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- From: stolz@fnalv.fnal.gov (Mike Stolz)
- Newsgroups: rec.scouting,rec.answers,news.answers
- Subject: rec.scouting FAQ #3: Games (3/3)
- Supersedes: <scouts-games3_762951000@bernina.ethz.ch>
- Followup-To: poster
- Date: 5 Apr 1994 13:27:23 GMT
- Organization: Pfadi Glockenhof, 8001 Zurich, Switzerland
- Lines: 1093
- Approved: news-answers-request@MIT.Edu
- Distribution: world
- Expires: 19 May 1994 13:30:06 GMT
- Message-ID: <scouts-games3_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/part3
- Last-Modified: FRI JUL 14 11:15:00 CST 1993
- Originator: macman@bernina
- Xref: bloom-beacon.mit.edu rec.scouting:8438 rec.answers:4768 news.answers:17707
-
- 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 -- Relay Games
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
-
- SEED PLANTING RELAY
-
- Following a line, or rope on the ground, and by walking heel to toe, each
- team member must stop (about every 3 feet and drop a seed in a small
- mouthed jar set near the line. When he reaches the end, he runs back and
- taps the next boy on the team.
-
- **
- POTATO RACE <--- (note: spelling, no "E", Mr. Quayle ---- hee, hee!)
-
- Two teams. Give each starting player a fork and a potato. He tosses the
- potato into the air and catches it on the fork, takes it off and hands them
- to the next player. First team through wins.
-
- **
- CONE RACE
-
- String paper cones on cords stretched between chairs, or posts. Each team
- member blows cone to the end of the cord, brings it back; next boy does the
- same. First team finished wins.
-
- **
- DRIVING THE PIG
-
- Two teams; each team has a 3" long stick and a 1/2 gallon milk bottle (add
- a little water to the bottles). The players use the stick to push the
- bottle (pig) to the fair.
-
- **
- TOWEL ROLL ROLL
-
- Using a broomstick and a paper towel cardboard tube, each team member uses
- the stick to roll the tube to one end of the room and them back. He then
- hands the broomstick to the next boy. (I have seen this one done -- it's
- harder than it sounds!)
-
- **
- TURKEY FEATHER RELAY
-
- Divide into relay teams. First player holds a long turkey feather. At the
- word "Go" each throws his feather, javelin style, toward the finish line.
- As soon as it comes to earth, he picks it up and throws it again, and
- continues until across the finish line. He then picks it up and runs back
- to his team to give the feather to the next player.
-
- **
- CANDLE AND STRAW RELAY RACE
- You will need:
- *) 1 candle and a box of matches per team and 1 drinking
- *) straw per team member
-
- Each team member is given a straw. They have to race to the opposite
- end of the hall where their candle and box of matches is located. They must
- light the candle and then blow it out by blowing the flame through the straw.
- This can also be played in subdued lighting.
-
- **
- CHECKER RELAY
- You will need:
- *) 6 wooden checkers playing pieces per patrol
- *) We often get these given to us at rummage sales
-
- Scouts race up and down the hall in relay fashion, with a pile of 6
- checkers balanced on the back of one hand. They are not allowed to steady the
- pile with the other hand. The only time they can touch the checkers with the
- other hand, is either when they have dropped them and are picking them up, or
- when they are transferring the checkers to another scout in their team.
-
- **
- CUBS ACROSS THE RIVER
- You will need:
- *) 4 card or carpet tile stepping stones
- *) three awkward pieces of equipment such as a rucksack, a football and
- a hoop, for each six
-
- Line up sixes with their equipment and draw two lines to represent the
- river. Lay the stepping stones across the river. Cub 1 carries cub 2 on his
- back across the river using the stepping stones. Cub 2 comes back and picks up
- cub 3 plus a piece of equipment. Cub 3 comes back and picks up cub 4 plus a
- piece of equipment and so on until all the cubs have crossed the river. Those
- cubs on the bank should be encouraged to cheer their team on.
-
- **
- DRIBBLE BALL
- You will need:
- *) 1 ball and several skittles per team or six
-
- Standing in teams, each person in turn dribbles the ball down the line
- of skittles slalom fashion, either using their foot, a stick or a washing up
- liquid bottle and then straight back to the next man in their team. If a
- skittle is knocked over, the player has to return to the start and begin again.
-
- **
- STACKING THE CANS
- You will need:
- *) 6 tin cans or drinking chocolate tins with lids per team
-
- Patrols or sixes stand in lines. They have to run to the end of the
- hall in relay fashion and each one add a can to the stack. The winning team is
- the first one back with a completed stack and all their team standing to
- attention. You could add a variation to the game by playing two teams at a
- time and have the other teams at the sides throwing bean bags or dusters at the
- piles of cans. If you played this variation then you would play against the
- clock to see which was the fastest team.
-
- **
- TUNNEL BALL
- You will need:
- *) A ball or balloon for each team
-
- The teams stand at attention in lines, the front player in each team
- has the ball. On the command 'GO' they spring their legs apart. The player at
- the front passes the ball between their legs. The ball must go between each
- players legs until it is picked up by the player at the back. The back player
- then runs to the front and continues the process until the original font player
- is back at the front. The winning team is the one with all players standing at
- attention with the ball at the front. If a ball breaks out from the line it
- must start its journey through the tunnel again from the front. As an
- alternative pass the ball from the back player through the tunnel to the front.
-
- **
- WHEELBARROW RACE
-
- Teams stand in lines at one end of the hall. On the command 'GO', the
- front player gets down on his hands. The second player stands between his legs
- and lifts his legs up to waist level. They now have to go as fast as possible
- to the other end of the hall with the front player walking with his hands and
- the rear player holding him up like a wheelbarrow. When they reach the end of
- the hall the front player stands up and the rear player runs back to the front
- of his team and then becomes the front man of the new wheelbarrow. This
- process is continued until the whole team are at the far end of the hall.
-
- **
- HIGHWAYMAN
- You will need:
- *) A short length of lashing rope and a chair for each team
-
- Teams stand in lines at one end of the hall. There is a wooden chair
- with a bar back at the other end of the hall opposite each team. The front
- player of each team has a length of rope in one hand. On the command 'GO' the
- second player jumps onto the back of the front player and they race piggy back
- style to the chair at the other end of the hall. The player riding jumps down
- and ties one end of the rope around the top bar of the chair using the
- highwaymans hitch. He then jumps back on the other players back, pulls the end
- of the rope to free it and they then race back to their team. The player who
- was the horse goes to the back of the team and the player who was the rider now
- becomes the horse or front player.
-
- **
- FIREMAN, SAVE MY CHILD
- You will need:
- *) A drinking straw for each player
- *) simple paper cutout of a child, this should be about 1 1/2 to 2 inches
- tall. The arms and legs should be about 1/2 an inch wide on the figure
-
- The game goes like this: The players are divided into two teams and are formed
- into two lines. Each team has a pile of the cut-out children on a table and a
- drinking straw for each player. Approximately 15-20 feet away from the start,
- place a small pail for each team on another table, chair, stool, or whatever.
-
- At the call of "Fireman, save my child", the first player on each
- team must pick up a child by sucking up the figure against their straw. While
- holding the figure this way, they then run to their respective pail and deposit
- their figure in the pail. If they drop the figure en route, they must stop and
- pick up their child again, by getting down on the floor and sucking it up with
- their straw. After putting their child in the pail, they run back to the
- starting line, and the next player picks up his child and repeats the process.
- The first team to save all their children is the winner. Have enough figures so
- each player gets at least two turns.
-
- **
- LAYERED CLOTHES
- >From: dlm@galileo.ifa.hawaii.edu (Deborah Maraziti (aka Spacee))
- Date: Tue, 1 Sep 1992 19:33:30 GMT
-
- My Girl Scout troop really liked a game I threw together to teach them about
- layered clothing. Gather a pile of assorted clothing, including socks, shoes,
- hats, etc. Divide the clothing "evenly" into piles (ie pair of pants in each
- pile, mittens in each pile, etc). Make sure the clothes are large enough that
- the outer layers can fit over the other layers. Divide the group into teams.
- Divide the teams in half and place one half near the pile of clothes, the other
- about 50 feet away. At a signal, the first member of each team "dresses" in the
- clothing of the pile and gallops the 50 feet to the other side, "undresses" and
- another team member puts on the clothes. As long as there are no rocks in the
- way, this game can be really fun to play (and watch!).
-
- ------------------------------
- Subject: Game Compendium -- Strategy Games
- From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
-
- **
- MOUSE TRAP ATTACK
- You will need:
- *) 4 spring loaded mouse traps per team
- *) an endless supply of rolled up paper balls
-
- We will suppose that there are four teams or patrols of six boys. They
- are spaced at equal distances down the length of the hall. Each team or patrol
- has it's mouse traps cocked at one side of the hall on the floor. At the other
- side of the hall opposite each group of mouse traps are three attacking boys
- from each of the other patrols. These attacking boys are armed with rolled up
- balls of paper. Each patrol is allowed up to three defenders for their mouse
- traps. These defenders must sit on the floor half way between their mouse
- traps and the defenders. The attackers must lob the paper balls over the heads
- of the defenders and set off the mouse traps. The winning patrol is the one
- that has the last loaded mouse trap.
-
- **
- MOUSE TRAP FISHING GAME
- You will need:
- *) 1 spring loaded mouse trap
- *) 3 bamboo canes
- *) 3 lengths of string
- *) some objects such as plastic bottles to be picked up, for each team.
-
- You will have to bore a hole or fit a screw eye in one end of each
- mouse trap so that it can be attached to a length of string. Each team stands
- at one side of the hall and the objects they have to collect such as plastic
- bottles are on the other side of the river (hall). The only way that they can
- get the objects, is to lash the three bamboo poles together to form a fishing
- pole and attach the string with the mouse trap attached to the end. You will
- have to show the scouts how to cock the mouse traps safely or you may have to
- do some first aid on bruised fingers.
-
- **
- SUBMARINES AND MINEFIELDS
- You will need:
- *) Blindfolds for each member of the minefield
-
- You split into two teams teams, one forms a line across the playing
- field. They are blindfolded and standing close enough together to touch hands.
- Each hand is a mine that will 'destroy' a ship (a member of the other team.)
- that team quietly tries to sneak along the line weaving in and out of the
- mines, (i.e. between their feet, or between two scouts). we once had someone
- go fetch a utility ladder and climb over the minefield. After a minefield
- team member uses one hand and hits a ship, that hand is out of play for the
- round. Thus later ships may go through an unprotected area. Smaller scouts
- usually win this one. When the whole team has gone through or not as the case
- may be, change over. At the end of the game, the winning team is the one that
- managed to get the most ships through the minefield.
-
- **
- TRADER
- You will need:
- *) 4 counters for each boy, red, blue green and yellow one of each colour.
-
- When the game starts the boys are given a set time 5 to 10 minutes in
- which they are allowed to trade. They trade in the following manner. A boy
- approaches another boy with a counter in his left fist , he does not show the
- other boy what colour he is holding. If they agree to trade then they give
- each other a counter taking care that they do not show the colour they are
- swapping. Any boys who do not wish to trade simply cross their arms, this
- indicates that they are not open for trading. After the trading period is
- ended you show the lads the stockmarket chart shown below and get the lads to
- add up their scores.
-
- Print out the following table and make copies.
- 4 Red counters 100 points 4 Blue counters 80 points
- 4 Green counters 60 points 4 Yellow counters 50 points
- 3 of any colour 40 points 2 of any colour 15
- Single Red 1 point Single Blue 2 points,
- Single Green 4 points Single yellow 5 points.
-
- After they have added up their scores and you have found out which
- scouts have the highest scores, collect the counters in and hand out one of
- each colour again to the scouts. Now play it again with the scouts knowing the
- values and see the difference in tactics. From time to time you could
- introduce jokers these are White counters. You place some of these on the
- table and the boys are told they can take them if they wish. The value of
- these is unknown until they add up the scores. You then tell them that they
- either get 10 extra points for each White counter they have or minus 10 for
- each White counter they hold, much like Bulls and Bears in the stock market.
- You can decide if it is going to be a plus or a minus by either tossing a coin
- or rolling a dice.
-
- **
- THE TRADER GAME - altered slightly by Mike Stolz
- Equipment:
- 4 chips for each boy, all of different colors (red, green, blue, yellow)
- 1 chip for each adult - white
- (I made my chips by cutting 1 inch squares from colored cardboard)
-
- Rules:
- The boys are given a chip of each color. the adults each have one white chip.
- The boys get 7 to 10 minutes to 'trade' chips with each other or an adult. To
- trade, each boy holds a chip HIDDEN in one hand. When they agree on the trade,
- the chips are exchanged. ALL TRADES ARE FINAL! Boys who do not wish to trade
- should fold their arms to signal that they don't wish to trade. All trades are
- 1 chip at a time. Boys can also trade with adults if they want to. After the
- trading is over, show the boys the stock market list below and have them add up
- their scores.
-
- Now that they know the value of the chips, let the boys play the game again.
- Collect and redistribute the chips, and see how trading tactics change. After
- the second trading period is over, add up the scores again and see how the boys
- did this time.
-
- ******************************************************************************
- STOCK MARKET CHART - TRADING CHIP VALUES
-
- 4 RED - 90 POINTS 1 (SINGLE) BLUE - 40 POINTS
- 4 GREEN - 80 POINTS 1 (SINGLE) YELLOW - 30 POINTS
- 4 YELLOW - 60 POINTS 1 (SINGLE) GREEN - 30 POINTS
- 4 BLUE - 50 POINTS 1 (SINGLE) RED - 20 POINTS
- 2 WHITE - 50 POINTS 1 (SINGLE) WHITE - 20 POINTS
- 3 OF ANY COLOR - 40 POINTS 2 OF ANY COLOR - 20 POINTS
-
- **
- TRADING POST
- You will need:
- *) Two price lists, one of things that you are selling and one
- of things that you are prepared to buy back.
- *) Various things for the teams to buy
- *) You will also need some form of currency such as coloured cards, paper
- or even beads.
-
- At the start of the game, each team is given the same amount of
- currency. They then have to decide what they are going to buy from you in
- order to make something to sell back to you for a profit. Most things that you
- buy back should result in a profit, but you should put in some items that
- produce no profit or even a loss. As an example of the sort of things on your
- to buy list would be a cup of hot tea for the scout leaders. To do this they
- will have to purchase from you matches, tea bags, milk and sugar, a cooking
- stove, fuel for the cooking stove, water pot and water.
-
- **
- LIGHTHOUSE
- >From: lynnef@tekig1.PEN.TEK.COM (Lynne Axel Fitzsimmons)
- Date: 25 Jan 93 22:28:29 GMT
-
- This game comes from a Games book published by the Bharat Scouts and Guides
- (India). It is attributed to the Catholic Boy Scouts of Ireland.
-
- You will need:
- *) enough blindfolds for half your group.
- *) a reasonably large room.
-
- The Leader is the lighthouse. Half the troop (pack, company) are ships, and
- put on the blindfolds at one end of the room. The other half are rocks, and
- distribute themselves on the floor between the ships and the lighthouse. Please
- ask the rocks to keep their hands and feet in to minimize tripping. The rocks
- also should not clump up.
-
- The lighthouse goes "woo woo" to guide the ships. The rocks go "swish, swish"
- quietly to warn the ships of their presence. On go, the ships navigate
- between the rocks to the lighthouse. If they touch a rock, they are sunk
- and must sit on the floor (and go "swish, swish" also). When all the ships
- have made it to the lighthouse (or have been sunk), the rocks and ships
- switch places.
-
- -------------------------------
- Subject: LONG GAMES
-
- ** these games all take a bit of preparation, and, generally, need a lot of
- ** time to play
-
- -------------------------------
- Subject: Space Training Game
- From: stolz@fnboot.fnal.gov
-
- *** As usual, I did these on my MAC - I've reformatted them as plain text so
- *** they can be posted. Anyone is welcome to use these - my only request is
- *** that you let me know, and give me some feedback (both good and bad) as to
- *** how things went. - Mike Stolz (stolz@fnusgd.fnal.gov)
- ----------------------------------- cut here ----------------------------------
- SPACE GAMES den name _______________
-
- SPACE ARCHERY - In space, everything floats. As a construction mechanic, the
- only way to keep your space station parts from floating away is to rope them
- together. Your problem is that YOU are anchored to the main space station,
- while the new parts are slowly drifting away. So how do you get a rope on
- those parts? Why with your trusty bow and arrow. Each new part comes with its
- own target. Each mechanic gets 10 arrows. Hit the target with the arrow that
- has a string attached, and double your total points.
-
- ROBOT ARM - You're the operator of the space shuttle's robot arm. The arm will
- do everything you tell it, but it can't see or think for itself. Your job,
- pick up the three space disks and return them to your position. Use voice
- commands like 'forward, left, right, and down' to direct the robot arm. Keep
- the tether rope tight to prevent the robot arm from overshooting the targets.
- This is a timed event.
-
- SPACE CONSTRUCTION - Your team of construction mechanics are on the moon. You
- need to build the tallest radio tower you can, using the standard space-blocks.
- The structure must be free-standing and self-supporting. DO NOT DAMAGE THE
- BUILDING MATERIALS while constructing your tower!
-
- SPACE EXPLORATION - Space explorers need to be highly trained observers. In
- this training exercise, you need to scour the marked-off section of rough
- terrain, and discover the interesting samples. There will be bonus points for
- discovering samples whose color is different from your assigned color.
-
- SHUTTLE FLIGHT-CHECK - All shuttle crews need to check out their craft before
- take-off. Every crew has memorized the list of instructions. Lets see how good
- your crew is at remembering instructions. You will get two minutes to study
- and discuss the list of instructions and their order. Then, without looking,
- your team must write them down in the correct order. If you're quick, you will
- have time to play this one twice.
-
- player name arch arm const explo check
- ------------------------------------------------------------------------
- ______________________________________|_____|_____|______|______|______|
- ______________________________________|_____|_____|
- ______________________________________|_____|_____|______|______|______|
- ______________________________________|_____|_____| (den scores here)
- ______________________________________|_____|_____|
- ______________________________________|_____|_____| circle the 1 best den
- ______________________________________|_____|_____| score for each game
- ______________________________________|_____|_____|_____________________
- put the single best den score here -> | | | | | |
-
- <FF>
- GAME LEADER INSTRUCTIONS
-
- Bring spray paint (white) to draw lines on the grass. Also packing tape and
- duct tape. If games are held indoors, use masking tape for your lines.
-
- Make sure all game leaders understand that the rules may need to be modified,
- but if they are, ALL GROUPS must have the same chances. The most important
- thing is to make sure that all rules are applied consistently for every group
- participating. All games were designed to be played outdoors, but most could
- easily be done indoors if the activity room was large.
-
- At the end of the competition, all score sheets will be collected from Den
- leaders. Compare the single 'best' score for each game and den. Award 1st
- thru 5th place (we have 5 dens) in each event. The den with the LOWEST total
- score for the 5 events will get 1st place.
-
-
- SPACE ARCHERY
- GAME PARTS - 3 targets with stands, 30+ arrows, 3 bows, ball of string, 3
- stakes.
- Set up targets, with 3 shooting stations about 20 feet (7 meters) away. Put
- 10 arrows at each station. Measure 30 feet (10 meters) of string for each
- station. Tie one end of string to a stake at the station, and tie/tape the
- other end to one of the arrows. This should be the last arrow shot by each
- Cub, and can double their target score. Score target rings at 1 (target) ,2,
- 3, 5 (bulls eye on our targets).
-
- ***Be very alert to safety. Make sure ALL ARCHERS understand that arrows are
- not to be nocked while anyone is 'even close' to the shooting range area!
-
-
- ROBOT ARM
- GAME PARTS - Long rope, 3 Frisbees, blindfold, 2 paper grocery bags.
- Draw a ring for the 'operator' to stand in. Paint 3 spots at different
- points outside the ring, ranging from 15 to 30 feet (5 to 10 meters). The
- spots mark the pick-up spots for the 3 Frisbees. Tie rope around waist of the
- cub acting as 'robot hand' (use a bowline!). Blindfold the 'hand', then place
- grocery bag over his head - the 'hand' should be unable to see. The operator
- now steps into the ring, and takes hold of the rope. At "GO", the 'hand' walks
- out to get the Frisbees. The operator lets out the rope until the 'hand' is
- out far enough, and uses voice commands (left, right, down, out) to direct the
- 'hand' to each frisbee. Make sure the operator knows that he should keep
- tension on the rope - this is one of his main methods of guidance and control.
- After the 'hand' has all 3 frisbees, the operator has to reel him back into the
- operator's circle. MAKE SURE THE 'HAND' IS UNABLE TO SEE! This is a timed
- event - the boys may run thru this as often as they want in the allotted time.
- Keep the best time.
-
-
- SPACE CONSTRUCTION
- GAME PARTS - 16 cardboard boxes all the same size, 6 large coffee cans, 3 thin
- strips of plywood, 2 poles with nails thru the ends, several smaller dowels,
- tape measure.
- The object is to build as tall a tower as possible with the material
- supplied. The tower must be free-standing and self-supporting, and stay up for
- at least 1 minute. DO NOT LET THE CREW DAMAGE OR MODIFY THE SUPPLIED
- MATERIALS! Measure the tower to the nearest inch. The crew can try several
- different configurations.
-
- ***WARNING! Wind and uneven terrain can dramatically affect this game. Try to
- locate it in a sheltered area with fairly even ground. It could also be done
- inside if the room has a tall ceiling.
-
-
- SPACE EXPLORATION
- GAMES PARTS - individually wrapped candy in different colors, colored tape or
- marker cones to mark off the search area.
- Game leader will hide 10 candies of the same color in search area, plus 1 of
- a different color. Cubs need to search the area to find all 'samples'. After
- they are turned in and counted, they may each have 1 to keep. The colored
- candy counts as 3 points, all others are 1 point. Be alert to 'missed' candies
- from previous groups.
-
-
- SHUTTLE FLIGHT-CHECK
- GAME PARTS - 20 cards with different flight-check instructions, table, large
- cloth.
- Lay out 2 cards (in random order) for every Cub in the den. The Cubs will
- have 2 minutes to study, discuss, and memorize the cards. Then cover cards
- with cloth. They now have 5 minutes to write down all the flight-check
- instructions in order. Award 1 point for every instruction in the correct
- position relative to the previous and next instruction. Award 2 points for
- every instruction that is written EXACTLY correct - give 1 point if the
- instruction is mostly correct. There should be time to play this game twice.
- This is a version of 'Kim's Game'.
-
- *** My cards were all very short phases, including things like 'CHECK FUEL
- GUAGE', 'CHECK OXYGEN GUAGE', 'INSPECT SHUTTLE BAY', 'TEST SHUTTLE BAY LIGHTS',
- 'EXAMINE AIRLOCK' and so on. I used 3" x 5" index cards and a black magic
- marker to make them.
-
- ***WARNING! This is another game that can be affected by wind. Using a large
- thick cloth, and taping one edge of it to the table can create an effective
- windbreak that the Cubs can 'peek under' during their 2 minutes of observation.
-
- --------------------------------
- Subject: Desert Survival Game
- From: stolz@fnboot.fnal.gov
-
- *** Hi Scouters - a fellow on rec.backcountry is going to try and produce an
- Arctic version of this 'game'. I've given this twice in our Troop -
- the results are always interesting. The GAMEMASTER'S SHEET is 'page 4' ...
-
- --------------------------------cut here -----------------------------------
- DESERT SURVIVAL GAME
-
- THE SITUATION - handout #1
-
- It is approximately 10:00 am in mid-August and you have crash-landed in
- the Sonora Desert in Southwestern United States. The light twin-engine
- plane, containing the bodies of the pilot and the co-pilot, has completely
- burned. Only the air-frame remains. None of the rest of you has been
- injured.
-
- The pilot was unable to notify anyone of your position before the crash.
- However, he had indicated before impact that you were 70 miles south-
- southwest from a mining camp which is the nearest habitation, and that
- you were approximately 65 miles off the course that was filed in your VFR
- Flight Plan.
-
- The immediate area is quite flat and, except for the occasional barrel and
- saguaro cacti appears to be rather barren. The last weather report
- indicated the temperature would reach 110 degrees that day, which means
- that the temperature at ground level will be 130 degrees. You are dressed
- in light-weight clothing - short-sleeved shirts. pants, socks, and street
- shoes. Everyone has a handkerchief. Collectively, your pockets contain
- $2.83 in change, $185.00 in bills, a pack of cigarettes, and 2 ball-point
- pens.
-
- YOUR TASK
-
- Before the plane caught fire, your group was able to salvage the 15 items
- listed on the next page. Your task is to rank these items according to
- their importance to your survival, starting with '1' the most important, to
- '15' the least important.
-
- You may assume:
- 1) the number of survivors is the same as the number on your team (figure
- 5 to 15 on a team)
- 2) you are the actual people in this situation
- 3) the team has agreed to stick together
- 4) all items are in good condition
-
- Step 1: Each member of the team is to individually rank each item. Do NOT
- discuss the situation or problem until each member has finished the
- individual ranking.
-
- Step 2: After everyone has finished the ranking, rank order the items as a
- team. Once team discussion begins, do not change individual ranking.
-
- Step 3: If you have several teams within the whole group, compare the
- group rankings with each other. Discuss.
-
- <FF>
- DESERT SURVIVAL GAME
-
- RANKING CHART - handout #2
- -------------------------------------------------------------------
- |Step 1 |Step 2 |Step 3 |Step 4 |Step 5 |
- ITEM |Personal|Team |Expert's|step 1&3|step 2&3|
- |ranking |ranking |ranking |diffrnce|diffrnce|
- -------------------------------------------------------------------
- large flashlight | | | | | |
- & batteries | | | | | |
- -------------------------------------------------------------------
- jackknife | | | | | |
- | | | | | |
- -------------------------------------------------------------------
- sectional air | | | | | |
- map of area | | | | | |
- -------------------------------------------------------------------
- large plastic | | | | | |
- raincoat | | | | | |
- -------------------------------------------------------------------
- magnetic compass | | | | | |
- | | | | | |
- -------------------------------------------------------------------
- compress kit | | | | | |
- with gauze | | | | | |
- -------------------------------------------------------------------
- loaded .45 | | | | | |
- caliber. pistol | | | | | |
- -------------------------------------------------------------------
- red & white | | | | | |
- parachute | | | | | |
- -------------------------------------------------------------------
- bottle (1000) | | | | | |
- salt tablets | | | | | |
- -------------------------------------------------------------------
- 1 liter of water | | | | | |
- per person | | | | | |
- -------------------------------------------------------------------
- book: Animals | | | | | |
- of the Desert | | | | | |
- -------------------------------------------------------------------
- 1 pair sunglasses | | | | | |
- per person | | | | | |
- -------------------------------------------------------------------
- 2 liters 180- | | | | | |
- proof Vodka | | | | | |
- -------------------------------------------------------------------
- 1 topcoat | | | | | |
- per person | | | | | |
- -------------------------------------------------------------------
- a cosmetic mirror | | | | | |
- | | | | | |
- -------------------------------------------------------------------
- TOTALS | | |
- (the lower | | |
- the better) -------------------
- |Your score|Team score|
-
- <FF>
- DESERT SURVIVAL GAME
-
- DISCUSSION GUIDELINES - handout #3
-
- DON'TS
- 1) DO NOT VOTE. Voting will split the group into 'winners' and 'losers' and
- encourages 'either-or' thinking when there may be other ways. Voting will
- foster argument rather than rational discussion and consequently harm the
- group process.
- 2) Do not make early, quick, easy agreements and compromises. They are
- often based on erroneous assumptions that need to be challenged.
-
- 3) Do not compete internally. In this situation either the group wins or no
- one wins.
-
- DO'S
- 1) Listen and pay attention to what others have to say. This is the most
- distinguishing characteristic of successful teams.
-
- 2) Try to get underlying assumptions regarding the situation out into the
- open where they can be discussed.
-
- 3) Encourage others, particularly the quieter ones, to offer their ideas.
- Remember, the team needs all the information it can get.
-
- When your group reaches a point where each person can say "Well, even
- though it may not be exactly what I want, at least I can live with the
- decision and support it," then the group has reached a consensus. This
- doesn't mean that all of the group must completely agree, but rather that
- everyone is in fundamental agreement.
-
- Since any one of you can block a decision if you choose, the approach here
- is more difficult than other decision methods. However, it also tends to
- be more effective because it can force the team to consider more aspects
- of the Problem and be more alert to objections to possible courses of
- action. Therefore, treat differences of opinion as a way of 1) gathering
- additional information, 2) clarifying issues, and 3) forcing the group to
- seek better information.
-
- <FF>
- GAMEMASTER'S SHEET
-
- The following 'game' was presented in a class I took about 1985 - the
- course was Principles of Management. The instructor got the game from a
- friend-of-a-friend ...
- An additional page, a slight re-wording of the Handout #1 page above, says
- 'This exercise was developed by J.C. Lafferty, P. M. Eady and A.W. Pond -
- Human Synergistics, 1970". According to my instructor, the game is/was
- used by the US military, and the Expert's ranking came from an (Army?)
- survival expert.
-
- The instructor's purpose was to teach teamwork and something called
- 'Theory Z' a management style used mostly in Japan, where EVERYONE is
- expected to help make the group's decisions. Theory Z decisions take
- longer to make, but are usually 'better', and can be implemented faster
- because everyone has already agreed to abide by them when they walk out
- of the meeting.
-
- I play this game with my Boy Scout troop about once every 3 to 4 years. I
- have patrols work as teams, but insist that Patrol Leaders NOT take
- charge of the group discussions. According to my instructor, in an
- 'everyone's equal' environment, natural leaders will emerge to help get the
- group decisions made.
-
- And now, the Expert's rankings:
-
- 1 - mirror signalling the 'flash' can be seen for miles
- 2 - topcoat protection from the sun
- 3 - water drink, don't hoard it
- 4 - flashlight night-time signalling
- 5 - parachute put over air-frame as a sun-shelter
- 6 - jackknife
- 7 - raincoat use to save/collect water
- 8 - pistol sound signal
- 9 - sunglasses
- 10 - compress kit
- 11 - compass
- 12 - air map
- 13 - animal book
- 14 - Vodka dangerous
- 15 - salt tablets dangerous
-
- The Expert's basic assumption was: DON"T LEAVE THE PLANE! A flight-plan
- was filed. Considering the adverse weather conditions, hiking out was
- more likely to kill you than staying put.
-
- <FF>
- The following Steps (6 thru 10) were done after all the groups finished
- computing their Team scores:
-
- TEAM NUMBER >> | 1 | 2 | 3 | 4 | 5 |
- -------------------------------------------------------------------------
- Step 6 - compute average | | | | | |
- individual scores | | | | | |
- -------------------------------------------------------------------------
- Step 7 - Team Score (step 5) | | | | | |
- | | | | | |
- -------------------------------------------------------------------------
- Step 8 - Step 6 & 7 difference | | | | | |
- | | | | | |
- -------------------------------------------------------------------------
- Step 9 - lowest individual score| | | | | |
- | | | | | |
- -------------------------------------------------------------------------
- Step 10- number of individuals | | | | | |
- lower than Team score| | | | | |
-
- ------------------------------
- Subject: Fire Safety Game
- From: stolz@fnusgd.fnal.gov (Mike Stolz)
-
- Alright folks - here's the first Pack 164 Fire Safety Game. I used it at my
- Pack meeting this Monday. It took most of 45 minutes, which was my goal. I
- used the Version 1 instructions. Things went fairly well, but as soon as I
- got home, I typed up the Version 2 instructions as well, and intend to use them
- the next time. Some of the boys were able to handle the 'game' by themselves,
- but most of the 2nd graders, and a few strays from the older grades, couldn't
- stay 'on task' for more than 5 or 10 minutes. If anyone else wants to try
- this game, all I ask is that: 1) you let me know that you're using it, and 2)
- you give me feedback, suggestions, improvements, etc when you're done.
-
- I've attempted to re-format this text in plain ASCII, my original is on a MAC
- using WORD 4.0. If you see any typo's, they were probably introduced during
- reformatting.
-
- PS - at the (older) Boy Scout level, I'd suggest doing it first alone, and
- then by Patrol.
-
- ---------------------------------- cut here ----------------------------------
- <FF>
- FIRE SAFETY GAME
-
- EVERY ANSWER IS USED ONCE - AND ONLY ONCE!. IF A QUESTION CAN HAVE MORE THAN
- ONE ANSWER, SKIP IT AND COME BACK TO IT LATER.
-
- |_YOURS______|_GROUP'S____|
- *) Don't play with _. |____________|____________|
- *) Keep _ away from fires or heat. |____________|____________|
- *) Destroy all _ or greasy rags. |____________|____________|
- *) Know where the _ are in buildings you enter. |____________|____________|
- *) Replace cracked, or unsafe _. |____________|____________|
- *) Have fire _ at home. |____________|____________|
- *) Place the fire dept. phone number on your _. |____________|____________|
- *) Cover fireplaces with _. |____________|____________|
- *) check your _ every month. |____________|____________|
- *) Make certain _ are clean and clear.V |____________|____________|
- *) Smoky the Bear needs your _. |____________|____________|
- *) If your cloths are on fire _. |____________|____________|
- *) A _ will help smother a small fire. |____________|____________|
- *) Do not throw _ on a grease fire. |____________|____________|
- *) A fire needs heat, air(oxygen) and _ to burn. |____________|____________|
- *) In a smoke-filled room, the 'best' air is
- near the _. |____________|____________|
- *) The Fire Dept. emergency phone number is _. |____________|____________|
- *) If a fire starts at home, the first thing to
- do is _. |____________|____________|
- *) The second thing to do is _. |____________|____________|
- *) Your house is on fire, the fastest way out is |____________|____________|
- *) Lots of kids are badly burned every year |____________|____________|
- because they played with _ or _. |____________|____________|
- *) Every year, 100's of grass fires are started
- by _. |____________|____________|
- *) Name a bad thing and a good thing BAD _ |____________|____________|
- to start charcoal fires with. GOOD _ |____________|____________|
- *) Never start a fire or use a stove without _
- present. |____________|____________|
-
- CHOOSE ONE ANSWER
- *) On the 4th of July, would it be safer to carry
- fireworks in 1) a pocket, or 2) in a box. |____________|____________|
- *) The best way o treat a small burn is to put
- 1) burn ointment 2) cold water on it. |____________|____________|
-
- NUMBER OF RIGHT ANSWERS |____________|____________|
-
-
- EVERY ANSWER USED ONLY ONCE - AFTER YOU USE AN ANSWER. 'X' IT OUT
-
- chimneys smoke alarms screens 911 floor help
- gasoline blanket fire escapes extinguishers fuel
- get out cigarettes fireworks electrical cords oily
- gas cans matches stop, drop & roll an adult water
- telephone charcoal starter call for help the window lighters
-
- <FF>
- FIRE SAFETY GAME
-
- EVERY ANSWER IS USED ONCE - AND ONLY ONCE!. IF A QUESTION CAN HAVE MORE THAN
- ONE ANSWER, SKIP IT AND COME BACK TO IT LATER.
-
- *) Don't play with _matches_.
- *) Keep _gas cans_ away from fires or heat.
- *) Destroy all _oily_ or greasy rags.
- *) Know where the _fire escapes_ are in buildings you enter.
- *) Replace cracked, or unsafe _electric cords_.
- *) Have fire _extinguishers_ at home.
- *) Place the fire dept. phone number on your _telephone_.
- *) Cover fireplaces with _.screens_.
- *) check your _smoke alarm_ every month.
- *) Make certain _chimneys_ are clean and clear.
- *) Smoky the Bear needs your _help_.
- *) If your cloths are on fire _stop, drop, and roll_.
- *) A _blanket_ will help smother a small fire.
- *) Do not throw _water_ on a grease fire.
- *) A fire needs heat, air(oxygen) and _fuel_ to burn.
- *) In a smoke-filled room, the 'best' air is near the _floor_.
- *) The Fire Dept. emergency phone number is _911_.
- *) If a fire starts at home, the first thing to do is _get out_.
- *) The second thing to do is _.call for help_.
- *) Your house is on fire, the fastest way out is _the window_.
- *) Lots of kids are badly burned every year because
- they played with _lighters_ or _fireworks_.
- *) Every year, 100's of grass fires are started by _cigarettes_.
- *) Name a bad thing and a good thing to start charcoal fires with.
- BAD _gasoline_ GOOD _charcoal starter_
- *) Never start a fire or use a stove without _an adult_ present.
-
- CHOOSE ONE ANSWER
- *) On the 4th of July, would it be safer to carry fireworks in
- 1) a pocket, or 2) in a box. _2_
- *) The best way o treat a small burn is to put
- 1) burn ointment 2) cold water on it. _2_
-
-
- <FF>
- FIRE SAFETY GAME
- INSTRUCTIONS: VERSION 1
- This 'game' is has been designed with Cub Scouts in mind. The game will be
- done as follows: 1) every person, Cubs, parents, Den leaders, and even
- siblings should take the test alone. Emphasize to the kids that if they don't
- know what a word is, they should ask an adult. The game is supposed to test
- Fire Safety skills, not reading ability. 2) After everyone has answered the
- questions alone, they should then get together by family. Each family should
- compare answers and circle those that aren't the same. Do NOT change 'YOUR'
- answers after you start the family discussion. After you have compared
- answers on all questions, go back and discuss those where the answers aren't
- the same. For answers that don't agree, you should settle on one 'correct'
- family answer. PARENTS, PLEASE LISTEN TO YOUR KIDS IF THEIR ANSWER IS
- DIFFERENT FROM YOURS! KIDS, DON'T ASSUME YOUR PARENT'S ANSWER IS RIGHT, AND
- THAT YOURS IS WRONG. 3) In the final step, each Den should get together. The
- Den Leader should read the answer sheet out loud, and the families should see
- how well they did. Mark the total number of right answers for each column in
- the boxes at the bottom of the page. These score sheets are NOT to be turned
- in, I would like families to take them home and talk about them. If any kids
- do better than their parents, please have them bring both game sheets up to me
- at the front. I would also like Den leaders to find out whether any families
- had 100% perfect on the game.
-
- A few questions can use several answers. There is a 'best' answer for each of
- these questions. If you find a question that has more than one answer, skip
- it and come back to it later. EVERY answer should only be used once. Use the
- process of elimination to find the 'best' answer on those questions that can
- use more than one of the answer words.
-
- <FF>
- FIRE SAFETY GAME
-
- INSTRUCTIONS: VERSION 2
- This 'game' is has been designed with Cub Scouts in mind. The game will be
- done as follows: 1) every Cub is to pair up with an adult (parent), Boy
- Scout, or older sibling. They should work as a team to decide the answers for
- each question. PLEASE make sure the Cubs have a lot of input into the
- decision-making. 2) After everyone has answered the questions as pairs,
- they should then get together by Den. Each Den should compare answers and
- circle those that aren't the same. Do NOT change 'YOUR' answers after you
- start the Den discussion. After you have compared answers on all questions,
- go back and discuss those where the answers aren't the same. For answers that
- don't agree, you should settle on one 'correct' Den answer. PLEASE LISTEN TO
- EVERYONE, ESPECIALLY IF THEIR ANSWER IS DIFFERENT FROM YOURS! KIDS, DON'T
- ASSUME THAT SOMEONE ELSE'S ANSWER IS RIGHT, AND THAT YOURS IS WRONG. 3) In
- the final step, THE Cubmaster should read the answer sheet out loud, and the
- Dens should see how well they did. Mark the total number of right answers for
- each column in the boxes at the bottom of the page. These game sheets are NOT
- to be turned in, I would like families to take them home and talk about them.
-
- A few questions can use several answers. There is a 'best' answer for each of
- these questions. If you find a question that has more than one answer, skip
- it and come back to it later. EVERY answer should only be used once. Use the
- process of elimination to find the 'best' answer on those questions that can
- use more than one of the answer words.
-
- **
- Subject: Games for Pirate Theme Birthday Party
- From: robert@jetsun.weitek.COM (Robert Plamondon)
-
- Here are some fun pirate games:
-
- * Walk the Plank. Works best if you have a swimming pool. Are brave
- prisoners or groveling prisoners more fun? Vote afterwards.
-
- * Buried Treasure Hunt. Bury some loot, make a map, hand out shovels, and
- stand back. Best if held on a beach, but if you're sick of your garden,
- what the heck.
-
- * Loot the Town. The kids burst into the house and cart away anything
- they find. Best if held at someone else's house. With teen-agers,
- you can add the twist, "Make Them Tell Where They Hid the Silver."
-
- * Boarding Action. Split the kids into two teams and have them try
- to capture each other's "ships," which can be buildings or minivans.
- Kids over ten need to be searched for zip guns beforehand. Victory
- conditions are variable. Possible outcomes are: last "ship" operational,
- amount of loot removed from "ship," last pirate conscious. Best played
- just before leaving the country.
-
- --------------------------------
- Subject: Bop Sticks
- From: medic@hardy.u.washington.edu (Travis Lauricella)
-
- Another game the scouts like a lot, which is not a game from the BSA, is
- "Bop Sticks." This game requires quite a bit of preparation, however.
-
- You will need:
- *) 2 lengths of PVC pipe, 7' X 1"
- *) Lots of foam padding
- *) Even more duct tape
- *) Two old tennis balls
- *) Two football helmets (or other helmet with a face guard)
-
- Cut the tennis balls in half and tape each half securely to the ends of the
- PVC pipe. Wrap every square inch of the pipe in foam, and secure with tape.
- When finished, you should only be able to see tape. The balls and foam
- should be covered in tape.
-
- The scouts wear the helmets and attack each other with the stick they are
- wielding. A hit to a limb results in the loss of the limb. A hit to the
- neck results in decapitation - you're dead. Two hits to either the body, the
- head, or both result in death. Loss of a limb results in just that.
- Naturally, if both legs are gone, you can't run away, and if both arms are
- gone, you can't wield a stick. It's fun to watch the scouts hopping around on
- one leg in their big, bulky helmets while swinging a rather awkward "sword"
- with one hand. You can have tournaments. Kind of SCAish, but not really.
-
- Well, I guess you can see the kind of game my scouts are interested in.
- If you know of any others I may have missed out on, I would love to hear from
- you.
-
- --------------------------------
- Subject: Christmas Games
- From: macman@bernina.ethz.ch (Danny Schwendener)
- Date: Thu, 19 Nov 1992 00:01:16 GMT
-
- John_Morgan@mindlink.bc.ca (John Morgan) writes:
- >Does any one out there have any games to play at a Christmas party? The
- >games must have some sort of Christmas theme to them so tag, dodge ball etc.
- >are out for this once a year occasion.
-
- Well it all depends on whether you plan to do it indoors our outdoors.
- Here are a few ideas, but keep in mind that they're coming from a
- country where a consistant plot (a 'fil rouge') is a crucial point
- in every scouting activity.
-
- I would embed the games into a Christmas story. For example about a
- little angel who has neglected his duties, and preferred to play aureola
- frisbee and cloud soccer with the little devils instead of doing his
- daily good actions (games: play frisbee with a frisbee ring, and soccer
- by having the teams blow on a cotton wool ball over a table).
-
- The case came to Petrus who decided to send the little angel on a
- penitence mission in the world of darkness and the world of silence.
- Describe the kids how the angel felt desperately lost and alone in these
- worlds; How he meets a blind boy in the world of darkness, and a deaf
- boy in the world of silence; How these two kids show him that they can
- get along very well in their respective worlds despite their respective
- handicaps, by using the remaining senses -- odor, hearing and touch in
- the world of darkness / sight in the world of silence --.
-
- Make heavy use of Kim and trust games in the world of darkness, and of
- pantomime games in the world of silence. Tell how the angel is marked by
- these two encounters, and how he decides to help the people lost in one
- of these worlds. End the story by telling that Petrus, seing the angel
- at work and his quest now over, called him back to paradise.
-
- Okay, I made that story up while writing this E-mail, so there are still
- a few details to polish, but all in all, you have here largely enough
- material for a whole afternoon. By including one or two wide games, you
- could even use it as base for a cub scout weekend.
- ------------------------------
- End of part 3, File '3_games'
-
-
-