOUTS ARE THERE IN THE BUDDY SYSTEM?
- HOW MANY FIRST AID HURRY CASES ARE THERE?
- HOW MANY MINUTES CAN SOMEONE SURVIVE WITHOUT OXYGEN?
-
- The possibilities are endless - and it's not just another meaningless game that
- is a waste of time.
-
- Variation:
- >From: Vance Kochenderfer
- - Eagle Scout, Asst. Scoutmaster Troop 967, Baltimore Area Council
-
- We made it interesting by doing math problems (2 plus 4 divided by 3 or some
- such).
-
- Variation:
- >From: Stan Bimson - ASM Troop 406
-
- 3 4 5 6 7 8 9 (n) (team A)
- 2
- 1
-
-
- F T O <--- SPL or Scoutmaster
-
-
- 1
- 2
- 3 4 5 6 7 8 9 (n) (team B)
-
- No numbers are called, True/False questions are asked of the next person in
- line. Good type of questions deal with First Aid, Scouting history, use of
- knots, just about anything dealing with Scouting, like "how far can you go into
- the woods?"
-
- Questions can slow scout's reaction time leaving the starting position as the
- idea is to know whether the answer is T or F. The idea is to take the bacon of
- the correct answer, color of the bacon denotes the T and the F bacon. A Scout
- taking the correct answer bacon and returning to Home gets a point, if he is
- "tagged" then the other team gets the point. If a Scout takes the wrong answer
- bacon then the Scout from the other team doesn't have to try and tag him.
- Taking the Wrong answer bacon gives the other team a point. But if the Scout
- takes the wrong answer bacon and IS tagged by the Scout from the other team
- then
- the Scout's team taking the bacon gets the point even though he selected
- incorrectly. Two wrongs don't make a right but I have seen older boys take the
- wrong one and then "slip" so that they can get caught.
-
- This opens up many more chance to win even if your team members are the
- fastest,
- it adds the element of knowledge into the game.
-
- **
- TROGLODYTES
- >From: edmonds@ûmprgate.mpr.ca (Adam Edmonds)
- 1st Kanata Knights of the March Rover Crew
- 5th Burnaby Mountain Cub Pack
- Secretary for Ontario Rover Round Table
- Date: Wed, 25 Nov 92 19:34:36 GMT
-
- You will need:
- *) some candles
- *) some matches
-
- Here is a wide that we call "Troglodytes" although I think that it's common
- name is burning bridges. The premise behind the game is that Troglodytes have
- landed on our planet from another galaxy and are preparing to take over the
- world. The troglodytes have a faulty spaceship which will explode if it is set
- on fire.
-
- The scouts job is to sneak up to the troglodyte ship and blow it up. However,
- The troglodytes are more advanced then humans and have laser blasters that can
- kill the scouts.
-
- The game is played on a dark night in a large field with many hiding spots.
-
- The leaders place a candle and some matches at a designated location. The
- leaders then pick a place near the candle but not right up close to it. Each
- leader carries a flashlight and is not allowed to move from his/her location.
-
- The scouts start at one location and must sneak up and light the candle. If a
- leader hears a scout he/she turns on his/her flashlight and blasts the scout.
- If a scout is hit with the flashlight then he is out.
-
- The game continues until a scout can light the candle or until all scouts are
- dead.
-
- Note that the flashlights can only be used for a short burst.
-
- **
- ZORCH (much like TROGLODYTES)
- >From: rickcl@pogo.wv.tek.com (Rick Clements)
- credit to: Joe Ramirez - Life Scout
- Date: 25 Nov 92 01:06:53 GMT
-
- You will need:
- *) a flashlight
- *) a pot
-
- This game has to be played on a rather dark night. Playing this game on a hill
- is preferable. One player sits at the top of the hill with the flashlight, the
- rest of the people start at the bottom of the hill. The object of the game is
- to advance up the hill and touch the pot with out being "zapped" by the person
- with the flashlight. If a person is zapped they have to go back down to the
- bottom of the hill and has to start over. The first person to get the pot is
- the winner. He then becomes the person with the flashlight and the game starts
- over. My troop has played this game for hours on end. It is really fun and
- even some of the adults get in on the action.
-
- **
- STALKING
- >From: anthropo@carina.unm.edu (Dominick V. Zurlo)
- Date: 24 Nov 92 22:48:39 GMT
-
- This is one game we used for years. It's called "Stalking", but I have
- heard different titles:
- 1) one person is the "stalked, and stands at the top of a wooded or
- rock-formation-ridden hill/slope.
- 2) other players start at bottom of slope.
- 3) the stalked player counts to 10 out loud.
- 4) the other players rush up the slope towards the stalked player.
- 5) when the stalked player is done counting he turns around and any other
- player he can visibly see must return to the bottom of the slope.
- 6) after the stalked can no longer see anyone, he begins counting again.
- 7) this cycle is repeated until one of the players reaches the stalked player
- and takes his place.
-
- This should be done so that it would take a player several cycles to reach
- the top. It is a lot of fun in large groups.
-
- **
- THE OTHER GUY'S OBSTACLE COURSE
- >From: rickcl@pogo.wv.tek.com (Rick Clements)
- Date: 25 Nov 92 01:08:39 GMT
-
- Standard set-up, but small: tire to go through, chest-high rope to go over,
- "creek" to cross, bell suspended out-of-reach to ring. Trick is, you may not
- do anything to maneuver yourself thru any obstacle - the other people in the
- Patrol have to push/pull/carry/ lift/etc. you thru! First Scout lies down, and
- is stuffed thru the tire, whereupon he may help pull subsequent Scouts thru.
- At the over-the-rope obstacle, each Scout must be lifted over by the others &
- deposited on the other side (getting the last one over can take ingenuity!).
- To go over the "creek", the Scout whose turn it is may not "get wet", but
- everyone else may. The most amusing effective solution I've seen was a Patrol
- that had their strongest Scout carry the 3 smallest across at one time, then
- had the small guys go to hands-&-knees in the creek, pushed the big guy over
- across the kneeling Scouts' backs, & had him pull the others over. Build a
- human pyramid to reach the bell. Timed event, starts at ref's "Go!", ends when
- bell rings. Lots of tumbling around. :-)
-
- **
- CAPTURE THE FLAG
- >From: rickcl@pogo.wv.tek.com (Rick Clements)
- credit to: Joe Ramirez - Life Scout
- Date: 25 Nov 92 01:07:44 GMT
-
- You will need:
- *) 2 flags
- *) for night play - 2 or more lanterns
-
- First you pick out two even teams. Once you have the teams you set boundaries
- for the game. The boundaries can be wherever you want them. What you should
- end up with is a large rectangle or square. Once you have decided on the
- boundaries, you should draw a line through the middle of your playing zone.
- This line is divides the two sides. Each team should be able to choose where
- they want their flag and jail but they have to show the other team where they
- are and both teams have to agree on the placement of the flags and jails.
-
- Once this is done, each team goes to their own side of the playing field. Once
- the game begins, the teams are free to go at the others flag. If a team member
- is caught on the other teams side, (To be caught you must be "tagged" by a
- player on the opposite side on his own territory), he will be sent to jail.
- This player must sit in jail until either the game ends or he is freed by a
- member of his own team. To be freed, you have to be touched by a "free" member
- of his own team. The freed player gets a free walk to his own side of the
- playing field. The person freeing the player is on his own, he may still be
- tagged and put in jail. To win the game you must capture the other teams flag
- and return it to your own side with out being captured.
-
- It is up to the team on how they want to place their members. When we play, we
- usually have two players guard the flag and one player be the jail guard. Two
- or more players stick around and help provide the defence. The rest go for the
- flag.
-
- Variation: From Mike Stolz: Our troop plays this on every overnite campout.
- For night play, we use 2 or 4 lanterns. Two are used to mark the center line,
- while the other two can be used to show the 'approximate' area where the team's
- flag is. Our flag guards MUST remain at least 15 feet (5 meters) from their
- own flag unless chasing someone, and the flags must be completely exposed (no
- stuffing them into holes in the ground, or tying them to trees). When the
- teams are small, we do away with the jail. Instead, we create 'Check Point
- Charlie' at the centerline. Captured prisoners can be exchanged for a point.
- In case of a tie (equal games won, or no winner at all), the team that earned
- the most points is declared the winner. You will need: *)
-
- **
- GAME OF LIFE
- >From: germain%sanctum.cs.utah.edu@cs.utah.edu (H. James de St. Germain)
- Date: 31 Aug 92 11:50:49
-
- I learned a game at national scout camp which I forget the name of, but
- basically goes like this. All the scouts save one (or a couple) start out side
- of the woods. They are considered the prey of the forest (deer, antelope,
- small game). In the forest you place a large number of objects (hats, chips,
- scarves, etc) which represent food. The prey must go into the forest and
- gather three items of food (and return them to the safety zone) or risk
- starvation during the winter.
-
- The one scout who is not prey is considered a predator (wolf, grizzly, eagle,
- etc). The predators job is to capture the prey. he does this by simply
- touching the prey. The prey has three methods of defense.
-
- 1) RUN - deer use it, (Be careful if you allow running at your camp.)
- 2) FREEZE - a prey that is totally immobile is considered to by camouflaged,
- and cannot be touched until he moves (looks around, etc)
- 3) HIDE - touch a tree to symbolize hiding in the tree.
-
- Each prey carries one object to symbolize themselves. If they are "eaten" by
- the predator, they must give their chip to the predator that got them. They
- then become a predator for the next year. If the predator doesn't get three
- prey, he starves for the winter. Any predator that starves becomes prey for
- the next year.
-
- Note, you should start with only a small number of food in the forest the first
- year (maybe 2 * number of prey) (remember they need three to survive).
-
- The game is fun and shows how there must be a balance between the prey and the
- predators. I'm sure you can adapt this game to many environments and change
- the
- rules where needed to make it more fun and or educational.
-
- **
- BRITISH BULLDOG
- >From: vkochend@isis.cs.du.edu (vance kochenderfer)
- Date: 1992-Apr-22
-
- Another game is British Bulldog. One person stands in the center of a
- rectangle. He's the bulldog. Everyone else lines up along one side of the
- rectangle. At the bulldog's command, everyone dashes across the field toward
- the opposite side. The bulldog's job is to grab someone, and hold him
- completely above the ground while saying "one, two, three, British Bulldog."
- If he succeeds, the caught player joins him in the middle. Repeat until
- everyone is caught. The last player left becomes the bulldog for the next
- round.
-
- This was particularly interesting in our troop, since we had a 250+ pound guy.
- It took quite a few of us to lift him.
-
- ** WARNING **
- >From: fell@sol.UVic.CA (Stuart Fell)
- Date: Thu, 23 Apr 92 03:17:22 GMT
-
- We do play this game but not that much anymore. With the scouts I have in
- my troup, this game gets too dangerous. We can expect at least one person to
- get hurt each time it's played and/or someone's uniform loses at least one
- button, etc.
-
- **
- >From: stolz@fnal.fnal.gov
-
- I've also banned this game because of injuries. For reasons I don't
- understand, whenever we allow this game, kicking, choking, tripping and
- 'clotheslining' suddenly become acceptable tactics. When I was a kid, our
- troop played it all the time, and I don't remember anyone getting injured back
- then.
-
- **
- >From: medic@hardy.u.washington.edu (Travis Lauricella)
- Date: 9 Dec 92 01:35:47 GMT
-
- I was under the impression that British Bulldog had been banned by the BSA as
- well, but upon seeing it described in _Scouting_ magazine a few months ago, I
- put it back into the program. Even though it's rough, and there are nearly
- always minor injuries, I let the scouts play. And I let them know that they
- have the option to sit out, if they so desire.
-
- Played as previously described, with the added rule that instead of lifting the
- scout up for the count of "British Bulldog- one-two-three!" the scout can be
- pinned as well. Both shoulders to the turf.
-
- **
- JAIL BREAK
- >From: rickcl@pogo.wv.tek.com (Rick Clements)
- Date: 25 Nov 92 01:10:26 GMT
-
- There are two "cops" and one "jailor". The rest of the people are "robbers".
- The number of "cops" and "jailors" can vary depending on the number of players.
- A fairly central location is designated as "jail", The jail should be fairly
- out in the open and the boundaries definite. A picnic table can work great as
- a jail (those in the jail would sit on top of the table).
-
- All robbers are given some designated time to go hide (like hide-and-go-seek
- maybe 30-60 seconds). After the appropriate hiding time, the cops go looking
- for the robbers. The robbers usually are not in the same spot all of the time
- for reasons I will describe in a minute. The cops catch a robber by one of
- many methods (this is where the variations come into play). The robber may be
- tagged, hit with a light beam, person identified correctly, or combinations of
- these. When a robber is caught, they are taken to jail by the cop.
-
- The big difference between this and hide-n-seek is, if someone is quick and sly
- (someone being a robber), they can cause a "jail-break" and let all that are in
- jail get out of jail. This is done by sneaking up into jail (not being caught
- by the jailor), stepping IN the jail (or touching the table with both hands),
- and yelling "JAIL BREAK!" At this point, all that are in jail are FREE. The
- jailor must give everyone that was in jail and the breaker some time to get
- away (maybe 15 seconds). Sometimes this game has gone on for hours for one
- game.
-
- Sometimes it is a fairly short game (but not too often). If you want, you can
- have the game continue on by having the final (in this example) 3 people to be
- the cops and jailor.
-
- **
- SCOUT STAFF TREASURE HUNT
- >From: M.S.Wileman1@lut.ac.uk
- Date: 29 Nov 92 16:51:09 GMT
-
- A wide game that is popular in our scouts is to distribute various
- items of a trangia around our local village, on the ScoutLeaders
- doorstep, and the Exec.'s etc, and send the scouts off on a kind of a
- treasure hunt, with the aim to make a cup of tea for the S.L. and the
- A.S.L. at the end(It was good!!;-)
-
- The hunt started with a note telling them where to find the next item
- of the Trangia, and then the next note was on the next item, etc... It
- also helped the scouts to learn who their Exec. were, as the notes
- told them it was in the Secretary's garden, and it helped immensely if
- they knew *who* the secretary was...
-
- Glossary: Tragia: Swedish outdoor cooker, I'm not at all sure if it's
- known at all in the U.S., but it is very popular over here. It's
- light weight, and uses meths to run, but Butane attachments are
- available now. Mine splits up into several pieces, and so was ideal for
- this exercise.
-
- **
- RACE AROUND THE RING
- >From: mpg92118@dit.upm.es (ANDRES CANCER ABREU)
- Date: Tue, 1 Dec 1992 20:03:31 GMT
-
- Here is a short game for cubs.
-
- Make pairs with the boys in the pack, place the couples in a circle, one
- kid behind the other looking both towards the center. Select a 'victim' and
- a 'catcher'. Well after my poor English the game is like that.
-
- The catcher tries to catch the victim who runs around the external part of
- the ring. The victim can stop behind a couple and then the kid in the inner
- part is the catcher and the catcher is the victim. The new catcher must touch
- his ankle before beginning to run.
-
- I make a draft of the exchange between victim and catcher so i am clear. (sorry
- my English is not that even) :)
-
- c3
- c4
-
- c1 c2 c6 c5 <-- V
-
- V <-- C c8 C
- c7
-
- They get so confused with changing sides that it's really amazing.....
- ------------------------------
- End of part 1, File '3_games'
-
-
-