SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/Activities and Games Scouts NZ/Scouts Race and Romp Games.pdf CONVERTED: 2025-01-11 ================================================== --- PAGE 1 --- SCOUTS – Race and Romp Games Race and Romp Games Introduction These 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. The games have been sorted into categories, with this category being Race and Romp type games that are quite physical, use up energy, but also require concentration. The games are listed alphabetically. If you 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 for adding to this document. These game sheets are to help new leaders get started. There are many more listed on the internet that may be used if desired. Bundles Equipment: A hula hoop or a rope loop for each team. Method:  Divide the players into equal teams  Place a hula hoop or a length of rope knotted into a loop so that the players are crammed together and all facing outward.  On ‘Go’ the teams race to the other end of the hall, or perhaps around the hall, picking up an item from each corner so that they have to cover all corners. Dodge Ball Equipment: Two or more large balls. Method:  The aim is to dismiss as many of the opposing team as possible within a given time.  Draw three lines across the hall. Two lines are one meter from the ends of the hall; the other line is across the middle of the hall.  Two members (throwers) of each team are selected and have to stay behind the one meter line. Team A at one end of the hall, and team B at the other.  The remaining players from team A roam around the half of the hall immediately in front of the ‘throwers’ from team B. The remaining players from team B roam around the other half of the hall, immediately in front of the team A ‘throwers’.  The team A ’throwers’ aim to hit the team B players below the knees and if so, these players join the team B’s ‘throwers’. Team B ‘throwers’ aim to hit the team A players etc.  The players must pick up the ball and return it to their ‘throwers’ by throwing it over the heads of the other team’s players. The team getting the ball back to their ‘throwers’ the quickest are the most likely to win. Flotsam Scramble Equipment: A large number of small items such as bean bags, small balls, socks, scarves etc. that can be carried in the hands. Method:  Scatter the objects haphazardly in the middle of the playing area or hall.  Line the players up at one end of the area or hall.  On “Go” the players run to and touch a wall or object at the far end of the area, go to the objects on the ground and pick one up, then return to and touch the end wall again and then run back to pick up a second or third object.  After 1 minute or so, stop the game.  The player with the most objects in his or her hand is the winner.  The team, six or patrol with the most objects could also be winners. July 2015 Scouts Race and Romp Games.doc --- PAGE 2 --- Hopping and Barging Equipment: Nil Method:  Chalk or draw a circle of about 2 meters diameter in the centre of the playing area.  Form the Scouts into a line, tallest to shortest and split them into two equal teams.  Number the teams off; starting with the tallest as number one (this will achieve teams of equal size).  Form the teams up either side of the circle, about 3 metres back.  The leader calls out a number and the two Scouts with that number step forwards. With folded arms and hopping on one leg, the players attempt to barge each other over the line and into the circle.  As soon as a foot crosses the circle line the players return to their places and the next number is called.  Allocate a number of points to the circle. The winner of each bout gets allocated the points. The team with the most points wins.  An alternative is to make the circle a little bigger and have the game played inside the circle with the aim of barging one of the players out.  Note that girls play against girls and boys against boys. Horses and Riders Equipment: Nil Method:  Line the Scouts up tallest to shortest and pair them up with a same sized partner.  The Scouts form a circle with one of the pair standing in front (the horse) and the other immediately behind (the rider) so in effect you have two circles, one in front of the other.  At the word “Mount” the rider jumps up onto the back of the horse.  At the word “Go”, the rider drops to the ground, goes around the front of the horse, scrambles between the horses legs and then runs around the circle clockwise and jumps back up on to the horse.  At the word “Change” the horse and rider swap places.  Run the game for about two minutes as a warm up.  After the warm up, the last rider to remount drops out of the game but the rider stays in place to help form the race track.  Note that girls pair with girls and boys pair with boys. Last Object Equipment: Treasure which is small items easily carried in one hand. One less in number than there are players. A whistle would be useful. Method:  Divide the players into two teams.  Place one team at each end of the hall or playing area.  Place the objects in the middle of the playing area. Make sure there is one less item than players.  On ‘Go’ all players rush in and pick up an object and return to their end of the area. The one without an item is out.  Return the items to the middle and remove one.  Continue playing until only one player remains. Soldiers and Robbers Equipment: Treasure which is small objects easily carried in one hand. Method:  Put the players into two teams, ‘Soldiers’ and ‘Tics’.  Divide the hall in three parts. One quarter is the ‘Soldiers’ territory. A second quarter is the ‘Treasure field’, the remaining half is the ‘Tics’ territory.  Mark the dividing lines with rope or chalk.  Place the treasure across the width of the Treasure Field.  The Soldiers line up in their territory and guard the treasure.  The Tic’s start from their territory and dash into the treasure field, pick up a piece of treasure and dash back into their own territory and store the items.  Once the ‘Tics’ cross the line and enter the Treasure Field, the ‘Soldiers’ can tag them and take them prisoner. The Soldiers cannot enter the ‘Tics’ territory.  The Tic Prisoners must sit down behind the Solders territory. SCOUTS – Race and Romp Games SCOUTS New Zealand Page 2 --- PAGE 3 ---  A Tic may tag another ‘Tic’ on the way to prison where upon the ‘Tic’ is free.  The game ends when all the treasure has been collected or all the ‘Tics’ are imprisoned.  Swap teams and start again if time permits. Star Dash Equipment: Nil Method:  Create 2 metre circle that is the hub.  The teams sit in relay formation arranged like the spokes of a wheel around the hub, all facing the centre, the team leader sitting at the front.  The team members are numbered from the front.  There are three commands: Change, Across and Around and each is followed by a team member’s number. E.g. “Change 3”, or “Around 6” and so on.  Change: When this is called, the team members with that number change places by rising, running across the circle and sitting in the now vacant space in the opposite team.  Across: When this is called, the team members with this number rise, run across the circle, around the opposite team and back to their place.  Around: When this is called, the team members with this number rise, run clockwise around all the teams and back to their place.  The first Scout to be seated is the winner.  Speed up the game by calling say two commands one after the other. After a period of time, increase the commands to three. Toss Up Equipment: One coin Method:  Chalk or mark a start line across the centre of the playing area. If outside, you will need another two lines parallel to the starting line but at opposite ends of the area. If inside, the end walls of the hall will do.  Form the Troop into two equal teams and have them line up either side of the start line. One team is called heads and the other tails.  A coin is tossed and the leader calls out “heads” or “tails”.  If “heads” is called, the “heads team” has to chase and tag the other team before they reach the safety of the end line, and vice versa.  After a warm up period, all the tagged Scouts are out and leave the game.  Continue until there is one person left. Whack’em Equipment: Loosely rolled up newspaper held together with one round of electrical tape or masking tape (this baton should be a bit floppy so it won’t hurt or bruise the players). Method:  Form the players in a circle and sit them on the floor with their heads bowed and their hands stretched out behind them.  One player is given the rolled up newspaper and walks quickly around the circle and quietly places the newspaper in one hand of one of the seated players.  The player with the newspaper quickly stands and starts to whack the player sitting on the same side as the newspaper was placed.  The player being whacked, runs around the circle to get away from the ‘whacker’ and back to his or her place.  The ‘whacker’ then changes places with the player who has just been chased.  The new ‘whacker’ then walks quickly around the circle and places the newspaper in the hand of another player and the game continues. The idea is to be sneaky when putting the newspaper down so the person sitting beside the new ‘whacker’ doesn’t get much warning unless they are very alert.  No hitting above the shoulders. The ‘whacker’ should be stood down if he or she deliberately or repeatedly hits someone on the head or face. SCOUTS – Race and Romp Games SCOUTS New Zealand Page 3