SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/Activities and Games Scouts NZ/Scouts Quiet Games.pdf CONVERTED: 2025-01-11 ================================================== --- PAGE 1 --- SCOUTS – Quiet Games Quiet Games Introduction These game sheets have been developed to support the National Programmes. The games are from the “Fun and Games” book written by Jack Dowling and first printed by The Scout Association of New Zealand in 1972 and “Fun and Games 2” for all sections, edited by Diana Balham in 1987. More recent games have been added as well. There are many more games listed on the internet that may be used if desired. The games have been sorted into categories, and are listed alphabetically in each document. If your Scouts have a favourite game in this category that you would like to share with other leaders, please forward the game instructions to reception@scouts.org.nz so it can be considered by the National Scout Leader for adding to this document. Ambulance Game (first aid training) Equipment - Nil Method  Sit the Scouts in a circle.  The leader calls out a part of the body and the Scouts have to touch or point to the relevant part of their own body.  Make the names a mix of easy and harder names as some will still be learning first aid.  Players who make more than two mistakes are out and move back from the circle.  Here are some names: scalp, skull, eyes, nose, neck, thigh, calf, carotid artery, humerus bone, femur, ulna, ankle, vertebrae, radius, tibia, fibula, pelvis, sternum, clavicle (collar bone), knee, rib and so on. Battleships (strategy and planning) Equipment  A blanket, sheet or tent that can be used as a screen.  A soccer ball or similar. Method  This game is best played in patrols or teams of 6. Two teams plus several leaders or three teams would be ideal.  Have two Scouts or two leaders hold up a screen. And another two are needed to fetch the balls.  Sit a patrol or team on either side of the screen.  Each team sits as follows: 3 in a row = cruiser, 2 in a row = destroyer, 1 = submarine. Place the ‘ships’ at random.  Give the ball to one team and have them lob it over the screen.  If the ball misses a ship the leader calls out “missed”, if it hits one of the ‘ships’ the leader calls out ‘hit’ or in the case of the submarine, ‘sunk’.  The second team then lobs the ball back over the screen and tries to hit and sink that teams ‘ships’.  Once a hit is achieved, the team needs to remember where they lobbed the ball so they can try and achieve another hit on the same ‘ship’. Team work is essential and they should be encouraged to consult with each other before lobbing the ball. Buzz Wuzz (mathematics skills) Equipment -nil Method  The Scouts sit in a circle and count in turn  Whenever the number has a 7 in it, is divisible by 7, or is a multiple of 7, that Scout must say “Buzz”. July 2015 Scouts Quiet Games.doc --- PAGE 2 ---  If the number is say 17 the Scout says “1Buzz”. 77 is “Buzz Buzz”  One mistake is permissible, two mistakes and the Scout is out.  After each mistake, carry on from the number reached so far. Five Match Kim (memory development) Equipment  One box of matches for each patrol.  A clean handkerchief, cloth, newspaper page or book. Method  The game is played in patrol corners.  Give each Scout 5 matches.  One Scout drops five matches on the table in a random pattern.  The other Scouts observe and try and memorise the pattern.  After 5 seconds, the matches are covered carefully.  The patrol members now have to recreate the pattern using their own matches.  After 2 or 3 minutes, remove the cover and compare the patterns.  Start again with a different Scout dropping the matches. Leaf Matching (environment awareness) Equipment – Nil Method  Send the teams or patrols out into different parts of the park or neighbourhood to gather 10 or more different leaves.  Return to the meeting place and sit the teams across from one another.  The first team holds up a leaf and calls out what tree they believe it’s from. If they are correct (the leader judges) they get 10 points.  A second (or third) team then try and match the leaf from their own collection. If they succeed they get 5 points.  The next team then holds up one leaf and the process continues.  If a team cannot identify a leaf but another team can, that team gets the 10 points. Matthew, Mark, Luke and John (concentration training) Equipment – Nil Method  Sit the Scouts in a circle  The first 4 players are called “Matthew, Mark, Luke and John”, then number the rest 1, 2, 3, 4 and so on.  Matthew could start by saying “Matthew to 1”  1 then responds and could say “1 to Luke”  Luke could then respond “Luke to 12”  12 could respond “12 to John” and so on.  If anyone fails to respond promptly or the wrong person responds, they leave the circle, everyone renumbers and the game starts again. One Oily Onion (memory game) Equipment - Nil Method  The players sit in a circle.  The leader says “One oily onion”. This is then repeated by each Scout, one after another.  The next player in the circle says “One oily onion and two tame tadpoles” and everyone then repeats it one after the other. (Making sure it sinks into their memories).  The next player starts again but adds a third rhyme such as “One oily onion and two tame tadpoles, three throbbing thrushes”.  A Scout getting the words wrong, forgetting them or hesitating too long is out and sits back from the circle. Have a practice run first before starting to eliminate people. Pinch The Keys (listening skills) Equipment  One chair  A set of keys (preferably about 4 or 5 keys on a ring) SCOUTS - Quiet Games SCOUTS New Zealand Page 2 --- PAGE 3 --- Method  The aim is for nominated Scouts to retrieve the keys without being heard.  Sit all the Scouts around the perimeter of the playing area.  Place a blindfolded Scout on a chair in the middle of the area.  The Leader points to two or three Scouts, who proceed to creep up to the chair, gently lift the keys and return equally as quietly to his or her place.  The blindfolded Scout listens intently and points to where he or she believes a sound came from.  A Scout who is accurately pointed at is out and the game stops while the Scout returns to the perimeter.  A Scout who successfully retrieves the keys is blindfolded and sits on the chair.  This game will only work in a quiet environment without undue street noise. Steady Sam (hand and eye co-ordination) Equipment  Two boxes of matches for each patrol.  A plastic jam jar with the lid on it for each patrol. Method  This game is played in the patrol corner.  Each Scout places a match on the jam jar lid.  Continue taking turns until all the matches are stacked on the lid.  If a Scout topples any matches off the lid, he or she is out.  The last Scout still playing wins. Who is the leader? (Observation training) Equipment – Nil Method  Sit the Scouts in a circle and then send one Scout out of the room.  Appoint one Scout in the circle as the leader.  The leader starts the Scouts clapping, waving or making other actions. These should change at least every minute. (Clapping behind the back, over the head, out to one side etc)  Once the Scouts have started the actions, bring the Scout back from outside and ask him or her to identify which Scout is leading the action.  If the leader has not been identified within 3 minutes, start the game again.  Once the leader has been identified, that person leaves the room and the game starts again. Uniform observation (observation training) Equipment  Paper and pencil for each team or patrol. Method  One patrol is inspected by the troop for one minute.  The troop turns their backs while the patrol makes one or two changes to each member’s uniform – button undone, scarf crooked, socks down, shirt tails out etc.  When ready (about 1 minute) the troop turns around and re-inspects the patrol.  After 2 minutes the troop returns to their patrol corners and compile a list of the changes.  Score two points for each correct answer and deduct 1 point for wrong answers. 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