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- From: stolz@fnalv.fnal.gov (Mike Stolz)
- Newsgroups: rec.scouting,rec.answers,news.answers
- Subject: rec.scouting FAQ #3: Games (2/3)
- Supersedes: <scouts-games2_762951000@bernina.ethz.ch>
- Followup-To: poster
- Date: 5 Apr 1994 13:27:22 GMT
- Organization: Pfadi Glockenhof, 8001 Zurich, Switzerland
- Lines: 1181
- Approved: news-answers-request@MIT.Edu
- Distribution: world
- Expires: 19 May 1994 13:30:06 GMT
- Message-ID: <scouts-games2_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/part2
- Last-Modified: FRI JUL 14 11:15:00 CST 1993
- Originator: macman@bernina
- Xref: bloom-beacon.mit.edu rec.scouting:8437 rec.answers:4767 news.answers:17706
-
- 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 Compendium -- Memory Games
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
-
- **
- 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: (for each six or patrol)
- *) A table, a piece of chalk and ten items
-
- Each patrol gets a table set up on it's side in their corner as a barrier, so
- that the other patrols can't see behind it. On the floor they draw a 747 grid,
- and mark horizontal axis A to G and vertical axis 1 to 7. They then take ten
- items and place them at random on their grid. The patrols ar now given five
- minutes to look at each others grids and try and memorize 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: (for each six or patrol)
- *) Two bowls or buckets on chairs
- *) ten mixed items
-
- Teams or patrols stand in single file facing the front of the hall. At the
- front of the hall facing each team is a bucket or bowl on a chair. In each bowl
- there are ten items (the same items for each team). At the back of the hall
- opposite each team is an empty bucket or bowl. The scout leader calls out an
- item and the first man in each team has to run to the front, get that item
- place it into the other bucket at the back of the hall and then run back to the
- back of his team. The first team with their man back get a point.
-
- As you continue playing this the objects will be distributed between the front
- and the back buckets. If the scouts have good memories they will remember what
- items are in what buckets. This will save them time. If an object is called by
- the leader and it is in the back bucket then it has to be placed in the front
- bucket and vice versa. The reason for the bucket being on a chair is so that
- the scouts can't look in to see what is in the bucket.
-
- **
- PATIENCE
- You will need: (for each six or patrol)
- *) A suit of cards Ace to ten
- (one pack of cards will supply four teams)
-
- The ten cards for each team are laid out at random, face down on a table in
- front of them. One at a time the boys run up and turn over a card. If it is not
- the Ace then they turn it face down again and run back to their team and the
- next player has a go. When the ace is turned up they can lay it face up at the
- front of the table. The next card needed is the two and so on. Play continues
- until one team has all its cards turned face up in the correct order.
-
- **
- 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: (for each six or patrol)
- *) 2 chairs
- *) coins adding up to 50 pence
-
- The boys stand in their patrols or sixes, in straight lines across the middle of
- the hall. In front of each patrol is a chair, this chair is the post office.
- On this chair at the beginning of the game is an assortment of coins. We use
- coins that add up to 50 pence. Each teams post office,has the same number and
- value of coins. Behind each patrol is placed another chair, this chair is the
- 'BUREAU DE CHANGE'. The leader calls out a sum of money, say 20 pence. The
- front man in each team then runs to the post office and has to leave 20 pence on
- the post office chair. Any extra coins must be taken and placed on the BUREAU
- DE CHANGE chair. On finishing his move the player runs
- back and joins the back of his team. The first man back gets a point for his
- team. If a value is called which is higher than the value on the post office
- chair, the boys must run to the BUREAU DE CHANGE to collect the coins they
- need. Great fun can be had by calling out 49, a lot of them will start
- counting the coins out, but the smart ones soon realize 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.
-
- ------------------------------
- Subject: Game Compendium -- Pencil and Paper Games
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
-
- **
- CUB 2000
- You will need: (for each six or patrol)
- *) A sheet of paper fanfolded into 6 sections
- *) a pen or pencil
-
- The cubs or beavers sit in a circle in their six. The sixer is given the fan
- folded sheet of paper and a pen. The rest of the six 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: (for each six or patrol)
- *) Sheets of paper and a pen or pencil
-
- This is a game which has been commercialized 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: (for each six or patrol)
- *) A set of time tables
- *) Paper and pens
- *) A prepared set of destinations and arrival times
-
- If you go to a couple of your local travel agents, you should be able to pick up
- some airline flight time tables. If you have four patrols then you will need
- five copies all the same, one for the leader and one for each of the patrols.
- You have to make up a list of destinations and times that you would like to
- arrive there. Put in some interesting ones that will need flight changes and
- different airports. You could also throw in things like certain flights only
- going on certain days. You could if you prefer, use railway or bus time tables,
- but airlines will give you more exotic destinations. This is a good training
- game for teaching the youngsters how to read and use time tables.
-
- **
- 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.
-
- ------------------------------
- Subject: Game Compendium -- Party Games
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
-
- **
- 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: (for each six or patrol)
- *) A toy boat or car connected to a long length of string on a roller
-
- This is an oldie but very good when you have a large group to keep amused and
- interested. You will need four toy boats or cars. These are attached to long
- lengths of twine which are wound around pieces of dowel or broom handle.
- Rotating the dowel winds on the twine and drags the toy car or boat along the
- floor. Split the group into two teams and sit each team on opposite sides of
- the hall. Choose the biggest person from each team, explaining to the children,
- that these people are going to try and win points for their team. My boats are
- red, blue, green and yellow. The first race we use the red and the blue boat.
- One team is told to shout for the red and the other team to shout for the blue.
- After the first race I change the boats for the other two boats. I tell the
- children that this is to ensure that there was no advantage, as perhaps the
- boats could have been different weights. I then run the new boats out and we
- have another race. The children get very excited during this game, but you have
- complete control. You only have to direct the two children running the boats.
- The rest of the children are sitting at the sides cheering their boat in.
-
- **
- 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 realize this the
- way that it is played. Place the four coloured skittles at the four corners of
- your playing area. Tell the lads that these are islands. When you say "GO"
- they must run around the outside of the four islands in a clockwise direction,
- when you shout "CHANGE DIRECTION" they must run the other way round. When you
- blow the whistle, they must go and stand next to one of the islands. You do this
- a couple of times with no forfeits and nobody out, then you introduce the bag
- with the coloured beads. You reach into the bag and take one out, all the boys
- standing next to that colour has to do ten press-ups. You then sort them all
- running again. This time all the lads who land on the colour you pick out of
- the bag are out and have to sit in the middle (This keeps them out of the way).
- You then take away that skittle and it's matching coloured ball. The next time
- round all the lads on the chosen colour have to do a hand stand. The next time
- all the lads on the selected colour are out and sit in the middle. You again
- remove the selected skittle and it's matching coloured ball. So you are down to
- two skittles. By this time most of the boys will be out and you just keep
- playing with the two skittles until you get to a final winning boy.
-
- **
- PASS THE PARCEL UPDATED
- You will needt
- *) A timer or alarm clock with a loud ring - this should be in a small box
-
- Pass the parcel is a bit old hat but the lads will enjoy this updated version.
- A timing device with a loud alarm connected to it is passed in a box around the
- circle. The person holding the box when the alarm goes off is either out or has
- to do a forfeit. There was a toy put out on the market several years ago that
- did just this. It had some name such as "TIME BOMB" or "GRENADE" you may have
- seen it.
-
- **
- THE LIMBO
- You will need:
- *) A tape recorder with recorded music
- *) A dowel, flat on 1 side, to act as a bar
- *) 2 large clothes pegs or bulldog clips to balance the bar on
- *) 2 upright stands
-
- These can be made from two pieces of dowel about one and a half metres high with
- a flat wooden base to make them stand upright. Place the two stands about four
- feet apart. Put one of the clothes pegs on each stand at about four feet from
- the ground. Balance the bar on the clothes pegs. If one clothes peg falls off
- then use two clothes pegs per stand. Mark out the hall with four chairs and
- tell the players that they must walk around the outside of all the chairs. This
- prevents them bunching up, you only want one person at a time going under the
- bar. To begin you get all the players to stand in a single line at one side of
- the hall. You show them how to go under the bar, they must lean backwards and
- bend their knees to get under the bar. They must not touch the floor with their
- hands and they must not knock the bar off, anyone who does so is out. When
- everyone has been under the bar once it is lowered down a few inches and the
- process repeated Prizes are give to those who can get under the bar at the
- lowest setting. Ideal for all ages, girls or boys and can be played with any
- number. All you have to do is play the music and keep lowering the bar as they
- go around.
-
- **
- ANIMAL SNAP
- You will need:
- *) Get several packs of animal snap type picture cards
- *) make sure you have the same number of each animal card
-
- Distribute these cards one to each person but tell them not to look at the
- picture. On the command go they must look at their card and by making the noise
- of that animal they must find all the other people in the hall with that card.
- A very noisy game ideal as an ice breaker at mixed parties. Don't forget to get
- your cards back afterwards.
-
- There are quite a few spectator games where only a few take part but the rest
- cheer the others on. Listed below are a few of these.
-
- **
- 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 LED's (Light Emitting Diodes) which
- have a flasher circuit built into them. These will run off any voltage between
- 6 and 12 volts with no series resistor. The one that I have fitted into my
- switch box in place of the lamp, is 8mm in diameter, and it has a light viewing
- angle of 140 degrees. The device is called a "SUPER BRIGHT" red LED in the
- catalogue that I have. It is also available in 5mm and 10mm sizes. There is
- also an ultra bright device, which is at least twice as bright, but the viewing
- angle is only 90 degrees. All these devices flash at a rate of about two
- flashes per second and they are very bright. I have changed the battery in my
- switch box to a PP3 type 9 volt battery. It is now a much simpler job to change
- the battery, as the battery connector just pushes on. While I was rebuilding the
- switch box, I wired in another switch at the side of the box for testing the
- battery. This switch is wired across the three switches that are wired in
- series. When you press this switch the l.e.d. flashes if the battery is ok.
-
- ------------------------------
- Subject: Halloween party for Cubs
- From: jrholman@magnus.acs.ohio-state.edu (James R Holman)
- Date: Tue, 20 Oct 1992 19:47:26 GMT
-
- A game we tried that the kids really liked at Halloween was
- blindfolded pumpkin carving. no no no no no no. NOT with knives!
- (Unless your Webelos need a lot of Readyman training!)
-
- You give the kids already inflated orange balloons and a black
- magic marker, blindfold them and see how they do. You can give
- prizes for the 'best', most original, worst, etc. Then you can
-
- **
- >From: rusa@diku.dk (Bjarne Steensgaard)
- Date: 20 Oct 92 21:58:24 GMT
-
- Something that may be a bit to scary for the Cub Scouts, but is great
- for the older scouts, is a "feely box" that grabs your hand! You take
- a plastic bucket; cut out a circle in the bottom, and glue a rubber
- glove in its place, just like gloves in sterile boxes.
-
- You should not blindfold people, but instead to this in an almost
- place. Have buckets with spaghetti, liver, etc, in addition to the
- "grabbing" bucket. The buckets should all be filled with water, and
- the special bucket should be last. People get a good scare when
- feeling for something in the bucket, and then suddenly this something
- grabs their hand and pulls down !! The downward pulling makes the
- shock even greater than just a grabbing hand.
-
- --Bjarne Steensgaard
-
- ------------------------------
- Subject: Game Compendium -- Water Games
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
-
- **
- WATER BOMB FIGHT
- You will need: (for each six or patrol)
- *) An endless supply of paper squares to construct water bombs from
- *) A jug of water
-
- Each patrol is given the same number of sheets of paper and a jug of
- water. On the word go they have to fold the papers into water bombs. Fill
- them with water and splatter the other patrols. You will find the instructions
- for water bombs in any good origami book and also in many scouting books. This
- game is best played out of doors.
-
- **
- 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 one-quarter filled with Water.
-
- Players form two lines facing each other about 2 metres apart. Players
- in line 1 each toss a water balloon to opposite players in line 2. Any players
- who have a balloon burst are out. After each balloon bursts, a new balloon is
- brought into play, both lines take one step backward and toss again. Repeat
- until only one pair of players remain. There are on the market very tiny
- balloons known as water bombs. If you are going to use vast quantities, then
- these may be more economical to buy than regular balloons.
-
- **
- WATER RACE
- You will need:
- *) A bucket of water, a table spoon, and a plastic drinking cup
-
- Form the players into teams (number and size of teams depends on number
- of players available). players form parallel lines. Lead player of each line
- has a bucket of water next to him and a table spoon in his hand. At some
- distance (10 - 30 meters) from each line is a drinking cup sitting on the
- ground. Lead player gets a spoonful of water and quickly takes (walk or run)
- the water to the cup and dumps it in. He then RUNS back to his line and hands
- the spoon to the next player in the line who is now the lead player. The
- former lead player goes to the end of the line. The whole process is repeated
- until one team fills it's cup to overflowing.
-
- **
-
- TILT
- You will need: (for each six or patrol)
- *) A billy can half filled with water
- *) An aluminium foil cake container
- *) 1 Alka-Seltzer tablet
-
- For each patrol, put an Alka-Seltzer tablets in each foil cake dish and
- then float one cake dish in each patrols billy can. The patrols must now
- transport the billycan through an obstacle course without the tablet getting
- wet or falling into the water. They are not allowed to touch the foil disk or
- the tablet. The patrols could either carry the billy cans by their handles, or
- if you are feeling very mean, you could get them to pick them up between two
- poles.
-
- **
- WATER PISTOL FIGHT
- You will need: (for each six player)
- *) A water pistol or a washing up liquid squeezy bottle
- *) A flack jacket made from a double sheet of newspaper with a hole in the
- centre for the players head to go through
- *) A supply of water
-
- This game should be played out of doors and could come into the wide
- game category. The trouble with shooting type games, is knowing when someone
- has been hit. This is the object of the newspaper flack jackets. Any hits on
- the jacket will be easily visible. Any players with wet patches on their flack
- jackets, are not allowed to fire on an opponent and must return to their home
- base for a replacement flack jacket. The team that has the most dry flack
- jackets at the end of the game are the winners. Obviously you can't use this
- idea if it is raining.
-
- **
- BUCKET LINE
- You will need: (for each six or patrol)
- *) 2 buckets, one filled with water
- *) A supply of paper or plastic cups
-
- This is a great game for hot days on camp. Teams stand in lines. They
- have a bucket full of water at the front of the line and an empty bucket at the
- rear. The object of the game is to transfer the water from the front bucket to
- the rear bucket. To do this the team members must pass the cups of water over
- their heads to the person behind. Empty cups must be passed back to the front
- in the same fashion. To play the game fairly you could weigh the buckets at
- the start and finish to see how much water has been lost. Penalty points could
- then be taken into account when working out the winning team.
-
- ------------------------------
- Subject: Game Compendium -- Games with Bats or Sticks
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
-
- **
- HOCKEY
- You will need:
- *) 6 hockey sticks and a block of sponge rubber as the puck
-
- The troop is split into two teams, and each team numbers off from 1 to
- 15, or however many scouts there are. One hockey stick is placed in each goal
- mouth, the other four are placed, two each side of the centre line. Instead
- of a ball, we use a small sponge rubber block. A kitchen scourer pad is about
- the right size. We have found that it is better than a ball for indoor use, it
- doesn't roll too far and doesn't cause any damage. This is placed in the
- centre at the start of each game. No sticks may be raised above ankle height
- during play to reduce accidents, any player doing so has committed a foul. The
- scout leader calls out three numbers, eg. 1,2 and 3. The first number called
- is the goalkeeper. The second number is the defender, and the third number
- called is the attacker. The scouts from each team with those numbers, run and
- pick up their sticks and try to get the sponge into the opposite teams goal.
-
- The goal keepers are not allowed out of their goal areas, but they are allowed
- to pick up the sponge or kick the ball. Any scouts committing a foul of any
- sort, have to spend 30 seconds in the Sin bin. The game continues until a goal
- is scored. The sticks and the sponge puck, are then replaced in their starting
- positions, and three new numbers are called. We continue playing, until each
- scout has played in all three positions. We also play another version of this
- game using only four sticks. In this game we have rush goalies, where the
- goalie can come out of his area. This version is also a very fast game. When
- we play this version we usually put one of the leaders on each team. Every so
- often we call out the leaders number, as either the goal keeper or the
- attacker. We therefore have a leader and a scout on each side.
-
- **
- 2 BALL HOCKEY GAME
- You will need:
- *) 2 hockey sticks
- *) 2 balls or sponge pucks
- *) 4 chairs
- *) 6 skittles or liquid dishwashing soap squeeze bottles.
-
- Two equal sized numbered teams on each side of the hall. Two chairs each
- end for a goal, with a hockey stick and puck in each goal mouth. A line of
- skittles between each goal mouth. When a number is called, the two scouts with
- that number race to their goal mouth, pick up the stick and then dribble the
- puck between the skittles slalom fashion until they reach the end of the line
- where they can shoot at the opposing teams goal.
-
- **
- 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
- *) a ball or frisbee
-
- Half of each team stand at one end of the course and half at the other
- end. The first player has to run to the other end and give the frying pan to
- the first man at the other end who runs back with it. This is continued until
- each player has run the number of times the leader decides. On each run the
- frisbee or ball must be tossed and caught twice without dropping it. If the
- player drops it on the floor they must go back to where they started from and
- do their run again. On pancake day use real pancakes.
-
- **
- FRENCH CRICKET
- You will need:
- *) A cricket bat or baseball bat
- *) a tennis ball
-
- All players form a circle and the batsman stands in the centre of the
- circle facing the player who has the ball first. The player with the ball can
- bowl under arm at the batsmans legs or pass the ball to another player around
- the circle to bowl. The object of the game is to hit the batsmans legs. The
- batsman must stay facing the man who first had the ball, but he is allowed to
- move the bat around him to protect his legs. When the batsmans legs are hit,
- he swaps places with the player who bowled the ball.
-
- **
- NO BOWLER CRICKET
-
- Set up as for any other cricket type of game, but in this variant there
- is no bowler. In this version the batsman has to balance the ball on his bat,
- flip the ball in the air and then hit it. The batsman must run if he hits the
- ball or not. Any fielding team player can stump the batsman if he is not at
- his wicket or catch him out. The batsman may also be out if he drops the ball
- onto his own wicket. When a batsman is out a new batsman, if one is available
- takes his place. When all batsmen are out then teams change over from fielders
- to batters.
-
- ------------------------------
- Subject: More games you may wish to consider.
- From: Jack W. Weinmann <bk233@CLEVELAND.FREENET.EDU>
-
- **
- 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 edge and start two or three 16 penny nails
- to the same height in the edge. Place the blocks about fifteen feet from
- the starting line and put a hammer next to each of the blocks. On "GO!" one
- boy from each team races to the block, picks up the hammer, and swings ONE
- blow to drive the nail into the block. He then lays the hammer down and
- returns to his team, tagging the next boy in the relay. The race
- continues, with each boy in turn going as many times as it takes for one
- team to drive all of its nails flush into the block. Be ready to
- straighten bent nails.
-
- **
- 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 FOR YOURSELF ... 8-)
-
- I must also thank Indian Nations Council for most of the above games, as
- well as those of my previous post to the list.
-
- ------------------------------
- Subject: Game Compendium -- One on one challenges [ACTIVITY]
- From: gjh@ukc.ac.uk (G.J.Harewood)
- Date: 9 Jan 93 16:39:22 GMT
-
- I shall refer to the two people from time to time as Alan and Bertie (my old
- math teacher's terminology. For reference there were also Charlie, Dick, Edward
- and Freddie.) I prefer to use these challenges with paired off Patrols if
- possible, PL vs PL, APL vs APL and so on.
-
- **
- ARM WRESTLING
-
- Easy enough; it can be done lying on the floor, so you don't need a table.
- You're supposed to keep your elbows together and hold hands so that your
- thumb muscle is in the other person's palm.
-
- **
- TRACTORS/TANKS
-
- Here the pair is working together to get from one end of the hall to the other
- in the shortest time. Alan lies on the floor on his back.
- Bertie stands facing him with his feet either side of the first person's
- head; Alan grasps Bertie's feet around the ankles. Alan then lifts his legs
- up in the air, and Berties grasps Alan's ankles in much the same way.
-
- It should now be possible for Bertie to dive forward, tucking his
- head in, and end up with his back on the floor beyond Alan thus reversing
- their positions. Repeat until you reach the finishing line.
- And you know the best part is that is really doesn't hurt if you do it right.
- It requires a little faith and tuition, but do dive properly, never let go
- of the other guy's ankles and tuck your head in!
-
- **
- ARM KNOCKOUT
-
- Alan and Bertie face each other on the floor, press up style. Feet should
- be together and bodies should not be bent. The object is to knock out
- the other guy's arms and thus make him collapse - you may not grab the
- other guys arm with an open hand. Clearly the best way to do
- this is to fake him out and knock his one arm out when his other arms is
- trying to knock your wrong arm out of the way. Got that? Terrific.
- This is particularly painful with short sleeves.
-
- **
- BACKLIFT
-
- Anne and Brian (variety...) stand back to back and interlock arms at the
- elbows. On the word `Go', each has to attempt, by leaning forward, to be
- the first to lift the other clear of the ground. You'll want to try to
- match heights quite well for this one.
-
- **
- LEG PULL
-
- I would organize this one with all the pairs of boys down the long
- axis of the hall; Alans will have their backs to one long wall, Berties
- with have their backs to the other long wall. OK. Good.
- Now each person lifts his left leg in the air and holds onto his partners
- left leg. Upon a suitable command, each player has to hop backwards trying
- to pull his partner with him. The one to touch his back on his own wall (or
- to corss a line - safer) wins.
-
- **
- SLAPS
-
- This one comes from the playground and you may be a little wary to encourage
- your little angels into such violence, but here we go. You should probably
- slip a coin in each case to see who goes first, but we shall assume Alan
- goes first.
-
- Each player holds his hands together in a prayer position, such that
- his fingers are pointing at the other player in front of him and his hands
- are at chest height. Some suggest that the two players hands should be
- close enough that fingertips are touching and this can be enforced.
- Since Alan is going first, he will be attacking. (:-) This involves his
- moving one of his hands and swinging it so as the slap Berties hand, for
- example Alan may decide to use his right hand, in which case he would slap
- Bertie's left hand.
-
- Bertie's role in this is to try to remove his hands, and so foil Alan's
- swipe. Bertie however may not move his hands until Alan's fingertips have
- broken apart; if Alan successfully fakes Bertie into doing so, then Bertie
- is required to hold his hands in place while Alan exercises his right to
- a free slap. This can inevitably be somewhat harder than combat slaps as
- preparation time is available. It is observed that players wishing to retain
- friendship with their opposition do not necessarily slap any harder here than
- at any other time.
-
- So far Bertie has done rather badly out of the arrangement. However
- a further important rule is thus; if Bertie successfully removes his hands
- entirely and Alan thus misses, play changes over such that Bertie is now
- attacking Alan.
-
- The game finishes when one of the players submits to the other and
- admits defeat. This is or course subjective.
-
- Slaps is an excellent spectator sport, particularly in watching the colour
- of their hands. My campers and PFC Summer camp picked this game up rather
- slowly at first (I noted this softness in general in American kids), but
- enjoyed in immensely once taught.
-
- **
- CHINESE LADDERS
-
- This games only belongs here insofar as the boys are likely already arranged
- in the right format to play it. The should sit down the length of the hall
- facing their partners, with their feet touching those of their partners.
-
- +-------------+
- | |
- | O== ==O |
- | O== ==O |
- | O== ==O |
- | O== ==O |
- | O== ==O |
- | O== ==O |
- | |
- +-------------+
-
- ...like so. Starting at the top end of the diagram, upon command, the boys
- jump up, and run down the hall over the legs of their team (who may not
- move those legs!) and then touch the end of the hall. They run back around
- the outside, touch the top wall, and then make their way over any legs back
- to their place, whence the next boy may do the same. It's a race.
-
- Note the way I have described it so that each boy must sit down beyond
- the next person in his team; this helps prevent cheating by starting
- early.
-
- This game can be made more interesting by providing simple obstacles
- around the two outside edges of the hall, eg car tyres to get through,
- turned gym benches to walk along, or chairs to go under.
-
- **
- INDIAN LEG WRESTLING
- >From: kdc5072@ultb.isc.rit.edu (Kevin D. Colagio)
- Date: Sat, 9 Jan 1993 19:33:43 GMT
-
- Picture first: (laying on the floor)
-
- Person A (Jim)
- ]==<>O ( [] = feet, == = legs)
-
- O<>==[ ( <> = body O = head)
- Person B (Tom)
-
- Jim and Tom (with the inside hand) grab the other persons forearm. This
- will cause the (roughly) pivot point. A count of 1, 2 is given, and on
- each number the inside leg is raised to the vertical position. On the count
- of 3, the legs are interlocked at the knees.
-
- The Objective is to get you opponent to turn from the original starting
- position. It is kind of hard to explain, but if you get a partner and try
- it, you will see what I mean.
-
- ------------------------------
- Subject: Summer Olympics games
- From: Peter Van Houten <Peter_Van_Houten@SIMULACRUM.WV.TEK.COM>
-
- 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 a small inner-tube. 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 ft lengths) with robes tied every 12
- inches, six boys standing on the 4x4 will attempt to lift and walk a short
- distance. Requires teamwork and cooperative effort. Fastest time wins.
-
- ------------------------------
- Subject: Winter Games
- From: hayesj@rintintin.Colorado.EDU (HAYES JAMES MICHAEL JR)
- Date: Wed, 25 Nov 1992 22:56:08 GMT
-
- THE SNOW SNAKE GAME
-
- Native American winter game, reached highest levels of sophistication among the
- nations and tribes near the Great Lakes. Seneca tribe of the Iroquois Nation
- called it Gawasa, I believe. (Also the name of the oldest winter training
- program in the BSA I believe, now well over 50. In the Land of the Oneidas
- council upstate New York)
-
- On a long, 1/4 mile or more , level surface, build a long pile of snow, 2 feet
- high, 2 feet wide. This will occupy a winter camporee of about 100 scouts for
- an hour or so. Make a V shaped trough in the pile, smooth and ice it
- thoroughly.
-
- All contestants have previously carved a snow snake. It should be 5 to 7 feet
- long, about 1 1/2 inches high at the 2 to 4 inch long head. The eyes of the
- snake are where it is weighted. The snake should never be wider than 3/4 inch
- and is usually only a 1/2 inch high, behind the head. The bottom is rounded,
- the top, behind the head is flat. The underside of the head should curve up
- like a ski. Decorations and carvings should be done on the non-sliding
- surfaces.
-
- The snow snake is held in the throwing hand with the index finger at the end of
- the snake, like a sling. The snake is supported with the non throwing hand
- during a running head start. The arm movement is a crass between a baseball
- side-arm pitch and a bowling delivery.
-
- Using these directions, at the defunct Iroquois Council's 1973 Gawasa, a 14
- year old scout threw a snow snake more than 1/4 mile down the trough. I have
- seen the Huron Nation build troughs on Lake Michigan over 3 miles long, and one
- year saw a television report of a Huron throwing a snow snake over 2 miles down
- a trough ( about 1978 )
-
- The younger scouts get really impressed when they see what they are capable of.
-
- ------------------------------
- >From: gandersn@unixg.ubc.ca (George HN Anderson)
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- **
- MORE WINTER GAMES
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- I have seen all sorts of things done at winter camps, and while I have no
- specific suggestions as to games, there are variations you can use on other
- sports/games, such as: Golf (use tennis balls coffee cans and expect to lose
- a few balls), volleyball (careful, the ball gets quite hard, but playing this
- game knee or waist deep in powder is not to be missed.), campfire building
- and so on. As I type this I remember building kitchen areas with tables and
- seats by digging into the snow. Wide games are a lot of fun in the snow (see
- other thread) and I imagine "stalker" would be trickier on snowshoes...
- One winter camp here in BC (Rovent for you BC'ers who have seen a lot of this
- before) also features a gateway contest and snow-sculpture contest.
-
- In general I think that you can do a lot of things at a winter camp that
- you can do in the summer, you just have to remember to stay dry. One final
- note, Hot Chocolate tastes GREAT at -20 C!!! Enjoy!
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- End of part 2, File '3_games'
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