# activities

name: Scout's Nose
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 209
materials_list: Paper bags containing different smelling items, tables, pens and paper
skills_developed: sense of smell, observation
difficulty_level: usor
keywords: smell, senses, sniffing
language: en
normalized_name: scout's nose
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Numbered paper bags containing different smelling items are placed along the edge of lined-up tables. Scouts, armed with pen and paper, go round in a circle sniffing each bag for no more than five seconds, then write down what they think each bag contains. After all bags are sniffed, scouts swap answers for marking and the leader reveals what each bag held.

rules:
No touching. Sniff each bag for no more than five seconds. The scout with the most correct answers is the winner and could be awarded a top nose certificate.

source_excerpt:
Line up the tables and place the numbered paper bags around the edge so that scouts, armed with pen and paper, can go round in a circle, sniffing each one for no more than five seconds each, then writing down what they think each bag contains.


name: Scouts' Footsteps
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 209
skills_developed: stealth, self-control
difficulty_level: usor
keywords: grandmothers footsteps, creeping, freeze
tags: ["indoor", "active"]
language: en
normalized_name: scouts' footsteps
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A version of grandmother's footsteps with two teams: while the leader faces one team the other creeps up, and vice versa. The first scout to tag the leader wins a point for his team.

rules:
Put two teams at either end of the hall with you in the middle. When you face one team, the team behind you creeps up, and vice versa. Every time you turn, the scouts must freeze; send any you see moving back to their start line. The first scout to tag you wins and scores a point for his team. Play several rounds; the winning team has more points after a set time or first to ten.

source_excerpt:
When you face one team the team behind you creep up on you, and vice versa. Every time you turn round the scouts must freeze.


name: Scouts' Footsteps
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 209
skills_developed: stealth, self-control
difficulty_level: usor
keywords: stealth, freeze, tag
language: en
normalized_name: scouts' footsteps
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are split into two teams at either end of the hall with the leader standing in the middle. When the leader faces one team, the team behind creeps up, and vice versa. Every time the leader turns round the scouts must freeze.

rules:
Send back to their start line any scouts seen moving. The first scout to tag the leader is the winner and scores a point for his team. Have several rounds; the winning team is the one with more points after a fixed time or the first team to ten points.

source_excerpt:
When you face one team the team behind you creep up on you, and vice versa. Every time you turn round the scouts must freeze.


name: Scouts' Footsteps I
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 209
skills_developed: stealth, self-control
difficulty_level: usor
keywords: grandmothers footsteps, creeping, freeze
tags: ["indoor", "active"]
language: en
normalized_name: scouts' footsteps i
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A grandmother's footsteps variant: scouts creep up on the leader who turns regularly and names those seen moving, sending them back. Three catches puts a scout out; the first to tag the leader wins.

rules:
Scouts line up at one end of the hall while you stand at the other end facing away. Turn round regularly and call out the names of scouts you see moving; they go back to the start. If someone is caught three times they are out. The first scout to tag you wins and takes your place for a new game.

source_excerpt:
Turn round regularly and call out the names of the scouts that you see moving. They are caught and have to go back to the start.


name: Scouts' Footsteps I
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 209
skills_developed: stealth, self-control
difficulty_level: usor
keywords: stealth, freeze, tag
language: en
normalized_name: scouts' footsteps i
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts line up at one end of the hall while the leader stands at the other end facing away. The leader turns round regularly and calls out the names of scouts seen moving, who are caught and must return to the start.

rules:
If someone is caught three times they are out. Play resumes and the first scout to tag the leader is the winner and can take the leader's place to start a new game.

source_excerpt:
Turn round regularly and call out the names of the scouts that you see moving. They are caught and have to go back to the start.


name: Searchlight
variations: In very dark huts skip the blindfolds and use a torch with a flash instead of a water pistol.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 209-210
materials_list: 1 water pistol, 1 blindfold, 1 torch, 1 bunch of keys
skills_developed: stealth, listening
difficulty_level: mediu
keywords: blindfold, stealth, keys
tags: ["indoor", "sensory"]
language: en
normalized_name: searchlight
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A blindfolded scout guards a bunch of keys under his chair with a water pistol while selected thieves try to grab the keys without being shot. A successful thief becomes the new guard.

rules:
Similar to 'Blind Victim' but with multiple thieves. Blindfold one scout, sit him on a chair at one end of the hall with keys under it, and arm him with a water pistol. Select a few scouts by taps on the head; on 'Go!' they try to get the keys without being shot. Multiple shots are allowed but no machine-gun spraying. A scout who gets the keys and returns to base unshot becomes the new victim.

source_excerpt:
Select a few scouts by taps on the head and at “Go!” they must be the first to get the keys without being shot.


name: Searchlight
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 209-210
materials_list: 1 water pistol, 1 blindfold, 1 torch, 1 bunch of keys
skills_developed: listening, stealth
difficulty_level: mediu
keywords: blindfold, keys, stealth
language: en
normalized_name: searchlight
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Similar to "Blind Victim" but with multiple thieves. One scout is blindfolded and seated on a chair at one end of the hall with a bunch of keys under his chair, armed with a water pistol. A few scouts are selected by taps on the head and at "Go!" they must be the first to get the keys without being shot.

rules:
Multiple shots are allowed but no machine-gun spraying. If a scout manages to get the keys and return to base without being shot then he becomes the victim guarding the keys.

variations:
In very dark huts don't bother with blindfolds and use a torch with a flash instead of a water pistol.

source_excerpt:
Blindfold one scout and put him on a chair at one end of the hall with a bunch of keys under his chair. Arm him with a water pistol.


name: Secret Code
category: creative-stem
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 210
materials_list: pens, paper
skills_developed: problem-solving, cryptography
difficulty_level: mediu
keywords: code, cipher, alphabet
tags: ["indoor", "puzzle"]
language: en
normalized_name: secret code
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
An activity for inventing a group secret code, for example by shifting the alphabet to start at a letter other than A, to be used in wide games, treasure hunts and incident hikes.

rules:
If your group has no secret code, invent one. Try starting the alphabet at a letter other than A, perhaps based on the month or day of the month; e.g. in October or on the 10th, J becomes A, K becomes B and so on, so 'JOHN' becomes AFYE. Put scouts into teams to come up with the best secret code, then give them a phrase to encode.

source_excerpt:
Try starting the alphabet at a letter other than the first i.e. “A”, maybe the month we’re in or the day of the month.


name: Secret Code
category: escape-room-puzzle
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 210
materials_list: Pens and paper
skills_developed: problem solving, teamwork
difficulty_level: mediu
keywords: code, cipher, puzzle
language: en
normalized_name: secret code
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
If a group doesn't have its own secret code, this activity invents one for use in wide games, treasure hunts or incident hikes. The method suggested is to start the alphabet at a letter other than "A", such as the number of the month or day, so that letters shift along.

rules:
Put the scouts into teams and see who can come up with the best secret code, then give them a phrase to put into code.

source_excerpt:
Put the scouts into teams and see who can come up with the best secret code then give them a phrase to put into code.


name: Secret Telephone Number Message
category: escape-room-puzzle
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 210
materials_list: pen, paper
skills_developed: problem-solving, logic
difficulty_level: mediu
keywords: code, puzzle, telephone
tags: ["indoor", "puzzle"]
language: en
normalized_name: secret telephone number message
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are given a code based on telephone-keypad letter mappings and a number sequence, and must work out the hidden message. The first to solve it wins.

rules:
Give each scout paper and a pen with the telephone keypad mapping written on it: 2-ABC, 3-DEF, 4-GHI, 5-JKL, 6-MNO, 7-PQRS, 8-TUV, 9-WXYZ. Then give them a number code. The first to work out the message wins. It is not easy as each number maps to more than one letter; for example '687 532337 47 843 2378 7547 3837!' decodes to 'Our leader is the best skip ever!'

source_excerpt:
Give each scout a sheet of paper and a pen with the following written on it from telephone handsets: 2-ABC, 3-DEF, 4-GHI, 5-JKL, 6-MNO, 7-PQRS, 8-TUV, 9-WXYZ.


name: Secret Telephone Number Message
category: escape-room-puzzle
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 210
materials_list: Pen and paper
skills_developed: problem solving, logic
difficulty_level: mediu
keywords: code, telephone, puzzle
language: en
normalized_name: secret telephone number message
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Each scout is given a sheet of paper with the telephone keypad letter groupings written on it (2-ABC, 3-DEF, etc.). The leader then gives them a number code and they must work out the message.

rules:
The first scout to work out what the message is is the winner. The game is not easy as there is more than one letter for each number.

source_excerpt:
Then give them a number code. The first to work out what the message is is the winner. The game is not easy as there is more than one letter for each number.


name: See and Hear
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 210-211
materials_list: whistle, torch
skills_developed: tracking, stealth
difficulty_level: mediu
keywords: wide game, chase, woods
tags: ["outdoor", "wide-game"]
language: en
normalized_name: see and hear
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A wide game where a pair flees into the woods, one with a torch and one with a whistle, and the other scouts pursue them. The escaping pair must signal with torch and whistle every time they count to fifty.

rules:
Put scouts into pairs. Send one pair into the woods, one with a torch and one with a whistle. Give them thirty seconds to escape then send the others after them. The escaping pair must flash the torch towards the sky and blow the whistle for three seconds every time they count to fifty. Whichever scout tags one of them first forms the escaping pair with his partner for the next game.

source_excerpt:
The torch must be flashed towards the sky and the whistle blown for three seconds every time the escaping pair count to fifty.


name: See and Hear
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 210-211
materials_list: Whistle, torch
skills_developed: tracking, stealth
difficulty_level: mediu
keywords: chase, woods, tracking
language: en
normalized_name: see and hear
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put into pairs. One pair is sent into the woods, one carrying a torch and one a whistle, and given thirty seconds to escape before the other scouts are sent after them. The escaping pair must flash the torch towards the sky and blow the whistle for three seconds every time they count to fifty.

rules:
Whichever scout tags one of the escaping pair first forms the escaping pair with his other scout for the next game.

source_excerpt:
The torch must be flashed towards the sky and the whistle blown for three seconds every time the escaping pair count to fifty.


name: See, Hear, Feel, Smell
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 211
source_excerpt: Each scout has to say, “I can [see] [hear] [feel] [or smell] [something]”.
skills_developed: observation, awareness
difficulty_level: usor
keywords: senses, observation, top fifty
tags: ["indoor", "sensory"]
language: en
normalized_name: see, hear, feel, smell
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A Top Fifty observation game where scouts sit in a circle and each in turn says something they can see, hear, feel or smell from where they sit. Anyone who hesitates too long or repeats is out.

rules:
Scouts sit in a circle. Starting with one scout and going round in turn, each scout says 'I can see/hear/feel/or smell something'. It must be something he can sense from where he is sitting. Anyone who hesitates too long or repeats what has been said is out. The last scout remaining wins.


name: See, Hear, Feel, Smell
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 211
skills_developed: observation, awareness of senses
difficulty_level: usor
keywords: senses, circle, observation
language: en
normalized_name: see, hear, feel, smell
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts sit in a circle and go round in turn. Each scout has to say "I can see/hear/feel/or smell something", naming something he can actually sense from where he is sitting.

rules:
Anyone who hesitates for too long or who repeats what has already been said is out. The winner is the last scout to remain in.

source_excerpt:
Each scout has to say, “I can [see] [hear] [feel] [or smell] [something]”. It has to be something that he can see, hear etc. from where he’s sitting.


name: See, Touch, Taste, Smell, Hear
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 211
materials_list: 1 torch, objects to see, touch, taste, smell and hear, pencils, paper, blindfolds
skills_developed: senses, memory, observation
difficulty_level: mediu
keywords: senses, blindfold, memory
tags: ["indoor", "sensory"]
language: en
normalized_name: see, touch, taste, smell, hear
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Blindfolded scouts have fifteen objects passed around in sense order and afterwards must write down all fifteen items in the order they sensed them. The scout who guesses the most items correctly and in order wins.

rules:
Scouts sit in a large circle and chant 'See, touch, taste, smell, hear'. Tell them objects will be passed around in that order, then blindfold all of them. Start with a torch, then a Touch, a Taste, a Smell and a Hear, repeating twice with different objects but always starting with a torch. Then they remove scarves and write down the fifteen items in order. It must be done in complete silence. The scout who guesses the most items in the correct order wins.

source_excerpt:
Then get them to remove their scarves and write down the fifteen items in the order in which they sensed them.


name: See, Touch, Taste, Smell, Hear
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 211
skills_developed: sensory awareness, memory
difficulty_level: mediu
keywords: senses, memory, blindfold
language: en
normalized_name: see, touch, taste, smell, hear
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts sit in a large circle and chant "See, touch, taste, smell, hear". Blindfolded with their scarves, objects are passed around in that order, starting with a torch each time and repeated twice with different objects, all in complete silence. They then remove their scarves and write down the fifteen items in order.

rules:
All of this needs to be done in complete silence. The winner is the scout who guesses most items and in the correct order.

source_excerpt:
Then get them to remove their scarves and write down the fifteen items in the order in which they sensed them. All of this needs to be done in complete silence.

materials_list:
1 torch, 3 objects to see, 3 to touch, 3 to taste, 3 to smell, 3 to hear, Pencils and paper, Blindfolds


name: Senses
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 211-212
materials_list: 5 sheets of paper, pen, sticky tape
skills_developed: discussion, reasoning
difficulty_level: usor
keywords: senses, debate
tags: ["indoor", "discussion"]
language: en
normalized_name: senses
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A debate game where five sheets labelled with the five senses are put on the walls; the leader reads out things, words and actions and scouts go to the sense most used, generating discussion.

rules:
Put on the walls five sheets of paper labelled 'See', 'Hear', 'Smell', 'Touch' and 'Taste'. Read out a list of things, words and actions, and scouts go to the most-used sense. It is difficult to have a winner but it generates debate. Items could include camp fire, bacon, sunset, making a woggle, Heaven, glass of water and gas.

source_excerpt:
Then read out a list of things, words and actions, and the scouts have to go to the most used sense.


name: Senses
rules: It's difficult to have a winner but it will certainly generate some debate.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 211-212
materials_list: 5 sheets of paper, pen, sticky tape
skills_developed: sensory awareness, discussion
difficulty_level: usor
keywords: senses, debate
language: en
normalized_name: senses
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Five sheets of paper labelled "See", "Hear", "Smell", "Touch" and "Taste" are put on the walls. The leader reads out a list of things, words and actions, and the scouts have to go to the most-used sense for each one, generating debate.

source_excerpt:
Then read out a list of things, words and actions, and the scouts have to go to the most used sense.


name: Ships in the Fog
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 212
source_excerpt: On “Go!” the unblindfolded scouts try to direct their ship through the harbour entrance.
materials_list: 1 blindfold per scout, 2 chairs
skills_developed: communication, trust, teamwork
difficulty_level: mediu
keywords: blindfold, communication, top fifty
tags: ["indoor", "team"]
language: en
normalized_name: ships in the fog
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A Top Fifty game where blindfolded teams form 'ships' in single file and are directed by an unblindfolded teammate through a 'harbour entrance' marked by two chairs. The first ship through wins.

rules:
Put scouts into teams in single file at one end of the hall, blindfolded, with hands on the shoulders of the scout in front; these are the ships. Place two chairs near the other end marking a goal, the harbour entrance. Behind the goal stands one unblindfolded member from each team. On 'Go!' the unblindfolded scouts direct their ship through the harbour entrance. The first ship through wins.

variations:
Give each team its own pair of chairs side by side. Play with individual ships so each unblindfolded scout directs each teammate separately.


name: Ships in the Fog
rules: The first ship to successfully get through the harbour entrance is the winner.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 212
materials_list: 1 blindfold per scout, 2 chairs
skills_developed: teamwork, communication, trust
difficulty_level: mediu
keywords: blindfold, teamwork, communication
language: en
normalized_name: ships in the fog
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put into teams in single file at one end of the hall, blindfolded, with hands on the shoulders of the scout in front, forming ships. Two chairs at the other end mark a harbour entrance, behind which one unblindfolded scout from each team gives directions. On "Go!" the unblindfolded scouts direct their ship through the harbour entrance.

variations:
Give each team its own pair of chairs, side by side. Play with individual ships so that each unblindfolded scout has to direct all of his team separately.

source_excerpt:
On “Go!” the unblindfolded scouts try to direct their ship through the harbour entrance. The first ship to successfully get through the harbour entrance is the winner.


name: Shoe Catapult
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 212
source_excerpt: They then launch their feet up in the air to catapult their footwear over their head.
materials_list: footwear
difficulty_level: usor
keywords: catapult, shoes, camp
tags: ["camp", "fun"]
language: en
normalized_name: shoe catapult
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A camp game where scouts lie in a line with footwear balanced on their ankles and launch their feet up to catapult the footwear over their head. The scout who launches their footwear furthest wins.

rules:
Scouts take off their footwear and lie down side by side in a long line with legs together. They place their footwear one at a time on top of their ankles, then launch their feet up to catapult the footwear over their head. Once everyone with two feet has had two goes, the scout who launched his footwear furthest wins.


name: Shoe Catapult
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 212
source_excerpt: They then launch their feet up in the air to catapult their footwear over their head.
materials_list: Footwear
skills_developed: coordination
difficulty_level: usor
keywords: shoes, catapult, camp
language: en
normalized_name: shoe catapult
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts take off their footwear and lie down side by side in a long line with their legs together. They place their footwear, one at a time, on top of their ankles and launch their feet up to catapult the footwear over their head.

rules:
Once everyone with two feet has had two goes, the scout that launched his footwear furthest is the winner.


name: Shoe Relay
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 212-213
source_excerpt: On “Go!” the lead scouts have to run up to their pile, find their shoes, put them on and run back.
materials_list: Chalk
skills_developed: teamwork, speed
difficulty_level: usor
keywords: relay, shoes, race
language: en
normalized_name: shoe relay
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put into teams behind a line, take their shoes off and put them in a jumbled team pile at the end of the hall. On "Go!" the lead scouts run to their pile, find their shoes, put them on and run back, tagging the next scout.

rules:
The first team to be wearing all of its shoes is the winner. They don't have to be laced up, just have the foot in properly. If that isn't crazy enough just have one pile.

variations:
Scouts have to all put only their left shoe on. Once this is done they can go back and put their right shoe on.


name: Shoot the Gap
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 213
source_excerpt: Then they both have to attempt to run to the other side without being tagged by the middle scout.
materials_list: 4 marker cones
skills_developed: agility, speed
difficulty_level: mediu
keywords: tag, running, chase
language: en
normalized_name: shoot the gap
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A large rectangle is marked out with cones. Scouts are in two teams behind the two shorter lines, with one scout in the middle. The middle scout calls a name, that scout calls a name in the other team, and both attempt to run to the other side without being tagged.

rules:
The middle scout swaps places with the one he tagged and the untagged scout continues across. When a scout is tagged for the second time he is out. The winning team is the one that still has players left when the other team has none.


name: Shooting
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 213-214
materials_list: 1 tennis ball, chalk
skills_developed: agility, throwing
difficulty_level: usor
keywords: dodgeball, ball, circle
language: en
normalized_name: shooting
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
All scouts but one stand inside a circle while one scout outside is armed with a tennis ball. On "Go!" the outside scout throws the ball aiming beneath the knees of the scouts inside the circle. Each scout hit leaves the circle and joins in throwing.

rules:
Throwers are allowed in the circle only to retrieve the ball. The last scout to be hit is the winner.

variations:
Play it in teams with teams taking it in turn to be the throwers, with the rest inside the circle. When a scout inside the circle is hit he is out. This way you can have a time trial; the team that gets its opponents out quickest is the winner.

source_excerpt:
On “Go!” the scout throws the ball, aiming beneath the knees of the scouts inside the circle. Each time a scout is hit they leave the circle and join the one scout in throwing the tennis ball.


name: Shooting Gallery
variations: When scouts are the targets they can bend down at the waist to make it harder for the shooters.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 214
materials_list: 1 large sponge ball
skills_developed: throwing, reaction
difficulty_level: usor
keywords: ball, throwing, teams
language: en
normalized_name: shooting gallery
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form two teams facing each other in a line about three metres apart and are randomly numbered. The leader calls a number, and the first of the pair to say "Shooting!" gets the ball. The opposing team turns round and the scout aims underhand for one of their backs.

rules:
If he hits one, the hit scout is out. If he misses, the throwing scout is out. Continue until you only have one scout left, who is the winner, or a few scouts on one side, in which case that team is the winner.

source_excerpt:
Call a number and the first of the pair to say “Shooting!” gets the ball first. The opposing team turns round and the scout aims underhand for one of the scouts’ backs.


name: Shoplifting
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 214-215
materials_list: Coats with large pockets, clipboard, 1 whistle
keywords: supermarket, satire, teams
language: en
normalized_name: shoplifting
extraction_confidence: low
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A satirical game in which scouts are taken to a local supermarket, put into teams, and on "Go!" have to get as many items as possible out of the supermarket without paying for them, using distraction techniques and crowding to avoid security cameras. After ten minutes the leaders shout "Fire!" and the scouts are gathered in the car park.

rules:
Each item is worth one point with an extra five points for the team with the most items. The team with most points is the winner.

source_excerpt:
On “Go!” teams have to go into the supermarket and get as many items as possible out of the supermarket without paying for them.


name: Shrinking Island
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 215
materials_list: Tarpaulin
skills_developed: teamwork, balance
difficulty_level: usor
keywords: tarpaulin, island, teamwork
language: en
normalized_name: shrinking island
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A piece of tarpaulin is put on the ground as an "island". When the leader shouts "Island!" all scouts must stand on it with both feet. When they're off, the tarpaulin is folded smaller and the call repeated.

rules:
Each round the last scout on, and any not standing with both feet on, are out. Continue making the tarpaulin smaller until only one scout remains on the island - he is the winner.

source_excerpt:
Continue making the tarpaulin smaller so that eventually you have only one scout on the island - he is the winner.


name: Shut-Eye Balance
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 215
source_excerpt: Get the scouts to all balance on one leg with the other raised up behind their knee.
skills_developed: balance, concentration
difficulty_level: usor
keywords: balance, eyes closed
language: en
normalized_name: shut-eye balance
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts all balance on one leg with the other raised up behind their knee. On the count of "One, two, three, Go!" they have to shut their eyes tightly.

rules:
Those that put their other foot down or open their eyes are out and must sit down. The last scout to put his foot down is the winner.


name: Silent Ping Pong Bucket Ball
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 215
materials_list: 1 ping pong ball, 2 buckets, pen and paper
skills_developed: teamwork, throwing accuracy
difficulty_level: mediu
keywords: ball, bucket, silent
language: en
normalized_name: silent ping pong bucket ball
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put at either side of a middle line with a bucket at either end. On "Go!" scouts hit the bucket with the ping pong ball, behind the other team, for one point, or get the ball to stay in the bucket for three points. No one may come within one metre of the buckets or the scout with the ball, and the player with the ball cannot move his feet; passing or shooting must be by throwing.

rules:
The team with most points after a fixed time or the first to ten points is the winner. There is to be no talking; anyone making a noise can mean a minus point for that scout's team.

source_excerpt:
On “Go!” scouts have to hit the bucket with the ball, behind the other team, for one point or get the ball to stay in the bucket for three points.


name: Silent Word
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 216
skills_developed: communication, concentration, teamwork
difficulty_level: mediu
keywords: letters, silent, relay
language: en
normalized_name: silent word
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put into teams whose members line up one behind the other, with a leader at the back of each line. On "Go!" the leaders draw a letter with their fingers on the back of the scout at the back, who repeats it to the scout in front, sending the word up the line.

rules:
Once the first letter is underway the leader draws the next one. The first lead scout to shout out the word is the winner. If they guess incorrectly then they're out.

source_excerpt:
On “Go!” the leaders, with their fingers, “draw” a letter on the back of the scouts at the back. That scout has to then repeat the action to the scouts in front of them and thus send the letter up the line.


name: Simon Says
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 216
skills_developed: listening, concentration
difficulty_level: usor
keywords: simon says, commands, listening
language: en
normalized_name: simon says
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
The scouts form a horseshoe shape facing the leader, who gives commands each preceded with "Simon says". From time to time the leader gives a command without "Simon says", which scouts must not carry out.

rules:
When a command is preceded by "Simon says", the last to do it is out. When "Simon says" is omitted, scouts must not carry out the command or they are out; any small movement results in an out. The last scout left in is the winner.

source_excerpt:
From time to time give a command but leave out “Simon says”. In these instances scouts must not carry out your commands otherwise they will be out.


name: Sixteen Compass Points
category: orientare
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 216-217
materials_list: 16 cards, chalk
skills_developed: compass knowledge, orientation
difficulty_level: mediu
keywords: compass, directions, orientation
language: en
normalized_name: sixteen compass points
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A circle is marked on the floor and each scout is given a random card with one of the sixteen compass points. The scout with "north" is placed on the circle and the others fall in in their appropriate places. Cards are swapped and the game replayed, eventually starting with a minor position rather than north.

rules:
No winners; this game just gives scouts the opportunity to work out the compass positions in a fun way.

source_excerpt:
Mark a circle on the floor and give each scout a random card, on which is written one of the sixteen compass points.


name: Skiing
rules: The first team to ski up and down the hall is the winner.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 217
materials_list: 2 shoeboxes and 2 bamboo canes per team, 1 marker cone per team, chalk
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: relay, skiing, race
language: en
normalized_name: skiing
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put into teams behind a line. The first player steps into two lidless shoeboxes (skis) and takes two canes for poles. On "Go!" they shuffle to the other end of the hall, round their marker cone and back, then pass the skis and poles to the next team member.

source_excerpt:
Given the first player two shoeboxes (without the lids) that they have to step into. Then give them a couple of canes for poles.


name: Skip Says..
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 217
skills_developed: listening, concentration
difficulty_level: usor
keywords: simon says, commands, listening
language: en
normalized_name: skip says..
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts stand in a large semi-circle around the leader, who says "Skip says..." before commands. Everyone must do the action, and the last to do so is out. When a command is given without starting with "Skip says", any movement is an out.

rules:
The last one to do a "Skip says" command is out; any movement on a non-"Skip says" command is an out. Continue until you have a winner.

source_excerpt:
Then say, “Skip says...” Everyone has to do it and the last one to do so is out and has to sit down.


name: Skip Says...II
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 217
skills_developed: listening, concentration, teamwork
difficulty_level: mediu
keywords: simon says, commands, teams
language: en
normalized_name: skip says...ii
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
As Skip Says, but scouts are put into two teams lined up down the hall with the leader at one end. When a command is given, on a "Skip says" one team does the actions and one doesn't, and vice-versa for a non-"Skip says".

rules:
Any team member that acts when they shouldn't or is last when they should is out. The winner is the team that has members left when the other team has none.

source_excerpt:
When you give a command, if it’s a “Skip says”, one team does the actions and one team doesn’t, vice-versa if it’s not a “Skip says”.


name: Skipping Rope Round-Up
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 217-218
materials_list: Short skipping-rope, chalk
skills_developed: agility, dodging
difficulty_level: usor
keywords: rope, tag, chase
language: en
normalized_name: skipping rope round-up
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A large square or rectangle is marked on the floor that all scouts must stay in. Two scouts hold one end each of a skipping rope and on "Go!" try to touch the other scouts with the rope.

rules:
When a scout is touched by the rope they're out and must leave the playing area immediately. Anyone who steps outside the playing area is also out. The last two scouts left in are the winners and take over the skipping rope for the next round.

source_excerpt:
On “Go!” the skipping rope scouts have to touch the other scouts with the rope. When they do so, they’re out and have to leave the playing area immediately.


name: Slalom Bicycles
rules: The first team to complete the relay is the winner.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 218
materials_list: 1 bicycle and 5 baked bean cans or similar per team, chalk
skills_developed: balance, coordination
difficulty_level: mediu
keywords: bicycle, slalom, relay
language: en
normalized_name: slalom bicycles
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form teams and line up behind each other, the lead scouts sitting on a bicycle. Five cans per team are placed two metres apart in a straight line. On "Go!" scouts take turns to zigzag in and out of the tins, round the last one, and back.

source_excerpt:
On “Go!” scouts must take it in turns to zigzag in and out of the tins, round the last one, and back again.


name: Slalom Hockey
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 218
skills_developed: coordination, ball control
difficulty_level: mediu
keywords: hockey, slalom, skittles
language: en
normalized_name: slalom hockey
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are split into two numbered teams sitting behind chairs at either end of the hall, each chair with a hockey stick and ball. Skittles are placed in a straight line between the chairs. A number is called and the two scouts dribble their ball slalom-style between the skittles before shooting at the goal.

rules:
Skittles cannot be missed out, and if one is knocked over then the other scout gets the goal. Play continues for a fixed time or until one team gets a certain number of goals.

variations:
Using a kitchen scourer (sponge, metal or Brillo pad) instead of a tennis ball works well and will also clean the floor as you play.

source_excerpt:
Call a number and two scouts have to then pick up their hockey stick and dribble their ball, slalom style, between all the skittles, avoiding each other and then shooting at the “goal”.

materials_list:
2 hockey sticks, 2 tennis balls, 10 skittles or washing-up liquid bottles filled with water, 2 chairs


name: Slaps
variations: Can also be played with fists.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 219
skills_developed: reaction, reflexes
difficulty_level: usor
keywords: slaps, reflexes, pairs
language: en
normalized_name: slaps
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Pairs of scouts face each other, each holding their hands together as if in prayer and touching fingertips. The first scout attempts to slap the second scout's hands; if the second scout moves his hands away in time, play passes to him.

rules:
If the scout being slapped moves before the slapping scout parts his hands (e.g. after a fake), the slapping scout is entitled to a free slap. The game is won when one scout screams "No more!"

source_excerpt:
First scout has to attempt to slap second scout’s hands (left hand slapping right hand and right slapping left). If second scout gets his hand out of the way before first scout makes contact then play passes to second scout.


name: Sleeping Cubs
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 219
skills_developed: self-control, stillness
difficulty_level: usor
keywords: calm, sleeping, stillness
language: en
normalized_name: sleeping cubs
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts lie down on the floor in a comfortable position. On "Sleep!" they pretend to be asleep, with only breathing permitted. Any other movement means that scout is out and is tapped on the shoulder to leave quietly.

rules:
When you see any movement that scout is out and has to go and sit at the side. The last scout sleeping is the winner. Out scouts can assist in spotting movement and later whisper to or tickle remaining scouts.

source_excerpt:
On “Sleep!” scouts pretend to be asleep. Breathing is permitted. When you see any other movement that scout is out and has to go and sit at the side.


name: Slippery Stick
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 219-220
materials_list: 1 broom stick or stave about 1.5 metres long, whiteboard and pen
skills_developed: reaction, speed
difficulty_level: mediu
keywords: stick, reaction, circle
language: en
normalized_name: slippery stick
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are numbered, with numbers on a whiteboard. One scout is "It" and stands in the middle of a circle with his palm on top of a broom stick. It shouts a number while taking his hand away. The scout whose number is called must run to the broom stick and catch it before it hits the ground.

rules:
If the scout catches the broom stick he can be It; if he misses he is out and his number is rubbed off the whiteboard. The winner is the last scout standing. If some scouts are too good, make the circle wider.

variations:
Put the scouts in teams and give a caught stick one point for the relevant team. The team with most points at the end is the winner.

source_excerpt:
It shouts a number at the same time as taking his hand away from the broom stick. The scout whose number is called has to run to the broom stick and catch it before it hits the ground.


name: Smallest Cup of Tea
category: camp-outdoor
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 220
source_excerpt: Put the scouts into teams and get them to make the smallest cup of tea.
skills_developed: practical skills, teamwork
difficulty_level: mediu
keywords: tea, fire, camp
language: en
normalized_name: smallest cup of tea
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put into teams and challenged to make the smallest cup of tea using a metal thimble, matches and a coin. They fill the thimble with water, hold it between matches or rest it on the coin while other matches are lit underneath, boil the water, then add a few grains of tea, milk and sugar and stir with a matchstick.

rules:
The winning team is the one who completes the task first to a satisfactory level without burning the table.

materials_list:
metal thimble, 50p piece or other large coin, box of matches, tea bag, freeze-dried milk, sugar, supply of water


name: Smart Smartie I
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 220-221
materials_list: 1 saucer, plenty of Smarties, tables and chairs / benches
skills_developed: luck, anticipation
difficulty_level: usor
keywords: smarties, sweets, table game
language: en
normalized_name: smart smartie i
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts sit round a long table with a saucer of twelve Smarties placed in front of one. That scout's neighbour points to one Smartie as the Smart Smartie while the chooser's eyes are shut. The chooser then points to one Smartie at a time, eating each one that isn't the Smart Smartie.

rules:
When he points to the Smart Smartie, the scouts cry "Smart Smartie!", the saucer is replenished and moved on one scout. The leader can overrule the chooser of the Smart Smartie to prevent dubious tactics. Play continues until each scout has had a go or the Smarties run out.

source_excerpt:
He then points to one Smartie at a time. Every time he points to one that isn’t Smart Smartie he can take it to eat.


name: Smart Smartie II
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 221
materials_list: 1 saucer, plenty of Smarties, 1 dice, tables and chairs / benches
skills_developed: luck
difficulty_level: usor
keywords: smarties, dice, table game
language: en
normalized_name: smart smartie ii
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts sit round a long table with a saucer of Smarties in front of one. That scout rolls a dice; if he rolls a six he gets a Smartie, otherwise he doesn't, then passes the dice to his neighbour. Once a scout throws a six he gets a Smartie for every subsequent scout who doesn't roll a six.

rules:
Accumulation continues until another scout throws a six, when he takes over the Smartie accumulation.

source_excerpt:
Once a scout throws a six he gets a Smartie for every subsequent scout who doesn’t roll a six. This continues until another scout throws a six, when he takes over the Smartie accumulation.


name: Snake Chase
rules: After ten minutes of play the scout who was It for the longest unbroken period is the winner.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 221
materials_list: 1 long length of rope, stopwatch
skills_developed: speed, agility
difficulty_level: usor
keywords: chase, rope, tag
language: en
normalized_name: snake chase
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
"It" is given a length of rope which he has to drag around the play area while the other scouts chase it. The scout that manages to grab the rope becomes "It".

source_excerpt:
“It” is given the length of rope who has to drag it around the play area whilst the other scouts chase it.


name: Snake Circle Dodge Ball
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 221
materials_list: Soft ball
skills_developed: agility, teamwork, throwing
difficulty_level: usor
keywords: dodgeball, snake, circle
language: en
normalized_name: snake circle dodge ball
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
All scouts stand in a large circle facing in. Six scouts inside the circle form a crocodile line with their hands on the waist of the scout in front, forming a snake. The scouts in the circle try to hit the scout at the back of the snake below the knee.

rules:
When the back scout is hit, the thrower goes to the front of the snake and the hit snake scout goes back into the circle. There is no winner; the game continues until it's time to go home or the scouts are worn out.

source_excerpt:
The scouts in the circle then need to hit the scout at the back of the snake below the knee whereupon the thrower goes to the front of the snake and the hit snake goes back into the circle.


name: Snatch the Hat
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 221-222
materials_list: 1 hat
skills_developed: speed, agility
difficulty_level: usor
keywords: hat, tag, race
language: en
normalized_name: snatch the hat
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form two lines facing each other with the tallest at one end, and a hat is placed in the middle. On "Go!" the lead scouts have to grab the hat and get back to their positions without being tagged by the other.

rules:
If a scout gets back to his place he's in and the other is out; if he gets tagged he's out and leaves the line. Play continues down the line then restarts at the other end. The winner is the team that still has scouts in after the other team's members are all out.

source_excerpt:
On “Go!” the lead scouts have to grab the hat and get back to their positions without being tagged by the other.


name: Snatch the Scarf
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 222
materials_list: Scarf, 4 marker cones
skills_developed: speed, strategy
difficulty_level: mediu
keywords: scarf, chase, capture
language: en
normalized_name: snatch the scarf
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two teams are placed about fifteen metres apart with imaginary lines marked by cones, and a scarf is placed halfway between. Each team decides who runs; on "Go!" the first pair run to the scarf, one grabbing it and running back while the other pursues.

rules:
If the second scout tags the first before he gets back, both go to the second scout's team with the first as prisoner; if not, both go to the first scout's team. The winning side is the one that takes prisoner all the scouts from the other team, or has more prisoners within a time limit.

source_excerpt:
Shout “Go!” and the first pair of scouts run to the scarf, the intention being to grab it and run back to their team.


name: Sneaking Up Statues
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 222-223
skills_developed: stealth, self-control
difficulty_level: usor
keywords: stealth, freeze, tag
language: en
normalized_name: sneaking up statues
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put into two teams at either end of the playing area with the leader standing in the middle. When the leader faces away from a team, one of their scouts can come towards him; when he turns, a scout from the other team can move. Scouts must have stopped moving when faced.

rules:
If the leader sees a scout moving he sends him back to try again or sends another team member. The first scout to tag the leader gets a point for his team. The first team to twenty points, or the team with more points after a fixed time, is the winner.

source_excerpt:
When you are facing away from a team, one of their scouts can come towards you. When you turn and face him, a scout from the other team can do the same.


name: Snowballs I
variations: Try it four-way. Use bean bags. Use snowballs.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 223
materials_list: Loads of newspaper, chalk
skills_developed: throwing, speed
difficulty_level: usor
keywords: snowballs, newspaper, throwing
language: en
normalized_name: snowballs i
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put into two teams with a line marked across the middle of the hall. Each team is given a couple of newspapers and two minutes to scrunch up as many snowballs as possible. On "Go!" teams throw as many snowballs as they can into the other team's half, and snowballs from the other team can be picked up and thrown back.

rules:
No kicking. After a period of time shout "Stop!"; any scout who continues to throw has five snowballs added to his team. The team with fewer snowballs is the winner.

source_excerpt:
On “Go!” teams have to throw as many snowballs as they can into the other team’s half (no kicking!).


name: Snowballs II
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 223
source_excerpt: On “Go!” teams have to throw as many snowballs as possible over the net into the other team’s half.
materials_list: Volleyball net, tarpaulin, loads of newspaper
skills_developed: throwing, speed
difficulty_level: usor
keywords: snowballs, newspaper, net
language: en
normalized_name: snowballs ii
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put into two teams either side of a volleyball net which has a tarpaulin draped over it so teams can't see each other. Each team is given newspapers and two minutes to scrunch up snowballs, then on "Go!" throw as many as possible over the net into the other team's half.

rules:
After a period of time shout "Stop!"; any scout who continues to throw has five snowballs added to his team. The team with fewer snowballs on their side is the winner.


name: Snowballs!
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 223-224
materials_list: Several newspapers, sticky tape, benches or chalk
skills_developed: throwing, speed, teamwork
difficulty_level: usor
keywords: snowballs, newspaper, four teams
language: en
normalized_name: snowballs!
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put into four teams with a cross marked on the hall floor, a team in each corner. Each scout gets ten sheets of newspaper to scrunch up and tape into balls. On "Go!" scouts throw the snowballs out of their corner; when the whistle goes the two teams with most snowballs in their corners are out.

rules:
Any scout throwing after the whistle has five snowballs added to his team. Snowballs are divided between the two teams with least, and the playing area halved. When the whistle goes the team with fewer snowballs on its side is the winner.

source_excerpt:
On “Go!” scouts have to throw the snowballs out of their corner because when the whistle goes the two teams with most snowballs in their corners are out.


name: Someone's Nicked my Woggle!
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 224-225
skills_developed: observation, deduction, speed
difficulty_level: mediu
keywords: circle, chase, guessing
language: en
normalized_name: someone's nicked my woggle!
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts stand in a circle with the leader in the middle as the victim. One scout is chosen as the policeman (told to all) and one as the thief (kept secret). The leader announces a theft and gives one piece of descriptive information at a time; after each, the policeman guesses who the thief is. When correct, the policeman and thief run round the circle.

rules:
The policeman must run in the same direction as the thief. If the policeman tags the thief before he gets back to his place, the policeman stays on; if not, the thief becomes the policeman. Play continues until everyone is worn out.

source_excerpt:
After you’ve given out one piece of information, the policeman has to guess who it is. If you say, “No!” then you give out another piece of information and continue until the policeman guesses correctly when you say, “Yes!”


name: Space Hoppers
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 225
source_excerpt: The other scouts have to attempt, one at a time, to hop across the rectangle to the other side.
materials_list: Chalk
skills_developed: balance, agility
difficulty_level: usor
keywords: hopping, tag, crossing
language: en
normalized_name: space hoppers
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A large rectangle is marked across the hall with one scout hopping inside it. The other scouts attempt, one at a time, to hop across to the other side, while the middle scout obstructs them without stopping them.

rules:
Any scout that puts his foot down or falls over joins the space hopper in the middle. Any scout that makes it across stays there until all have attempted. All who made it across then go back together; those that make it back to the start are the winners.


name: Space Hoppers
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 225
materials_list: chalk
keywords: hopping, tag, obstruction
tags: ["indoor", "active"]
language: en
normalized_name: space hoppers
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A tag/crossing game played in a marked rectangle. One scout hops in the rectangle while others try to hop across one at a time. Anyone who puts a foot down or falls joins the obstructers. Those who reach the far side later return all together; those who make it back are the winners.

rules:
Mark a large rectangle across the hall. Other scouts attempt one at a time to hop across; the centre scout cannot stop them but can obstruct. Any scout who puts a foot down or falls joins the middle. Scouts who cross stay until all have attempted, then return together; those reaching the start win.

source_excerpt:
Mark a large rectangle across the hall and put one scout in it, hopping. The other scouts have to attempt, one at a time, to hop across the rectangle to the other side.


name: Speedy Scout
category: creative-stem
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 225
skills_developed: mental arithmetic, speed
difficulty_level: mediu
keywords: maths, arithmetic, speed
language: en
normalized_name: speedy scout
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put into pairs with their hands behind their backs. When the leader says "Go!" they bring both hands round holding up between none and ten fingers, then carry out a sum announced just before "Go!".

rules:
The first scout to answer correctly goes through to the next round, eventually producing a Speedy Scout champion. Sums can include addition, subtraction, multiplication, squares, cubes and powers of the numbers.

source_excerpt:
When you say “Go!” they have to bring both hands round and be holding up between none and ten fingers. They then have to carry out the sum that you’ve just told them that they need to calculate just before saying, “Go!”.


name: Speedy Scout
category: creative-stem
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 225
skills_developed: mental arithmetic
keywords: maths, arithmetic, pairs
tags: ["indoor", "educational"]
language: en
normalized_name: speedy scout
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A fast mental-arithmetic game. Scouts in pairs hold hands behind their backs, then on 'Go!' bring both hands round showing between none and ten fingers. They must calculate a sum announced just before 'Go!'. The first to answer correctly advances, eventually producing a Speedy Scout champion.

rules:
Put scouts into pairs. Hands behind backs; on 'Go!' bring hands round showing 0-10 fingers each and perform the announced sum. First to answer correctly advances. Sums include addition, subtraction, multiplication, squares, cubes, half the sum, square of the sum, largest to the power of the smallest.

source_excerpt:
When you say “Go!” they have to bring both hands round and be holding up between none and ten fingers.


name: Spider and Flies
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 225-226
materials_list: Rope
skills_developed: agility, dodging
difficulty_level: usor
keywords: rope, tag, spider
language: en
normalized_name: spider and flies
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A length of rope is tied to the ceiling with the other end round the waist of a scout (the spider), with enough slack for him to move in a two to three metre circle. The other scouts (flies) must stay within reach of the spider.

rules:
Flies who stray out of reach are out. The spider has to tag the flies, whereupon they are out. The last fly to remain becomes the spider.

source_excerpt:
The other scouts (flies) have to stay within the reach of the spider otherwise they are out. The spider then has to tag the flies whereupon they are out.


name: Spider and Flies
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 225-226
source_excerpt: Tie a length of rope to the ceiling and put the other end round the waist of a scout (spider).
materials_list: rope
keywords: tag, spider, tethered
tags: ["indoor", "active"]
language: en
normalized_name: spider and flies
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A tethered tag game. One scout (the spider) is roped to the ceiling so they can move within a circle. Other scouts (flies) must stay within reach of the spider or be out. The spider tags flies to put them out; the last fly remaining becomes the new spider.

rules:
Tie a rope to the ceiling and round the spider's waist with slack for a 2-3 metre diameter circle. Flies must stay within reach or be out. The spider tags flies to put them out. The last fly remaining becomes the spider.


name: Spies
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 226
materials_list: 4 chairs, 4 blindfolds, 4 pool noodles
skills_developed: stealth, listening
difficulty_level: mediu
keywords: spies, stealth, blindfold
language: en
normalized_name: spies
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put into two teams at either end of the hall. Four chairs are placed in the middle forming barriers, and four blindfolded sentries from one team sit on them holding pool noodles as car-park-barrier arms. The other team are spies who have two minutes to walk slowly, one at a time, through the barriers.

rules:
A sentry can shout "Spy" to lower the barriers, but no more times than there are spies. Each spy that gets through scores a point for his team. Sentries are swapped within the team and rounds run so everyone is a sentry, then teams swap. The team with more spies captured is the winner.

source_excerpt:
The team without the sentries are the spies and they have two minutes to all walk slowly, one at a time, through the barriers.


name: Spies
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 226
materials_list: 4 chairs, 4 blindfolds, 4 pool noodles
keywords: spies, sentries, blindfold
tags: ["indoor", "team game"]
language: en
normalized_name: spies
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team game with blindfolded sentries guarding barriers. Four blindfolded sentries sit on chairs holding pool noodles like car-park barriers. The opposing team (spies) have two minutes to walk slowly one at a time through the barriers. Sentries can shout 'Spy' a limited number of times to lower barriers. Each spy through scores a point.

rules:
Two teams at either end of the hall. Four chairs in the middle with sentries from one team, blindfolded, holding pool noodles as barriers. Spies have two minutes to pass through one at a time. Sentries may shout 'Spy' no more times than there are spies; on that command barriers lower. Each successful spy scores a point. Swap sentries and teams; the team with more spies captured wins.

source_excerpt:
The team without the sentries are the spies and they have two minutes to all walk slowly, one at a time, through the barriers.


name: Spies and Smugglers
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 226-227
source_excerpt: On “Go!” the Smugglers have to get their contraband into the Spies’ base without being tagged.
materials_list: Two long lengths of rope, two sets of pieces of card, pen and paper
skills_developed: strategy, stealth, teamwork
difficulty_level: mediu
keywords: smugglers, spies, wide game
language: en
normalized_name: spies and smugglers
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are split into two teams (Spies and Smugglers) who set up roped bases at either end of the playing area as safe areas. Smugglers are given cards representing contraband of varying values and must get their contraband into the Spies' base without being tagged.

rules:
If a smuggler reaches the base he hands his contraband to a leader and returns for another item. If tagged, he gives the spy his contraband. A tagged smuggler with no contraband to surrender is docked 200 penalty points. After a set time teams swap roles. The team with more points (contraband less penalties) is the winner.


name: Spies and Smugglers
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 226-227
source_excerpt: On “Go!” the Smugglers have to get their contraband into the Spies’ base without being tagged.
materials_list: two long lengths of rope, sets of contraband cards, pen and paper
keywords: smugglers, spies, contraband, tagging
tags: ["outdoor", "team game", "wide game"]
language: en
normalized_name: spies and smugglers
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A wide game with two teams (Spies and Smugglers) and roped home bases. Smugglers carry numbered contraband cards and must get them into the Spies' base without being tagged. Tagged smugglers surrender contraband; failing to surrender incurs a 200-point penalty. Teams swap roles and the team with more points wins.

rules:
Two teams set up roped home bases at either end. Smugglers receive contraband cards at random; on 'Go!' they get contraband into the Spies' base without being tagged. If tagged, they surrender contraband; if delivered, they fetch another item. Tagged smugglers who surrender no contraband lose 200 penalty points. Teams swap roles; contraband points minus penalties decide the winner.


name: Spin the Plate
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 227
materials_list: 1 plate, 1 tennis ball
skills_developed: reaction, coordination
difficulty_level: usor
keywords: plate, ball, circle
language: en
normalized_name: spin the plate
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts sit in a large circle and one is given a ball. A plate is spun on its side as the ball is passed from scout to scout.

rules:
The scout who is holding the ball when the plate comes to rest is out, as is any scout who drops the ball at any time.

source_excerpt:
Spin a plate (a china dinner plate works well) on its side as the ball as passed from scout to scout. The scout who is holding the ball when the plate comes to a rest is out.


name: Spin the Plate
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 227
materials_list: 1 plate, 1 tennis ball
keywords: circle, plate, elimination
tags: ["indoor"]
language: en
normalized_name: spin the plate
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A circle elimination game. Scouts sit in a circle and pass a ball around while a plate is spun on its side. The scout holding the ball when the plate stops is out, as is any scout who drops the ball.

rules:
Scouts sit in a large circle and one is given the ball. Spin a plate on its side as the ball is passed around. The scout holding the ball when the plate comes to rest is out, as is any scout who drops the ball.

source_excerpt:
The scout who is holding the ball when the plate comes to a rest is out, as is any scout who drops the ball at any time.


name: Spivs, Police, Smugglers
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 227-228
skills_developed: strategy, stealth, teamwork
difficulty_level: dificil
keywords: wide game, smugglers, three teams
language: en
normalized_name: spivs, police, smugglers
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A three-way team wide game run over three twenty-minute rounds. Scouts are put into three teams: smugglers (with numbered contraband cards), spivs (with receipts), and police (with identity cards) stationed in the middle. Smugglers must get through the police area to the spivs without being intercepted.

rules:
Police intercept smugglers by tagging and showing their i/d card; tagged smugglers hand over their card and get a lower-numbered one. A smuggler reaching a spiv swaps his card for a receipt. Teams swap roles twice so each plays every role. The team with the highest total score after three games is the winner.

source_excerpt:
The smugglers have to find the spivs without being intercepted by the police. The police intercept a smuggler by tagging him and showing him their i/d card.

materials_list:
Small cards numbered from 1 to 10 for the smugglers, identity cards for the police, receipts for the spivs


name: Spivs, Police, Smugglers
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 227-228
materials_list: numbered cards, identity cards, receipts
keywords: wide game, smugglers, police, spivs
tags: ["outdoor", "team game", "wide game"]
language: en
normalized_name: spivs, police, smugglers
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A three-way team wide game run over three twenty-minute rounds. Smugglers carry numbered cards through the police's area to reach spivs and trade for receipts. Police tag smugglers to confiscate cards. Teams rotate through all three roles and the team with the highest total score wins.

rules:
Three teams: smugglers (with numbered cards), spivs (with receipts), police (with id cards). Smugglers must reach spivs without being tagged by police. Tagged smugglers hand over their card and get a lower one. Reaching a spiv trades a card for a receipt; receipted smugglers get a higher card. Play twenty-minute rounds; teams swap roles twice. Add scores from all three games; highest total wins. Use different colour cards each round to prevent cheating.

source_excerpt:
A great three-way team wide game that can be ran over three twenty-minute rounds with five minute breaks in-between.


name: Splat! I
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 228
skills_developed: reaction, concentration
difficulty_level: usor
keywords: splat, reaction, circle
language: en
normalized_name: splat! i
extraction_confidence: med
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts stand in a circle with one in the middle, who rotates and suddenly points gun fingers at a scout and shouts "Splat!". That scout must crouch down as the two scouts on either side face each other, point their gun fingers and shout "Splat!".

rules:
If the targeted scout hasn't crouched down in time he's out. If he has crouched, the later of the two scouts either side to shout "Splat!" is out. Scouts who crouch or shoot out of turn are also out. Play continues until two scouts are left.

source_excerpt:
He will rotate and suddenly point gun fingers* at a scout and shout, “Splat!” That scout must crouch down as the two scouts on either side of him face each other, point their gun fingers and shout, “Splat!”


name: Splat! I
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 228-229
skills_developed: reaction speed
keywords: reaction, circle, splat
tags: ["indoor", "top fifty"]
language: en
normalized_name: splat! i
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A fast reaction circle game. One scout in the middle rotates and points 'gun fingers' at a scout shouting 'Splat!'. That scout crouches; the two on either side face each other and shout 'Splat!'. Slow or out-of-turn scouts are out. The last two have a back-to-back duel.

rules:
Scouts in a circle with one in the middle. The middle scout points gun fingers at a scout and shouts 'Splat!'. That scout crouches; the two neighbours face each other, point and shout 'Splat!'. If the middle scout has not crouched he is out; otherwise the later of the two neighbours is out. Out-of-turn scouts are out. The last two duel back to back, walking apart on counts; the first to turn and shoot wins.

source_excerpt:
He will rotate and suddenly point gun fingers* at a scout and shout, “Splat!” That scout must crouch down as the two scouts on either side of him face each other, point their gun fingers and shout, “Splat!”


name: Splat! II
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 229
skills_developed: reaction speed
keywords: reaction, circle, splat
tags: ["indoor", "top fifty"]
language: en
normalized_name: splat! ii
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A reaction circle game variant. The middle scout points to a scout shouting 'Splat!'. That scout raises fists to head with index fingers up like guns, and the two neighbours do the same with their nearer hand. The last of the three to react is out. The final two duel back to back.

rules:
Scouts in a circle with one in the middle. The middle scout points to a scout and shouts 'Splat!'. That scout raises fists to head with index fingers up; the two neighbours do the same with their nearer hand. The last of the three to react is out, as is anyone who reacts out of turn. The last two duel back to back.

source_excerpt:
That scout must raise his fists to his head and point his index fingers in the air, like a couple of guns.


name: Sponge Ball Croquet
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 229
materials_list: large sponge ball
keywords: circle, ball, rolling
tags: ["indoor", "team game"]
language: en
normalized_name: sponge ball croquet
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team circle game. Scouts form a circle with feet touching, numbered alternately into teams. A scout in the centre rolls a sponge ball through teammates' legs, scoring a point each success and swapping out on a miss. The team with most points wins.

rules:
Scouts form a circle with feet about 50cm apart, touching neighbours. Number alternately into teams of one to four. A number-one scout in the centre rolls the ball through the legs of his teammates, scoring a point per success. On a miss or going through another team's legs he swaps with a teammate. When equal numbers have had a go, the team with most points wins.

source_excerpt:
The scout in the centre has to roll the ball through the legs of one of his team members. Each successful attempt scores one point.


name: Sponge Relay
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 229-230
materials_list: 1 sponge per team, 2 buckets per team, water, 1 measuring jug
keywords: relay, water, sponge
tags: ["outdoor", "team game", "relay"]
language: en
normalized_name: sponge relay
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A water-transfer relay. Teams line up behind a full bucket; scouts take turns soaking a sponge, running to a second bucket ten metres away, squeezing it out and returning. Points are awarded for finishing first and for transferring the most water.

rules:
Teams line up behind a full bucket of water with a sponge; another bucket is placed ten metres in front. On 'Go!' scouts take turns soaking the sponge, running to the far bucket, squeezing it out and running back. Award five points for finishing first and ten points for transferring the most water. Play several rounds; the team with most points wins.

source_excerpt:
On “Go!” scouts have to take it in turns to put the sponge in the water, draw it out, run to the other bucket, squeeze the sponge out and run back to their team.


name: Sponge Relay
variations: Do this one handed.
category: sports-active
subcategory: relay race
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 410
materials_list: 2 basins per team, a sponge per team
keywords: relay race, water game, sponge
language: en
normalized_name: sponge relay
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
An outdoor relay for teams of 4-6 (ages 5 and up). A full basin is placed in front of the team and an empty one 20 paces away. One at a time the girls soak their sponge in the full basin, run to the empty one and squeeze it out, then run back and hand the sponge to the next person. The team that moves the most water wins.

rules:
A full basin is placed in front of the team, the empty one 20 paces away. One at a time the girls soak their sponge in the full basin, run to the empty one and squeeze it out, then run back and toss the sponge to the next person. Continue until the far basin reaches a certain level, the near basin is empty, or everyone has had a turn; then measure the water in the far basins to see who moved the most.

source_excerpt:
One at a time the girls soak their
sponge in the full basin and run up to the empty one and squeeze it out. Then
they run back and hand (toss) the sponge to the next person in line.


name: Spudisperse!
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 230
materials_list: large ball, pen and paper
keywords: ball, tag, spud
tags: ["active"]
language: en
normalized_name: spudisperse!
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A ball-tag dispersal game. The leader throws a ball and shouts a number; all scouts disperse except the called one, who catches the ball and shouts 'Spud!' to freeze everyone. He throws the ball and the first scout hit gets a 'spud'. The scout with fewest spuds wins.

rules:
Number the scouts. Throw the ball and shout a number; all scouts disperse except the called scout, who catches the ball and shouts 'Spud!' so everyone freezes. He throws the ball and the first scout hit gets a spud; that scout starts over. A miss scores the thrower a spud. After many rounds the scout with fewest spuds wins.

variations:
The scout with the ball may take a couple of paces towards his target before throwing. Other scouts may bend down or take evasive action so long as they do not move their feet.

source_excerpt:
All scouts disperse with the exception of the scout whose number you’ve called. He has to catch the ball at then shout out, “Spud!”


name: Square Handball
variations: Every time a point is scored, the scorer swaps place with the team member in the corner.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 230-231
materials_list: large ball / football
keywords: ball, throwing, teams
tags: ["team game", "active"]
language: en
normalized_name: square handball
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A four-team ball game. Each team has a corner scout in a large imaginary square. Scouts rush for a central ball, then throw it to their corner scout while opponents intercept. No one may come within a metre of the ball holder. Each corner catch scores a point.

rules:
Four teams, each with a corner scout in a large square at least ten metres between corners. On 'Go!' non-corner scouts rush for the central ball; once picked up others retire a metre. The holder throws to teammates or the corner scout; opponents may intercept but not come within a metre of the holder. The holder must stay put to throw. Each corner catch scores a point; most points wins.

source_excerpt:
Every time a corner scout catches the ball a point is scored for that team and the ball goes back in the middle.


name: Squatting
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 231
materials_list: chalk or 1 hoop per scout less 2
keywords: tag, squatter, houses
tags: ["indoor", "active"]
language: en
normalized_name: squatting
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A tag game with marked circle 'houses'. Most scouts occupy a circle; a squatter jumps into an occupied circle shouting 'Squatter!' forcing the occupier out, while a policeman tries to tag the squatter when he is not in a house.

rules:
Draw small circles or place hoops for all scouts but two. One spare scout is the squatter, the other the policeman, starting at opposite ends. On 'Go!' the squatter jumps into a circle saying 'Squatter!'; the occupier must leave and jump into another. The policeman tags the squatter when not in a house; on success the two swap roles, the new policeman cannot immediately tag back.

variations:
Have two squatters in each circle/hoop but still with only one leaving each time, which causes confusion.

source_excerpt:
On “Go!” the squatter jumps into a circle and says, “Squatter!” The occupier of that circle has to leave immediately and jumps into another circle and says, “Squatter!”


name: Squirrel in the Tree
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 231-232
source_excerpt: On “Change trees!” the squirrels must leave their tree and get into another one.
materials_list: pen and paper
keywords: squirrel, swapping, circle
tags: ["active"]
language: en
normalized_name: squirrel in the tree
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team swapping game. Teams form circles (trees) holding hands with one squirrel inside each, plus one extra squirrel. On 'Change trees!' squirrels must move to another tree; the unsuccessful one waits. Scouts never left without a tree are the winners.

rules:
Teams of four or five hold hands in a circle (tree) with one squirrel in the middle, plus one extra squirrel in the playing area. On 'Change trees!' squirrels leave and get into another tree; the unsuccessful one waits for the next round. Swap squirrels so everyone has a go. Those never left as the extra squirrel are the winners.


name: Stalk the Marshmallow
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 232
materials_list: 60cm string per scout, marshmallow per scout
keywords: marshmallow, eating, race
tags: ["food"]
language: en
normalized_name: stalk the marshmallow
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
An eating race. A marshmallow is threaded halfway along a string; scouts put one end in their mouth and chew along the string until they reach and eat the marshmallow. The first to finish wins.

rules:
Thread a marshmallow about halfway along a length of string; scouts put one end in their mouth. On 'Go!' scouts chew along the string without swallowing it until they reach and eat the marshmallow. First to complete wins. A scout who drops the string is out unless he washes the string and marshmallow and starts again.

source_excerpt:
Thread a marshmallow about half way along a length of string and then scouts put one end in their mouth.


name: Stalkers
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 232
skills_developed: stealth
keywords: stalking, stealth, woods
tags: ["outdoor"]
language: en
normalized_name: stalkers
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A stalking game in the woods. The stalked scout counts to ten loudly with eyes shut while others rush to tag him. At 'ten' any scouts he can see return to base. When he sees no one he counts again; once tagged he swaps with the successful stalker.

rules:
One scout (the stalked) stands in woods and counts to ten loudly with eyes shut. Other scouts rush from base to tag him. At 'ten' he opens his eyes; scouts he can see return to base and start again. When he sees no one he shuts his eyes and counts again. Once tagged he swaps places with the successful stalker.

source_excerpt:
One scout, the stalked, stands in a woods / on the top of a wooded hill and counts to ten loudly with his eyes shut.


name: Stave Catch II
variations: Calling 'Change 2' etc means each scout has to catch the second stave to their left.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 233
source_excerpt: At “Change!” all scouts have to let go of their stave and grab the one to their left.
materials_list: 1 stave per scout
skills_developed: reaction speed
keywords: stave, reaction, circle
tags: ["scouting"]
language: en
normalized_name: stave catch ii
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A reaction game where scouts hold staves upright in outstretched hands. On 'Change!' all scouts let go and grab the stave to their left; any who fail are out. The last scout in wins.

rules:
Scouts stand in a circle with a stave upright in their outstretched right hand touching the floor. At 'Change!' all let go and grab the stave to their left; any who fail are out. The last scout in wins. Penalise scouts who pass their stave, let go too early or hold it at an angle.


name: Stave Hop
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 233
materials_list: 1 stave or broom stick per team
keywords: stave, relay, jumping
tags: ["team game", "relay"]
language: en
normalized_name: stave hop
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team relay where two scouts carry a stave to the back of the line while teammates jump over it. The first team to return to its original order wins.

rules:
Teams line up. The lead and second scouts hold a stave across the third scout. On 'Go!' they walk to the back holding the stave about 30cm off the ground while scouts jump over it. The lead scout stands at the back; scout two moves to the front and repeats with scout three. The first team back to its original order wins.

source_excerpt:
On “Go!” they walk to the back of the line holding the stave about thirty centimetres off the ground whilst the scouts jump over it.


name: Steal the Bacon
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 233-234
materials_list: bacon, chalk
keywords: steal, bacon, guard
tags: ["team game"]
language: en
normalized_name: steal the bacon
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team stealing game. A guard stands in a circle protecting a piece of bacon. The thieving team tries to steal it within two minutes without being tagged. Successful thieves score five points; failures score minus points. The highest-scoring team wins.

rules:
Draw a five metre diameter circle. Four teams stand around it; one scout guards bacon in the centre. The thieving team has two minutes to steal the bacon without being tagged. A failed attempt scores a minus point; a success scores five points. Each thief has only one attempt. Rotate guards and teams; the highest-scoring team wins and can eat the bacon.

source_excerpt:
Working individually or together they have two minutes to try to steal the bacon from the guard without being tagged.


name: Steal the Bacon II
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 234
materials_list: bacon, chalk, 2 blindfolds
keywords: steal, bacon, blindfold
tags: ["team game"]
language: en
normalized_name: steal the bacon ii
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A blindfolded version of Steal the Bacon. Two numbered scouts are blindfolded and spun round, then must find the bacon and return it to their place in the circle, guided by teammates' shouts. The first back scores a point.

rules:
Draw a five metre diameter circle. Two numbered teams stand around it. Call a number; blindfold those two scouts and have neighbours spin them three times. On 'Go!' they find the bacon and bring it back to their place, guided by teammates' shouts. First back scores a point. Continue with other numbers; the team with more points wins.

variations:
Scouts cannot give directions. The opposing scout can attempt to grab the bacon once picked up but before it's back in the circle. Once scouts have grabbed the bacon they don't have to return to their place.

source_excerpt:
On “Go!” they have to find the bacon, grab it and bring it back to their place in the circle, with their team mates shouting directions.


name: Step Tag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 234
materials_list: 1 blindfold
keywords: tag, blindfold
tags: ["active"]
language: en
normalized_name: step tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A blindfolded tag game. One blindfolded scout tries to tag the others, who may move up to three steps per round and then can only duck or lean. The first tagged becomes the new 'It'.

rules:
Scouts spread out around the playing area. One blindfolded scout tries to tag others. Each round scouts may move up to three steps, after which they cannot move their feet but can duck or lean. The first scout tagged becomes 'It' and takes the blindfold. Winners are those who avoid being tagged at all.

source_excerpt:
One scout is blindfolded and tries to tag a scout. During any round the scouts may move up to three steps.


name: Stepping Stones
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 234-235
materials_list: 1 blindfold per team, newspaper, chalk
keywords: blindfold, newspaper, direction
tags: ["team game"]
language: en
normalized_name: stepping stones
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team game where a blindfolded scout is directed across the hall stepping only on sheets of newspaper. If he misses a sheet he restarts. The team with the first blindfolded scout over the far line wins.

rules:
Mark start and finish lines at opposite ends. Teams have one member blindfolded. Sheets of newspaper are placed on the playing area. On 'Go!' teams direct their blindfolded member to the other end treading only on newspaper; missing a sheet means starting over. The first blindfolded scout over the far line wins.

source_excerpt:
On “Go!” scouts have to direct their team member to the other end of the hall whilst treading only on the newspaper.


name: Stepping Stones II
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 235
source_excerpt: They must only step inside the hoops and not fall over or they are out.
materials_list: 5 hoops, chalk
keywords: hoops, crossing, balance
tags: ["team game"]
language: en
normalized_name: stepping stones ii
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A crossing game with hoops. Scouts cross between two lines stepping only inside hoops; falling or stepping outside puts them out. The course becomes harder by moving or removing hoops. The first team to complete the course wins.

rules:
Two teams, each behind a line at opposite ends, with hoops placed between. On 'Go!' one scout from each team crosses, stepping only inside the hoops without falling or being out. When they arrive the next two go. After both teams cross, make the course harder by moving or removing a hoop. The first team to complete the course wins.


name: Stepping Stones III
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 235
materials_list: chalk, 3 house bricks per team
keywords: bricks, relay, balance
tags: ["team game", "relay"]
language: en
normalized_name: stepping stones iii
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A relay using house bricks as stepping stones. Scouts progress across the hall by laying bricks down, stepping forward, and moving the rearmost brick ahead. The first team across and back wins.

rules:
Teams behind a line with three bricks each. On 'Go!' scouts put two bricks down, place the third in front, step on it, lift the one behind and move it forward, repeating to cross the hall. After crossing, bricks are picked up and the scout runs back for the next scout's go. First team across and back wins. Any scout who puts a foot down between the lines restarts.

source_excerpt:
On “Go!” the scouts put two bricks down in front of them, put the third in front, step on it, lift up the one behind, move it forward and step on it.


name: Stepping Stones IV
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 235-236
materials_list: 2 sheets of paper per scout plus extra per team, 4 marker cones
skills_developed: teamwork, cooperation
keywords: river, stepping stones, teamwork
tags: ["team game", "relay", "top fifty"]
language: en
normalized_name: stepping stones iv
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team relay where the whole team crosses a 'river' using paper sheets as stepping stones, passing an extra sheet forward so each scout can step. Any wrong step sends the whole team back to the start.

rules:
Teams line up behind marker cones, each scout with two sheets of paper to stand on and one extra sheet placed behind the last scout. Each foot must stand on its own sheet. On 'Go!' the team crosses the river to the cones on the other side. Any scout stepping off the paper takes the whole team back to the start. The usual method is to pass the extra sheet to the front for each step. First team across wins.

variations:
Can be played as a time trial round a circuit, with marker cones for each team to start and end between.

source_excerpt:
On “Go!” they have to get the whole team across the river to the bank (marker cones) on the other side.


name: Stick Insect Hunt
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 236
source_excerpt: Scatter coloured toothpicks in a grassy play area. On “Go!” scouts have to gather them up.
materials_list: coloured toothpicks
skills_developed: observation, camouflage awareness
keywords: observation, toothpicks, camouflage
tags: ["outdoor"]
language: en
normalized_name: stick insect hunt
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
An observation game where coloured toothpicks are scattered in a grassy area and scouts gather as many as possible. It teaches camouflage as some colours are harder to spot.

rules:
Scatter coloured toothpicks in a grassy play area. On 'Go!' scouts gather them up. The scout who gathers most wins. Scouts learn some are easier to find than others depending on colour and background, making this a useful introduction to camouflage for wide games.


name: Stick Wrestle
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 236
source_excerpt: On “Go!”, and to win, they have to wrestle, twist or pull the stick out of each other’s hands.
materials_list: 1 broom stick per two scouts
skills_developed: strength
keywords: wrestle, stick, pairs
tags: ["active"]
language: en
normalized_name: stick wrestle
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A pairs strength game. Scouts hold a stick with both hands opposite each other and wrestle, twist or pull to get it out of the other's hands.

rules:
Scouts pair off and stand opposite each other holding the stick with both hands. On 'Go!' they wrestle, twist or pull the stick out of each other's hands to win.


name: Sticky Glue
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 236
source_excerpt: When you say “Sticky Glue” all the scouts must run away from the “Its” who will try to tag them.
keywords: tag, sticky glue, freeze
tags: ["active"]
language: en
normalized_name: sticky glue
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A tag game with four 'Its'. Scouts touch an 'It' with a finger; on the trigger phrase 'Sticky Glue' they run away. Tagged scouts stand with legs apart and are freed when an untagged scout crawls between their legs.

rules:
Choose four scouts to be 'It', spaced out. Other scouts must be touching an 'It' with their finger. The leader says 'Today I went to the shops and I bought...' listing items; on 'Sticky Glue' all scouts run away from the 'Its' who try to tag them. Tagged scouts stand still with legs apart and can only be untagged when an untagged scout crawls between their legs. The game ends when all are tagged or after a set time; then change Its. The four Its who tag everyone quickest win.


name: Sticky Scout
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 236
materials_list: 1 billy can, 1 blindfold, Post-it Notes
skills_developed: stealth
keywords: stealth, blindfold, post-it
tags: ["team game"]
language: en
normalized_name: sticky scout
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A stealth team game. Scouts creep up to a blindfolded scout to stick a Post-it Note on a billy can. The blindfolded scout can point and shout 'Sticky Scout!' to confiscate a Note. The team with most Notes on the billy wins.

rules:
Teams form a large circle with a blindfolded scout in the middle and an upturned billy can in front of him. Each scout has a team-coloured Post-it Note. Over five minutes scouts creep up and stick their Note on the billy. The middle scout can point and say 'Sticky Scout!'; if pointing at a scout inside the circle, that scout's Note is confiscated. He has as many attempts as there are scouts. The team with most Notes on the billy wins. Only one scout at a time in the circle, with ten seconds to stick the Note.

source_excerpt:
Scouts have five minutes to creep up to the scout in the middle and stick their Note on the billy can.


name: Still Life
variations: The scouts have to stand, making for a very quick game.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 236
keywords: keep still, painter, observation
tags: ["indoor", "calm"]
language: en
normalized_name: still life
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A keep-still game. One scout is a painter studying the others, who must sit still. Any scout the painter sees move is tapped and out. The last to be tapped wins.

rules:
One scout is the painter and stands in front of the others, his subjects, who sit down and make themselves comfortable. The painter studies them; every slight movement seen earns a tap on the shoulder and the subject moves to the side. The last to be tapped wins.

source_excerpt:
The painter studies them intently and every time he sees the slightest movement he goes over to the offending subject and taps him on the shoulder.


name: Stomp Balloons
variations: Scouts can only stomp with their non-balloon foot. Play in teams.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 237-238
materials_list: 1 balloon per scout, 60cm string per scout
keywords: balloon, stomp, elimination
tags: ["active"]
language: en
normalized_name: stomp balloons
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A balloon-bursting elimination game. Each scout has a balloon tied to their ankle and tries to stomp on others' balloons while protecting their own. The last scout with an intact balloon wins.

rules:
Blow up balloons and tie one round the left ankle of each scout. On 'Go!' scouts use either foot to stomp on others' balloons without their own being stomped. Scouts can only stomp if they have an intact balloon. A scout whose balloon is burst is out. The last scout attached to an intact balloon wins. Indoors, play with shoes removed.

source_excerpt:
On “Go!” scouts have to use either foot to stomp on the other scouts’ balloons without their own being stomped on.


name: Straw Suckers
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 238
materials_list: 1 straw each, 1 paper tissue per team
keywords: straw, tissue, relay
tags: ["team game", "relay"]
language: en
normalized_name: straw suckers
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team relay transferring a paper tissue using straws. Scouts suck the tissue against their straw and pass it down the line by releasing it onto the next scout's straw. The first team to get the tissue to the end wins.

rules:
Teams in lines. The lead scout holds a tissue; on 'Go!' he puts a straw in his mouth and sucks the tissue against its end. The tissue must not be touched once released. The lead scout passes the tissue to the next scout by having him suck it against his straw as the lead scout releases it. This continues down the line. The first team to get the tissue to the end wins. A dropped tissue restarts.

source_excerpt:
The lead scout in each team holds the tissue and on “Go!” puts the straw in his mouth and sucks the tissue against the end of the straw.


name: String
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 238
source_excerpt: The team that successfully rewinds the string up into a ball is the winner.
materials_list: 1 ball of string per team, 1 washer per team
skills_developed: teamwork
keywords: string, washer, teamwork
tags: ["team game"]
language: en
normalized_name: string
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team game of unravelling and rewinding string. A ball of string is passed around a circle with a washer slipped on; once unravelled the washer is tied and passed back as scouts rewind their section. The team that rewinds the string into a ball wins.

rules:
Teams form circles. One scout has a ball of string and a washer. On 'Go!' the string is passed scout to scout, the first holding the standing end. The first scout slips the washer onto the string and passes it along. Once unravelled, the scout with the leading end ties the washer to it. The washer is passed back round, each scout winding his section of string round it. The team that rewinds the string into a ball wins.


name: String Burning
category: supravietuire
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 238-239
materials_list: tinder, kindling, matches, long length of string
skills_developed: fire lighting
keywords: fire, kindling, tinder
tags: ["outdoor", "camp", "survival"]
language: en
normalized_name: string burning
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A fire-lighting challenge teaching scouts how much tinder and kindling is needed. Teams use five matches each to light a fire that burns through a string stretched between two trees.

rules:
Teach the scouts about lighting fires using tinder and kindling. Give them five matches each. Stretch a length of string between two trees about thirty centimetres above the ground, with teams spaced out. The first team to light a fire that burns through the string is the winner.

source_excerpt:
Then give them five matches each and tell them that the first team to light a fire that burns through the string is the winner.


name: String Maze
category: orientare
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 239
materials_list: string – loads of it
skills_developed: navigation, spatial awareness
keywords: maze, blindfold, string
tags: ["outdoor"]
language: en
normalized_name: string maze
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A blindfolded navigation activity. A maze made of string is set up in a wooded area with side paths and dead ends. Blindfolded scouts feel their way to find the single exit.

rules:
Best set up in a wooded area. Make a string maze mainly tied to trees, with a large entrance, a defined pathway, plenty of side paths and dead ends, and only one exit. Blindfold the scouts and send them towards the entrance. They feel their way around the course. The first to come out of the exit wins.

source_excerpt:
Blindfold the scouts and send them towards the entrance. They will need carefully to feel their way around the course.


name: String the Buttons
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 239
source_excerpt: On “Go!” they have to start threading the buttons onto the length of string.
materials_list: length of string per pair, thirty assorted buttons per pair
skills_developed: dexterity
keywords: buttons, threading, pairs
tags: ["indoor"]
language: en
normalized_name: string the buttons
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A pairs threading race. Pairs thread thirty assorted buttons onto a knotted length of string. The first pair to thread all buttons, or the pair with most threaded after a set time, wins.

rules:
Scouts pair off and each pair gets a length of string knotted at one end. On 'Go!' they thread the buttons onto the string. The first pair to thread all their buttons, or the pair with the most threaded after a set time, wins.


name: Submarines
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 239
materials_list: chalk or circular discs cut from newspaper
keywords: submarines, circles, elimination
tags: ["indoor", "top fifty"]
language: en
normalized_name: submarines
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A musical-circles style game. Scouts wander the hall and on 'Submarine dive!' must stand with both feet in a chalk circle, one scout per circle. The scout left without a submarine is out. The last scout to claim the final vacant submarine wins.

rules:
Draw small circles (submarines) on the floor, one fewer than there are scouts, each 25cm diameter. Scouts wander the hall; on 'Submarine dive!' they stand with both feet in a submarine, one to a circle. The scout who fails to get into one is out and stands still in a circle when the game restarts. Eventually one vacant submarine remains; the scout who stands in it in the last round wins.

source_excerpt:
when you shout, “Submarine dive!” scouts have to stand with both feet in a submarine, one scout to a circle.


name: Submarines and Minefields
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 239-240
materials_list: scout scarves
keywords: submarines, minefield, blindfold
tags: ["team game"]
language: en
normalized_name: submarines and minefields
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team game where a blindfolded team forms a minefield with outstretched arms while the other team weaves through as submarines. Submarines hit by a 'mine' hand are out and the mine is spent. The team with more successful submarines wins.

rules:
Two teams. One team is blindfolded and lines up side by side across the hall with arms outstretched, fingertips touching, each hand a mine. The other team (submarines) weaves through the minefield from one end to the other while the mines move up and down. Any submarine hit is out and the mine that hit it is spent and drops to the scout's side. Count successful submarines, swap teams, and the team with more wins.

source_excerpt:
The other team, the submarines, now have to weave their way through the minefield from one end to the other whilst the mines move up and down.


name: Subs and Mines
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 240
materials_list: blindfolds
skills_developed: communication, navigation
keywords: submarines, mines, blindfold, commander
tags: ["team game"]
language: en
normalized_name: subs and mines
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team navigation game. Submarine scouts are blindfolded one at a time and a commander directs them through scattered 'mines' without touching them. Each successful submarine scores a point; touching a mine blows the submarine up.

rules:
Two or four teams, playing two at a time. One team (submarines) at one end of the hall; the other team (mines) scatter and shut their eyes. One submarine is the commander. Submarines are blindfolded one at a time and the commander gives directions to navigate them through the mines without touching them. A successful submarine scores a point; touching a mine blows it up and it leaves the play area. Once all have had a go, teams swap roles; the team with most points wins.

variations:
Blindfold all the mines except one, the minefield layer, who stands at the opposite end and directs his mines to lift an arm, lean forward or back etc without moving their feet, to touch the submarines.

source_excerpt:
One at a time the submarines are blindfolded and the commander gives directions to navigate them through the mines without touching them.


name: Sumo Scout
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 240-241
materials_list: chalk
skills_developed: balance
keywords: sumo, balance, combat
tags: ["active"]
language: en
normalized_name: sumo scout
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A balance combat game in a marked circle. Two scouts enter on one foot with forearms crossed over their chests and bounce into each other to make the opponent lose balance, uncross arms or leave the ring.

rules:
Teams numbered. Mark a two-metre diameter circle. Call a number; two scouts enter the circle on one foot with forearms crossed over their chests. They bounce into each other to make the other scout put his other foot down, uncross his forearms, leave the ring or fall over, in which case the other scout wins. Winners can play each other for a supreme winner.

source_excerpt:
They then have to bounce into each other to make the other scout either put his other foot on the ground, or uncross his forearms, or put a foot out of the ring, or fall over.


name: Surrounding Net
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 240
keywords: net, chasing, surround
tags: ["active"]
language: en
normalized_name: surrounding net
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A chasing game where three scouts hold hands as a net and surround other scouts, who can run out but cannot duck under the ends. Caught scouts join the net; the last three caught form the next net.

rules:
Three scouts hold hands as the surrounding net and surround other scouts, who can run out of the way but cannot duck under the ends of the net as the two end scouts join hands around their victim. Every caught scout joins the net at one end. The last three scouts caught win and form the surrounding net in the next game.

source_excerpt:
They hold hands and surround other scouts who can run out of the way but cannot duck under the ends of the net as it closes around them.


name: Surrounding Net
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 241
keywords: tag, team game
language: en
normalized_name: surrounding net
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Three scouts form a 'net' by holding hands and surrounding other scouts. The remaining scouts can run out of the way but cannot duck under the ends of the net as the two end scouts close the net by joining hands around their victim. Each caught scout joins the net at one end and the game continues until only three scouts remain free.

rules:
Three scouts are the surrounding net. They hold hands and surround other scouts who can run out of the way but cannot duck under the ends of the net as it closes around them as the two scouts at either end join hands around their victim. Every time a scout is caught he joins the surrounding net at one end. The winners are the last three scouts to be caught and they form the surrounding net in the next game.

source_excerpt:
Three scouts are the surrounding net. They hold hands and surround other scouts who can run out of the way but cannot duck under the ends of the net as it closes around them


name: Swamp
category: creative-stem
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 240
materials_list: pens and paper
skills_developed: observation, vocabulary
keywords: word game, observation, nature
tags: ["outdoor", "camp"]
language: en
normalized_name: swamp
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A word-association brainstorming game played outdoors. Teams write down as many words as they can see relating to each letter category of 'SWAMP': Star, Weather, Animals, Minerals, Plants. The team with most relevant words wins.

rules:
Teams each get a sheet with 'SWAMP' written on it. The leader explains each letter: 'S' is for 'Star' and teams have three minutes to write as many words as they can see relating to it. Repeat for 'Weather', 'Animals', 'Minerals' and 'Plants'. The team with the most relevant words, which they may have to explain, wins.

source_excerpt:
Tell the scouts that “S” is for “Star” and they have three minutes to write down as many words that they can think of, that they can see, that relates to “Star”.


name: Swamp
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 241
materials_list: Pens and paper
keywords: word game, team game
language: en
normalized_name: swamp
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A word game played in teams, good for outside on camp. Each team gets a sheet with 'SWAMP' written on it. The leader explains each letter stands for a category (e.g. 'S' for 'Star'), and teams have three minutes to write as many related words as they can. The exercise repeats for 'Weather', 'Animals', 'Minerals' and 'Plants'. The team with the most relevant words wins.

rules:
Put the scouts into teams and give each team a sheet of paper with 'SWAMP' written on it. Tell the scouts that 'S' is for 'Star' and they have three minutes to write down as many words that they can think of, that relates to 'Star'. Repeat the exercise with 'Weather', 'Animals', 'Minerals' and 'Plants'. At the end the team with most number of relevant words is the winner.

source_excerpt:
Put the scouts into teams and give each team a sheet of paper with “SWAMP”. Written on it. Tell the scouts that “S” is for “Star” and they have three minutes to write down as many words that they can think of


name: Swedish Longball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 241-242
materials_list: 1 tennis ball, 1 bat, 4 markers
keywords: longball, bat and ball, fielding
tags: ["outdoor", "team game", "sport"]
language: en
normalized_name: swedish longball
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A bat-and-ball team game. A bowler delivers up to three underarm bowls; the batsman must run on the third ball. He runs round four markers and back while fielders try to hit him below the knee with the ball. Getting back unhit scores a point.

rules:
Two teams, one fielding, one batting. Four markers form a large square around the bowler and batter positions, three or four metres apart. The bowler has up to three underarm bowls; the batsman need not run on the first or second hit but must run on the third ball whether he hits it or not. He drops the bat, runs round the four markers and back while fielders try to hit him below the knee. Getting back unhit scores a point; being hit or caught scores none. After set turns, swap teams; most points wins.

variations:
If a batsman is out he does not bat again and play continues until everyone in the batting team is out before swapping over.

source_excerpt:
The batsman then has to drop the bat and run round the four markers and back to where he dropped the bat while the fielders try to hit him below the knee with the ball.


name: Swedish Longball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 241-242
materials_list: 1 tennis ball, 1 bat, 4 markers
keywords: ball game, bat, team game
language: en
normalized_name: swedish longball
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A bat-and-ball team game similar to rounders. One team fields and one bats within a large square marked by four corner markers. A fielder bowls underarm up to three times; the batsman need not run on the first or second ball but must run on the third. The batsman drops the bat and runs round the four markers and back while fielders try to hit him below the knee with the ball. Returning unhit scores a point.

rules:
Place the four markers in corners to make a large square around the bowler and batter positions which are three or four metres apart. One of the fielders is the bowler and he has up to three underarm bowls at the batsman. If the batsman hits the first or second ball he doesn't have to run, but he has to run on the third ball, whether he hits the ball or not. The batsman then has to drop the bat and run round the four markers and back to where he dropped the bat while the fielders try to hit him below the knee with the ball. If the batsman gets back in position without being hit then he scores one point. Change bowlers regularly. After the teams have batted a set number of times, swap the teams over. The winning team is the team that scores the most points.

variations:
If a batsman is out he does not bat again and play continues until everyone in the batting team is out before swapping over.

source_excerpt:
If the batsman hits the first or second ball he doesn’t have to run, but he has to run on the third ball, whether he hits the ball or not.


name: Sweet Circle
variations: Scouts have to answer a question correctly to get a sweet.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 242
materials_list: plate with loads of Smarties or similar
keywords: sweets, circle, passing
tags: ["indoor", "food"]
language: en
normalized_name: sweet circle
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A circle game where a plate of sweets is passed round; periodically the leader shouts 'Sweet Circle!' and the scout holding the plate passes it on, after which he may take a sweet. Continue until the sweets are gone.

rules:
Scouts sit in a large circle and a plate of Smarties is passed round. Periodically the leader, without looking, shouts 'Sweet Circle!' and the scout holding the plate passes it on, then may take a Smartie. Continue until all the sweets are gone.

source_excerpt:
Periodically (without looking) shout ”Sweet Circle!” and the scout that is holding the plate has to pass it on to his neighbour.


name: Sweet Circle
variations: Scouts have to answer a question correctly to get a sweet.
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 242
materials_list: Plate with loads of Smarties or similar
keywords: circle game
language: en
normalized_name: sweet circle
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts sit in a large circle and pass a plate of Smarties (or similar sweets) round. Periodically the leader shouts 'Sweet Circle!' without looking, and whoever is holding the plate must pass it on; that scout then takes a sweet. Continues until all the sweets are gone.

rules:
Scouts sit down in a large circle. The plate is passed round. Periodically (without looking) shout 'Sweet Circle!' and the scout that is holding the plate has to pass it on to his neighbour. That scout can then take a Smartie. Continue until they're all gone.

source_excerpt:
Periodically (without looking) shout ”Sweet Circle!” and the scout that is holding the plate has to pass it on to his neighbour


name: Table Football
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 242-243
materials_list: 1 large sponge ball, 2 tables
keywords: football, tables, ball
tags: ["indoor", "team game"]
language: en
normalized_name: table football
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A two-team ball game using two tables on their sides as goals. One scout from each team runs to a central sponge ball and tries to score by hitting the opposing team's table. After a goal both scouts retire and two more come on.

rules:
Two teams behind tables on their sides at either end of the hall, with the ball in the middle. On 'Go!' one scout from each team runs to the ball and tries to score by hitting any part of the opposing team's table. Once a goal is scored both scouts are dead and retire; two more come on and play from where the ball was left. After everyone has played, the team with more goals wins.

variations:
Play with four scouts and two balls. Each goal sends both scouts off, but the losing scout is out for good while the winning scout rejoins. The team to lose all its scouts first loses.

source_excerpt:
On “Go!” one scout from each team runs up to the ball and tries to score by hitting any part of the opposing team’s table.


name: Table Football
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 242-243
materials_list: 1 large sponge ball, 2 tables
keywords: ball game, team game
language: en
normalized_name: table football
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two teams position themselves behind tables turned on their sides at either end of the hall with a large sponge ball in the middle. On 'Go!' one scout from each team runs to the ball and tries to score by hitting the opposing team's table. Once a goal is scored both scouts retire and two more come on, playing from where the ball was left.

rules:
Put the scouts into two teams and position them behind one of two tables at either end of the hall that have been put on their sides. Put the ball in the middle. On 'Go!' one scout from each team runs up to the ball and tries to score by hitting any part of the opposing team's table. As soon as a goal is scored the two existing scouts are 'dead' and must retire immediately. Two more scouts come on and start playing immediately from where the ball was left. After every scout has been in the goals are counted and the team with more goals wins.

variations:
Play with four scouts on the pitch and two balls. Every time a goal is scored both scouts go off but the losing scout is out and does not come on again, whereas the winning scout goes to the back of his team and is still in. The team to lose all its scouts first loses.

source_excerpt:
On “Go!” one scout from each team runs up to the ball and tries to score by hitting any part of the opposing team’s table.


name: Tail Stomp
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 242
materials_list: paper, scissors, tape
keywords: tails, stomp, tag
tags: ["active"]
language: en
normalized_name: tail stomp
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A tag game where scouts wear paper tails tucked into their trousers and stomp on each other's tails to capture them. A scout who stomps a tail also takes all tails the stomped scout had accumulated.

rules:
Scouts make tails by cutting A4 sheets into six lengthwise strips taped end to end, tucked into the back of their trousers to trail along the floor. On 'Go!' scouts tread on others' tails, keeping any that come completely out of the trousers. A scout who loses his tail gets a new one. Each stomp also takes all the tails the stomped scout had accumulated. The scout with most tails after five or ten minutes wins.

source_excerpt:
On “Go!” scouts have to tread on other scouts’ tails which they can then keep so long as it comes out of the other scouts’ trousers completely.


name: Tail Stomp
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 243
materials_list: Paper, scissors, tape
keywords: tag, active game
language: en
normalized_name: tail stomp
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts make paper tails by cutting A4 sheets into six lengthways strips and taping them end to end, then tuck a tail into the back of their trousers. On 'Go!' scouts tread on other scouts' tails to pull them free; a stomped scout's tail and all the tails he has accumulated go to the stomper. The scout with the most tails after five or ten minutes wins.

rules:
Scouts make tails by cutting A4 sheets of paper into six strips lengthways and sticking them together at the short ends. Scouts tuck one tail each into the backs of their trousers so they trail along the floor. On 'Go!' scouts have to tread on other scouts' tails which they can keep so long as it comes out of the other scouts' trousers completely. A scout who loses his tail can come for a new one. Each time a scout stomps on a tail he takes all the tails the stomped scout has accumulated. The scout with the most tails after five or ten minutes is the winner.

source_excerpt:
On “Go!” scouts have to tread on other scouts’ tails which they can then keep so long as it comes out of the other scouts’ trousers completely.


name: Tails
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 243
materials_list: scarves
keywords: tails, scarves, tag
tags: ["active", "top fifty"]
language: en
normalized_name: tails
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A fast tag game where scouts tuck scarves into their trousers and try to gather as many other scarves as possible without holding onto their own. The scout who gathers most wins.

rules:
Scouts stuff one end of their scarves into the back of their trousers with the bulk hanging down. Scouts gather as many scarves as possible but are not allowed to hold onto their own. The scout who gathers most wins. Giving each scout a piece of cloth or tea towel each is suggested to help reunite scarves with the correct scout.

source_excerpt:
Scouts then have to gather as many scarves as possible. They are not allowed to hold onto their own.


name: Tails
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 243
materials_list: Scarves
keywords: active game, Top Fifty
language: en
normalized_name: tails
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A Top Fifty game. Scouts stuff one end of their scarves into the back of their trousers with the bulk hanging down, then have to gather as many scarves as possible. They cannot hold onto their own. The scout who gathers the most scarves wins. The harder part afterwards is reuniting scarves with their correct owners, so giving each scout a marked piece of cloth or tea-towel is suggested.

rules:
Scouts stuff one end of their scarves into the back of their trousers with the bulk of it hanging down. Scouts then have to gather as many scarves as possible. They are not allowed to hold onto their own. The scout who gathers most scarves is the winner.

source_excerpt:
Scouts then have to gather as many scarves as possible. They are not allowed to hold onto their own. The scout who gathers most scarves is the winner.


name: Take That!
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 243-244
materials_list: rolled-up newspaper
keywords: circle, chasing, newspaper
tags: ["indoor", "active"]
language: en
normalized_name: take that!
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A circle chasing game. Scouts stand with hands behind backs and eyes shut while a rolled-up newspaper is placed in one scout's hand. On 'left' or 'right' he whacks the neighbouring scout, who must run a circuit of the circle being whacked all the way.

rules:
Scouts stand in a circle with hands behind their backs and eyes shut. The leader walks round and places the rolled-up newspaper in a scout's hand, then shouts 'left' or 'right'. That scout whacks the backside of the scout to the named side, who must run one circuit of the circle back to his space, going the named direction, with the whacker following and whacking all the way. Make sure everyone gets a go.

source_excerpt:
The scout with the newspaper then has to whack the backside of the scout to his left or right, as instructed.


name: Take That!
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 243
materials_list: Rolled-up newspaper
keywords: circle game, chase
language: en
normalized_name: take that!
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts stand in a circle with hands behind their backs and eyes shut. The leader walks round and places a rolled-up newspaper in one scout's hands, then shouts 'left' or 'right'. That scout whacks the backside of the neighbour in the named direction, who must then run a circuit of the circle back to his space while the whacker chases and whacks all the way.

rules:
Scouts stand in a circle with their hands behind their backs and their eyes shut. You walk round the circle and place the rolled-up newspaper in one of the scout's hands. You then shout 'left' or 'right'. The scout with the newspaper then has to whack the backside of the scout to his left or right, as instructed. With that the whacked scout must run one circuit of the circle, back to his space, going left or right with the whacker following him, whacking all the way. Make sure everyone gets a go.

source_excerpt:
You walk round the circle and place the rolled-up newspaper in one of the scout’s hands. You then shout “left” or “right”.


name: Talking Trees
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 244
materials_list: pen, paper, string
skills_developed: problem solving, navigation
keywords: message, woods, puzzle
tags: ["outdoor", "wide game"]
language: en
normalized_name: talking trees
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A message-finding wide game in the woods. Scouts find numbered words attached to trees over a wide area and arrange them in number order to reconstruct a message, then bring the completed message to the leader.

rules:
Give each scout paper and pen and send them into the woods to find a message. The leader has attached one word of the message to different trees, each part reading like '6 - SO'. Scouts put the words in number order so the message makes sense, then bring it back. The first one back with the correct message wins. The last word has a full stop after it. Can be played at night with torches or in teams for strategy.

variations:
Can be played at night with torches. Can be played in teams, enabling strategic play with scouts taking different parts of the woods and pooling answers.

source_excerpt:
You will have already gone round attaching one word of the message to different trees over a wide area.


name: Talking Trees
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 244
materials_list: Pen, paper, string
keywords: outdoor, wide game, puzzle
language: en
normalized_name: talking trees
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Each scout is given paper and pen and sent into the woods to find a message. The leader has already attached one word of the message to different trees over a wide area, each part numbered (e.g. '6 - SO'). Scouts must put the words in number order so the message makes sense and bring it back. The first one back with the correct message wins.

rules:
Give each scout a piece of paper and pen and send them out into the woods to find your message. You will have already gone round attaching one word of the message to different trees over a wide area. Each part will read something like '6 - SO'. The scouts have to put the words in number order so that the message makes sense. They then have to bring the message to you. The first one back with the correct message is the winner. This game can also be played at night with torches. It can also be played in teams.

variations:
Can be played at night with torches, or in teams which enables scouts to play more strategically, taking on different parts of the woods each and meeting back from time to time to pool answers.

source_excerpt:
The scouts have to put the words in number order so that the message makes sense. They then have to bring the message to you.


name: Tanks
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 244
source_excerpt: At “Go!” second scout dives forward tucking his head in as first scout comes up and over and down.
skills_developed: coordination
keywords: tank, rolling, pairs
tags: ["active"]
language: en
normalized_name: tanks
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A pairs rolling relay. One scout lies on his back, the second stands astride his head; they grab each other's ankles and roll forwards repeatedly like a tank tread to travel down the hall.

rules:
Pair off scouts of roughly the same height at one end of the hall. The first scout lies on his back; the second stands astride his head facing the toes. The first scout grabs the second's ankles and lifts his legs; the second grabs the first's ankles. At 'Go!' the second scout dives forward tucking his head in as the first comes up and over. Keep going until you have a winner at the other end. If heads are tucked in there is no injury.


name: Tanks
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 244
keywords: pairs, active game
language: en
normalized_name: tanks
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts pair up (roughly same height) at one end of the hall. The first scout lies on his back; the second stands astride his head facing his toes. First scout grabs second's ankles and lifts his legs; second grabs first's ankles. On 'Go!' the second scout dives forward tucking his head in as the first comes up and over. The pair rolls along until reaching the other end.

rules:
Pair off the scouts of roughly the same height at one end of the hall. The first scout lies on his back. The second scout stands astride first scout's head facing his toes. First scout grabs second scouts' ankles and lifts his legs in the air. Second scout grabs first scout's ankles. At 'Go!' second scout dives forward tucking his head in as first scout comes up and over and down. Keep going until you have a winner at the other end of the hall. If heads are tucked in this tank should work well with no injury.

source_excerpt:
At “Go!” second scout dives forward tucking his head in as first scout comes up and over and down. Keep going until you have a winner at the other end of the hall.


name: Target Practice
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 244
materials_list: 1 stone or ball of paper per scout, 1 ladder
skills_developed: throwing accuracy
keywords: target, throwing, ladder
tags: ["active"]
language: en
normalized_name: target practice
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A throwing accuracy game using a ladder laid flat. Scouts take turns throwing a stone or paper ball into successive numbered gaps between the rungs; reaching the end of the ladder or gap ten wins.

rules:
Put a ladder on the ground on its back and number the gaps between the rungs one, two, three, four etc as they get further away. From the nearest end scouts take turns throwing a stone or rolled-up newspaper into gap number one. On success they progress to the next gap on their next turn. The first scout to reach the end of the ladder or gap ten wins.

source_excerpt:
From the nearest end scouts take it in turn to throw a stone or a rolled up sheet of newspaper into gap number one.


name: Target Practice
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 244-245
materials_list: 1 stone or ball of paper per scout, 1 ladder
keywords: throwing, target game
language: en
normalized_name: target practice
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A ladder is laid flat on the ground on its back, with the gaps between the rungs numbered one, two, three etc. as they get further away. From the nearest end scouts take turns throwing a stone or rolled-up sheet of newspaper into gap number one. Success moves them to gap two next turn. The first scout to reach the end of the ladder or gap ten wins.

rules:
Put a ladder on the ground on its back. Number the gaps between the rungs one, two, three, four etc. as they get further away. From the nearest end scouts take it in turn to throw a stone or a rolled up sheet of newspaper into gap number one. If they succeed they move on to number two when it's their next turn. The first scout to get to the end of the ladder or to gap number 10 is the winner.

variations:
Scouts can play in teams with all the individual members in any one team having to get into the first gap before they can move on. With enough ladders you could race teams against each other.

source_excerpt:
From the nearest end scouts take it in turn to throw a stone or a rolled up sheet of newspaper into gap number one.


name: Tarp Takeover
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 245
materials_list: 1.2 x 1.8m tarpaulin
keywords: team game, active game
language: en
normalized_name: tarp takeover
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two or four teams each take an end or corner of the room with a tarpaulin in the middle. On 'Go!' scouts try to get on and stay on the tarpaulin while getting other teams' scouts off, for one minute. No pulling of clothes. One foot on the tarp counts as long as the other foot is off the floor. The team with the most members on the tarp wins the round; play several rounds.

rules:
Put the scouts into two or four teams and give them an end or corner of the room each. Put the tarpaulin on the floor in the middle. On 'Go!' scouts try to get on and stay on the tarpaulin, whilst getting the other teams' scouts off, and they have one minute. No pulling of clothes is permitted. One foot on the tarpaulin is fine, so long as the other foot is off the floor. The team with most of its members on the tarpaulin wins the round. Have several rounds with the winner being the team with the most rounds won.

variations:
Put all the scouts behind the same starting line to prevent teams from taking over a section of the tarpaulin.

source_excerpt:
On “Go!” scouts try to get on and stay on the tarpaulin, whilst getting the other teams’ scouts off.


name: Team Quick
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 245
materials_list: 1 small sponge ball, 1 stopwatch
keywords: dodgeball, ball game, team game
language: en
normalized_name: team quick
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Teams form a large circle with one team standing inside it. Scouts in the circle throw a ball at the team in the middle; a scout who is hit is out and leaves. If an inside scout catches the ball cleanly or after one bounce, one of the team-mates who went out can return. Play continues until all the inside team are out. Each team takes a turn inside; the team that lasts longest wins.

rules:
Put the scouts into teams. Teams form a large circle with one team inside the circle. Give a circle scout the ball. Scouts that have formed the circle throw the ball at the team inside the circle. Every time a scout is hit they are out and have to leave the circle. If one of the scouts inside the circle catches the ball cleanly or after one bounce then one of the scouts that has gone out can come back in. Play continues until all the scouts in the team inside the circle are out. Each team has a go at being in the middle. The team that stays in the middle the longest is the winner.

source_excerpt:
Scouts that have formed the circle throw the ball at the team inside the circle. Every time a scout is hit they are out and have to leave the circle.


name: Team Shoot Out
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 245-246
keywords: water game, team game
language: en
normalized_name: team shoot out
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Plastic bottles are marked with team names, each team having the same number, and lined up in random order on a bench. Teams stand in random positions two metres back from the bench. On 'Go!' scouts knock over the other teams' bottles using jets of water from washing-up liquid bottles. The team with the last bottle standing wins.

rules:
Mark the plastic bottles with team names. Each team has the same number of bottles. Line them up in a random order on the bench. Put the scouts into teams and stand them in random positions, two metres back from the bench, in a line marked with marker cones. On 'Go!' they have to knock over the other teams' bottles with jets of water. The team with the last bottle standing is the winner.

variations:
Have a line the other side of the bench as well so that miss shots soak the scouts on the other side.

source_excerpt:
On “Go!” they have to knock over the other teams’ bottles with jets of water. The team with the last bottle standing is the winner.

materials_list:
1 washing-up liquid bottle filled with water per scout, 12+ plastic bottles, 1 bench, 2 marker cones, marker pen


name: Ten
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 246
materials_list: Volleyball
keywords: ball game, team game
language: en
normalized_name: ten
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two teams play with a thrown-in volleyball. The first scout to grab it shouts 'One!' and throws to a team-mate who shouts 'Two!', continuing until the team reaches ten to win. If the other team gets the ball they start counting and the first team returns to zero. Possession is gained by blocking a throw or by the team dropping the ball. No physical contact.

rules:
Put the scouts into two teams and throw the ball into the middle. The first scout to get hold of it shouts 'One!' and throws it to a team mate who shouts 'Two!' and so it goes on until the team reaches ten, when they've won. If the other team get hold of the ball they start counting and the first team goes back to zero. The other team can get possession by blocking a throw (scouts cannot move whilst they have the ball) or by the team in possession dropping it. No physical contact is permitted.

variations:
Scores aren't ever reset and once possession is regained the score recommences from where it had reached previously, with the winning team getting to one hundred or being the one with the higher score after fifteen minutes.

source_excerpt:
The first scout to get hold of it shouts “One!” and throws it to a team mate who shouts “Two!” and so it goes on until the team reaches ten, when they’ve won.


name: Tennis Ball Bowls
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 246-247
materials_list: 1 tennis ball per scout
keywords: ball game, team game
language: en
normalized_name: tennis ball bowls
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form two teams (or four forming a square) standing in a line opposite each other with legs apart, having been numbered so there are two or four of each number. Every scout has a tennis ball. The leader calls a number and the so-numbered scouts roll their ball at the team opposite, aiming between legs. Any scout whose legs are breached is out. The last team with un-breached legs wins.

rules:
Scouts form two teams and stand in a line opposite each other with their legs apart. Number the team members so you have two or four number ones etc. Scouts stand in their team lines at random. Give every scout a tennis ball. Call out a number and the two or four so numbered scouts have to roll the ball to the team opposite. The scout(s) whose legs are breached are out and put their tennis ball down in front of them. Then repeat with another number. The last team to have all the scouts' legs breached is the winner.

variations:
Scouts can defend their legs by bending at the waist and using their hands. Scouts can only aim at scouts with the same number, unless they are all out, in which case they can have a free throw at any scout.

source_excerpt:
Call out a number and the two or four so numbered scouts have to roll the ball to the team opposite. The scout(s) whose legs are breached are out


name: Tennis Ball Takeover
variations: Use footballs instead of tennis balls.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 246
materials_list: 6+ tennis balls or footballs
keywords: ball game, circle game, coordination
language: en
normalized_name: tennis ball takeover
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form a circle and one is given a tennis ball, which he throws to a scout in the opposite half of the circle, who throws it back to a different scout, until everyone has received it. After a couple of practice rounds, a second ball is introduced, then a third, seeing how many balls can be kept going at once. If anyone drops a ball everyone stops until it is retrieved.

rules:
Put the scouts into a circle and give a tennis ball to one of them. He must throw it to a scout in the half of the circle opposite him. That scout must throw it back but to a different scout. Eventually each scout should have had the ball thrown to him. Have a couple of practice rounds. Once the scouts have got the hang of it, introduce a second ball, then a third and see how many balls the scouts can have on the go at one time. If anyone drops a ball everyone must stop throwing until it's been retrieved.

source_excerpt:
Once the scouts have managed to get the hang of it, introduce a second ball, then a third and see how many balls the scouts can have on the go at one time.


name: Tennis Ball Trial
variations: It doesn't matter which ball you catch, so long as you catch one.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 247
materials_list: 1 tennis ball per pair of scouts
keywords: ball game, circle game
language: en
normalized_name: tennis ball trial
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form a circle with each scout in one half given a tennis ball. The first scout throws to the opposite scout who throws back; the second's opposite holds onto the ball. Odd numbers throw back, even numbers keep. On '1, 2, 3 - Go!' all scouts throw to their opposite simultaneously. Scouts are out if they hesitate or fail to catch without a bounce. The last pair left wins.

rules:
Scouts form a circle. Give one tennis ball to each scout in one half of the circle. The first scout has to throw his ball to the scout exactly opposite him, who throws it back. The second scout throws his ball likewise but his opposite holds onto the ball. Continue with the odd numbers throwing back and the even numbers keeping it. On '1, 2, 3 - Go!' scouts must immediately throw their ball to their opposite number. Scouts are out if they hesitate or don't catch their ball without it bouncing, and they sit down. The winners are the last pair left.

source_excerpt:
On “1, 2, 3 - Go!” scouts must immediately throw their ball to their opposite number. Scouts are out if they hesitate or don’t catch their ball without it bouncing


name: Tent Peg Relay
category: camp-outdoor
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 247-248
materials_list: 1 wooden and 1 rubber mallet per team, 1 wooden tent peg per scout, 2 marker cones, pen and paper
skills_developed: camping skills, tent pitching
keywords: relay, camping skill, tent peg
language: en
normalized_name: tent peg relay
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A relay that teaches how to pitch a tent peg safely. Teams line up behind marker cones; seven metres away each team has a wooden and rubber mallet and one wooden tent peg per scout. On 'Go!' lead scouts run to the pile and hammer a peg into the ground as if erecting a tent, then run back for the next scout. Points are awarded for finishing first and for correct depth, angle and safety.

rules:
Put the scouts into teams in lines behind two marker cones. Seven metres away, per team, put one wooden and one rubber mallet and one wooden tent peg per scout in a pile. On 'Go!' the lead scouts run to the pile, take a hammer and peg and hammer the peg into the ground as if preparing to erect a canvas tent, then run back. Once one team has hammered all its pegs in, stop the game and give five points to the first team to finish. Add one point per scout for the correct amount of peg hammered in (until just above the notch), correct angle (45 degrees), safely (not with head directly over mallet), and with a wooden mallet. Deduct one point for incorrect or unsafe work. The team with most points wins.

variations:
Team members only make one hammer blow at a time, which makes the game last longer and more of a team effort.

source_excerpt:
the lead scouts have to run up to the pile, take a hammer and peg and hammer the peg into the ground as if they were preparing to erect a canvas tent.


name: The Beaning Range
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 248-249
materials_list: 2 buckets or washing-up bowls, 1 bean bag per scout
keywords: throwing, team game, tactics
language: en
normalized_name: the beaning range
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team game with tactics, not a mad rush, suitable for all ages together. Two teams stand at one end of the hall with bean bags lined up in front of each team going away, beyond which sit buckets. Scouts are numbered; the leader calls numbers at random and two scouts step forward, select one bean bag and try to throw it into their bucket. The team with the most bean bags in their bucket wins.

rules:
Put the scouts into two teams at one end of the hall. In front of each team line up the bean bags going away from the scouts, beyond which place the buckets. Number the scouts. Call each number out at random. Two scouts step forward, select one bean bag and attempt to throw it into their bucket. Successful shots are left in the bucket, non-successful shots are removed from the play area. Continue until everyone has had a go. Count the bean bags in each bucket. The team with most in their bucket wins. Bean bags half in can be counted or not. The bean bags nearer the buckets are easier but the more able throwers should think about throwing the ones further away.

source_excerpt:
Two scouts step forward, select one bean bag and attempt to throw it into their bucket. Successful shots are left in the bucket


name: The Can
category: altele
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 249
materials_list: 1 fizzy drink can
keywords: deadly game, warning, do not play
language: en
normalized_name: the can
extraction_confidence: med
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A 'deadly game' described as a warning rather than a game to play: scouts take turns punching a fizzy drink can until it is flattened, and anyone who doesn't punch it is out. The book explicitly states this game should never be played because the can can form sharp edges and there are veins close to the wrist's surface.

rules:
Scouts take it in turns to punch a can until it is flattened. Anyone who doesn't punch it is out. This is one of the deadly games as the can can form some very sharp edges. Given that there are a number of veins close to the wrist's surface this is a game that should never be played.

source_excerpt:
This is one of the deadly games as the can can form some very sharp edges. Given that there are a number of veins close to the wrist’s surface this is a game that should never be played.


name: The Eagle Catches the Chicken
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 249
keywords: tag, chain game, younger scouts
language: en
normalized_name: the eagle catches the chicken
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A game for younger scouts, originating from China. Scouts line up one behind the other holding the waist of the scout in front. The front scout is mother hen; the scouts behind are her chicks. One scout is the eagle, who must tag the chicks one by one while they swerve and curl behind mother hen to avoid him. Tagged chicks join behind the eagle. The last chick tagged becomes the eagle next round.

rules:
Scouts line up one behind the other and put their hands on the waist of the scout in front. The scout at the front is mother hen and she can put her hands on her hips and wave her elbows about. The scouts behind her are her chicks. One scout is chosen to be the eagle, he stands facing mother hen. On 'Go!' the eagle has to tag the chicks, one by one. The chicks can swerve and curl behind mother hen to avoid the eagle. Once tagged the chicks have to go behind the eagle and hold onto him. No tagging can take place any time that either chain is broken. The last chick to be tagged starts as the eagle in the next round.

source_excerpt:
On “Go!” the eagle has to tag the chicks, one by one. The chicks can swerve and curl behind mother hen to avoid the eagle.


name: This is a Woggle
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 249
keywords: circle game, mime, memory
language: en
normalized_name: this is a woggle
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts stand in a circle and one starts by saying e.g. 'This is a woggle', drawing the item's shape in the air, then doing something with it such as putting it on a scarf. Play continues round the circle, each scout naming a new scouting-related item. A scout who can't think of an item, hesitates, or mimes very badly is out. The last scout standing wins.

rules:
Scouts stand in a circle and one starts by saying, for example, 'This is a woggle' and draws the shape of the item in the air, then does something with it, such as putting it on a scarf. Play continues round the circle, with each scout saying a new item. Each item has to be something to do with scouting. If a scout can't think of an item, hesitates, or draws mimes exceptionally badly, then he's out and has to sit down. The winner is the last scout standing.

source_excerpt:
Scouts stand in a circle and one starts by saying, for example, “This is a woggle” and draws the shape of the item in the air


name: Three Ball Throw
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 249-250
materials_list: 3 tennis balls, 1 bucket, 1 stump
keywords: ball game, running
language: en
normalized_name: three ball throw
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are positioned anywhere in the playing area. One scout, the thrower, stands by a bucket holding three balls, with a stump five metres away. The thrower throws the balls into the play area; scouts cannot move until the third ball is thrown. The thrower then runs round the stump and touches the bucket to score a run; runs stop when all three balls are back on the bucket.

rules:
Scouts are positioned anywhere in the playing area. One scout, the thrower, stands by the bucket with the three balls in it. Five metres away is a stump. The thrower picks out the balls and throws them into the playing area. Scouts cannot move until the third ball is thrown. Once the third ball is thrown the thrower has to run round the stump and touch the bucket to score one run. Runs stop when the three balls are back on the bucket. Give each scout three goes as thrower and aggregate each thrower's runs. The scout with most runs is the winner.

variations:
Without moving their feet, any ball from the thrower that is caught is an instant out. Play in teams.

source_excerpt:
Once the third ball is thrown the thrower has to run round the stump and touch the bucket to score one run.


name: Three Brick Relay
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 250
materials_list: 3 bricks or 15cm lengths of 2x4 wood per team, chalk
keywords: relay, team game, balance
language: en
normalized_name: three brick relay
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Teams line up behind a start line, each lead scout given three bricks. On 'Go!' scouts must cross to a finish line without touching the ground (a crocodile-infested river) except via the bricks. After reaching the finish they return immune from attack and pass the bricks to the next scout. The first team to get all members across and back wins. Touching the river on the outward crossing sends a scout back to the start.

rules:
Mark a start and finish line. Put the scouts into teams, lined up behind the start line. Give each lead scout three bricks. On 'Go!' they have to get to the finish line without touching the crocodile-infested river or they'll be eaten; only the bricks can touch the ground. When scouts make it to the finish line they can return across the river, immune from attack, and give the bricks to the next scout. The first team to get all its members across and back is the winner. Any scout touching the river whilst he is on the outward crossing has to go back to the start.

source_excerpt:
On “Go!” they have to get to the finish line without touching the crocodile-infested river or they’ll be eaten; only the bricks can touch the ground.


name: Three Foot Football
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 250
source_excerpt: The pairs stand side by side and you tie their inside legs together with their scarves.
materials_list: 4 chairs, 1 football, 1 scarf per scout
keywords: football, pairs, team game
language: en
normalized_name: three foot football
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two chairs at either end of the hall form goals. Scouts pair up and stand side by side with their inside legs tied together with scarves. The pairs are put into teams either side of the middle line, with one pair as goalie, and the ball is thrown in. Play continues for a fixed time or until one team scores ten goals.

rules:
Put two chairs at either end of the hall to form goals and get the scouts to pair up. The pairs stand side by side and you tie their inside legs together with their scarves. Put them into teams either side of the middle line with one pair as goalie and throw the ball in. Keep playing for a fixed amount of time or until one team scores ten goals. Ten goals or the team with more goals after a fixed amount of time is the winner.


name: Three Rope Tug
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 250-251
materials_list: 3 x 2 metre lengths of rope
keywords: tug of war, team game
language: en
normalized_name: three rope tug
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two teams stand at either end of the hall and are numbered. Three lengths of rope are placed side by side in the middle with their ends pointing to the teams. The leader calls a number and those two scouts must grab the ends of two of the ropes and pull them back to their team. Getting two lengths back scores a point.

rules:
Put the scouts into two teams at either end of the hall and number them. Put the three lengths of rope side by side in the middle of the hall with their ends pointing to the teams. Call out a number and those two scouts have to get hold of the ends of two of the lengths of rope and pull them back to their team. The team that gets two lengths back scores one point. Continue for a fixed amount of time or until everyone's had a go. The team with the most points wins.

source_excerpt:
Call out a number and those two scouts have to get hold of the ends of two of the lengths of rope and pull them back to their team.


name: Three-Legged Race
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 251
materials_list: Marker cones
keywords: race, pairs
language: en
normalized_name: three-legged race
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts pair up and stand beside each other with their arms round each other's waists, their inside legs tied or kept together. On 'Go!' they run down the course between marked start and finish lines. Pairs must keep their inside legs together or be disqualified. The first pair over the finish line wins.

rules:
Put the scouts into pairs. Have a start and finish line marked out with cones. Pairs stand beside each other with their arms round each other's waists. Pairs have to keep their inside legs and feet together when running or they're disqualified. On 'Go!' they have to run down the course. First pair over the finish line is the winner. Tying thighs together with a scarf can help considerably.

source_excerpt:
Pairs have to keep their inside legs and feet together when running or they’re disqualified. On “Go!” they have to run down the course.


name: Through the Tunnel
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 251
materials_list: One football per team, chalk
keywords: relay, team game, ball game
language: en
normalized_name: through the tunnel
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts line up one behind the other in their teams. Each lead scout gets a football and on 'Go!' the ball is passed backwards through everyone's legs down the line. The last scout crawls back up through the legs of the scouts in front, pushing the ball with head and hands, becomes the new lead and the game continues until the original lead scout reaches the back. The first team to finish wins.

rules:
Put the scouts into teams and line them up behind one another. Give each lead scout a football and on 'Go!' scouts pass it backwards through their legs down the line. The last scout crawls up through the legs of the scouts in front, pushing the ball with his head and hands, up to the lead scout, gives the ball to him and crosses over the line and faces the lead scout. The game continues with one less scout in each team. When just the first lead scout is left, he gives the ball to the scout in front of him and races to the back of the new line. The first team to complete the race is the winner.

source_excerpt:
on “Go!” scouts have to pass it backwards though their legs down the line. The last scout crawls up through the legs of the scouts in front


name: Throw the Smile
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 251-252
keywords: circle game, calming game
language: en
normalized_name: throw the smile
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts sit in a circle with the leader in the middle. Scouts may not smile unless the leader's smile has been 'thrown' to them. The leader smiles, wipes a hand across the face, looks serious, and throws the smile to a scout, who must smile, wipe their face and throw it on. Anyone smiling out of turn, or smiling too long, is out. The last one sitting wins.

rules:
Put the scouts in a circle, sitting down, with you in the middle. Tell the scouts they're not to smile unless the smile you're starting with has been thrown to them, whereupon they can smile for a couple of seconds before wiping it off their face and throwing it to someone else. Then you smile, wipe your hand across your face, look serious, and with your hand throw the smile to one of the scouts. They must then smile, wipe their face, and throw it to another scout. Anyone smiling out of turn is out, as is the smiler for smiling for too long. Scouts stand up when out. The last one sitting is the winner.

source_excerpt:
Then you smile, wipe your hand across your face, look serious, and with your hand throw the smile to one of the scouts that you’re looking at.


name: Tiddlywinks
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 252
materials_list: Squidgers, winks, pot
keywords: table game, individual game
language: en
normalized_name: tiddlywinks
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Best played as an individual game with four to six scouts. Using a squidger, scouts press down on their winks to make them pop up and into a pot or bowl. Scouts take turns; the first to pot all their winks wins. Potting a wink earns an extra go. Winks under another cannot be played, and winks leaning against the pot are moved 30cm away.

rules:
The aim is to press down on your winks with a squidger to get the winks to pop up and into the bowl. Take it in turns and the scout to pot all their winks first is the winner. When a wink goes in that scout gets an extra go. Winks under another cannot be played. Winks leaning against the pot have to be moved 30 cms away.

variations:
Different playing surfaces result in winks popping up better or worse; you may need to play on a felt cloth or hard carpet. Impose a time limit with the winner being the scout who pots most winks.

source_excerpt:
the aim is simply to press down on your winks with a squidger to get the winks to pop up and into the bowl.


name: Time I
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 252
source_excerpt: On “Go!” the first scout in each team has to quietly estimate when thirty seconds is up.
materials_list: Watch, stopwatch or mobile
keywords: estimation, team game, calming game
language: en
normalized_name: time i
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts get into teams of four. On 'Go!' the first scout in each team quietly estimates when thirty seconds is up and says 'Now!' to the next scout, who repeats the exercise. When the fourth scout has estimated his thirty seconds he shouts 'Two minutes!'. The team nearest to two minutes wins.

rules:
Scouts get into teams of four. On 'Go!' the first scout in each team has to quietly estimate when thirty seconds is up. When he thinks it is he says 'Now!' to the scout next to him who repeats the exercise. When the fourth scout has estimated his thirty seconds he shouts 'Two minutes!' The team that is nearest wins.


name: Time II
variations: Scouts have to close their eyes and raise their hand when they think a minute is up.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 252-253
materials_list: Watch, stopwatch or mobile
keywords: estimation, calming game, Top Fifty
language: en
normalized_name: time ii
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A Top Fifty calming game. All scouts sit down and on 'Go!' have to count quietly to one minute, then stand up. The scout who stands up nearest to one minute is the winner. With enough scouts there is usually one who is almost exactly right.

rules:
Scouts all sit down and on 'Go!' they have to count quietly to one minute and then stand up. The one who stands up nearest to one minute is the winner. With enough scouts there is normally one who is almost bang on, but be suspicious especially if all the other scouts follow him.

source_excerpt:
Scouts all sit down and on “Go!” they have to count quietly to one minute and then stand up. The one who stands up nearest to one minute is the winner.


name: Toe Taps
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 253
keywords: pairs, active game
language: en
normalized_name: toe taps
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts pair up, face each other and hold hands. On 'Go!' each scout tries to tap the top of their opponent's toes with their own toes. The first in the pair to do so three times wins.

rules:
Scouts pair up, face each other and hold hands. On 'Go!' scouts have to tap the top of their opponent's toes with their toes. The first in the pair to do it three times is the winner.

variations:
Make it a knockout. Line all the pairs up to play. All the winners play each other until they get an overall winner, and the losers from the first round play each other until they get a winner. If time runs out, the winner is the scout with more toe taps.

source_excerpt:
On “Go!” scouts have to tap the top of their opponent’s toes with their toes. The first in the pair to do it three times is the winner.


name: Tortoise Relay
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 253
source_excerpt: The winning team is the team that took the most time, so slow cycling is the order of the day.
materials_list: 1 bicycle per team, chalk, stopwatch
skills_developed: balance, cycling
keywords: relay, cycling, team game
language: en
normalized_name: tortoise relay
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A track about one metre wide and fifteen metres long is marked. Teams split with half at either end. On 'Go!' the stopwatch starts and the first scout cycles the bicycle up the path and hands it to a team member who cycles back; the race continues until all members have had a turn. The winning team is the one that took the most time, so slow cycling is the order of the day.

rules:
Mark a track about one metre wide and fifteen metres long. Put the scouts into teams and for each team put half at either end. On 'Go!' start the stopwatch and the first scout cycles up the path and hands the bicycle to his team member who cycles back down. The race continues until all team members have had a cycle then the stopwatch is stopped (the stopwatch can be paused whilst the scouts are swapping). Repeat with the other teams. The winning team is the team that took the most time.


name: Toss the Bean Bag Relay
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 253
materials_list: 1 bean bag or ball per team, chalk
keywords: relay, throwing, team game
language: en
normalized_name: toss the bean bag relay
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Teams line up behind a line. One scout from each team takes a bean bag and goes about five metres down the room, turning to face his team. On 'Go!' he throws the bean bag at the first scout in the row; if caught it is thrown back and the catcher sits down, if missed it must be retrieved and thrown again. The first team all sitting down wins.

rules:
Put the scouts into teams and line them up behind a line. One scout from each team takes a bean bag and goes about five metres down the room and turns to face his team. On 'Go!' he throws the bean bag at the first scout in the row. If he catches it he throws it back and sits down. If he misses he has to retrieve it and throw it back for another attempt. The first team to all be sitting down is the winner.

source_excerpt:
On “Go!” he throws the bean bag at the first scout in the row. If he catches it he throws it back and sits down.


name: Toss the Bean Bag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 253-254
materials_list: 15 square sheets of paper, marker pens, 6 bean bags, chalk, tape
keywords: throwing, target game
language: en
normalized_name: toss the bean bag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Fifteen sheets of paper are marked with scores one to fifteen and stuck to the floor in a large equilateral triangle pattern, five targets at the front and one at the back, with the larger numbers towards the back. Scouts stand behind a line at least a couple of metres back and take turns throwing six bean bags. Bags must land completely on a target to score. The scout with the most points wins.

rules:
Put 15 different scores on the fifteen sheets of paper, numbers one to fifteen. Stick them to the floor in a large equilateral triangle pattern with five targets at the front and one at the back, putting larger numbers towards the back. Scouts stand behind a line at least a couple of metres back, and take it in turn to throw the bean bags. The scout that scores the most points is the winner. Bags have to land completely on any target to score, or you could have a score for the bag being part on and double if completely on.

source_excerpt:
Scouts stand behind a line at least a couple of metres back, and take it in turn to throw the bean bags. The scout that scores the most points is the winner.


name: Touch Wood
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 254
keywords: reaction game, ongoing game
language: en
normalized_name: touch wood
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
An ongoing meeting game: the leader tells the scouts that at certain times during the meeting he will shout 'Touch wood!'. The last scout to touch wood each time is out. The last scout remaining is the winner.

rules:
Tell the scouts that at certain times of the meeting you will shout 'Touch wood!' The last scout to do so each time is out. The last scout in is the winner.

source_excerpt:
Tell the scouts that at certain times of the meeting you will shout, “Touch wood!” The last scout to do so each time is out.


name: Towel Volleyball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 254
materials_list: 1 volleyball, 1 volleyball net or rope, 1 towel per pair of scouts, balloons
skills_developed: cooperation, coordination
keywords: volleyball, team game, balloons
language: en
normalized_name: towel volleyball
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Teams stand either side of a volleyball net or raised rope. Balloons are launched by placing one in the middle of a bath towel held tightly by a pair of scouts and pulling briskly. Teams take turns serving a balloon over the net, aiming to make it burst within the playing area to score a point. Balloons must be caught in towels. The team with the most points or first to a fixed total wins.

rules:
Put the scouts into teams either side of the net or raised rope and mark out a playing area. Balloons are launched by placing in the middle of a bath towel tightly held by pairs of scouts on the short ends and pulling briskly. Teams take it in turns to serve a balloon over the net, the aim being to get the balloon to burst within the playing area, whereupon a point is awarded. Any balloon that doesn't burst can be launched back. Play continues with one balloon until it bursts. Balloons must be caught in the towels with the catching pair returning the shot. The team with the most points after a period of time or the first to a fixed amount of points is the winner.

source_excerpt:
Balloons are launched by placing in the middle of a bath towel tightly held by pairs of scouts on the short ends and pulling briskly.


name: Tower of Smell
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 254-255
materials_list: Torch
keywords: dark game, evening game
language: en
normalized_name: tower of smell
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A game to liven up an evening. All scouts take off their shoes and put them in a pile in the middle of the floor, then stand back as the lights are turned off. The leader muddles the shoes up. At 'Go!' scouts must locate their own shoes in the dark and put them back on. The first to do so shouts 'Back on my feet!' and is checked with a torch.

rules:
All the scouts take off their shoes and put them in a pile in the middle of the floor. They stand back as the lights are turned off. Before giving the 'Go!' it's a good idea to muddle the shoes up a bit more. At 'Go!' the scouts have to locate their own shoes and put them back on. The first scout to do so shouts 'Back on my feet!' With a torch find the scout and check he has the correct shoes on. If so, he wins, if not continue the game.

variations:
Give the scouts three minutes to find their shoes and put them back on. The scouts who have their shoes back on are heat winners and go through to a final where they're given just one minute or when ready can shout 'Back on my feet!'.

source_excerpt:
At “Go!” the scouts have to locate their own shoes and put them back on. The first scout to do so shouts, “Back on my feet!”


name: Tower of Wood
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 255
materials_list: Loads of blocks of wood
skills_developed: coordination, patience
keywords: building game, Top Fifty
language: en
normalized_name: tower of wood
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A Top Fifty game, a bit like Jenga in reverse. Scouts sit in a large circle and are each given a block of wood. One block is placed in the centre and scouts take turns adding their block, building the tower up. The winner is the last scout to place their block before the one that causes the tower to collapse.

rules:
Put the scouts in a circle and give them each a block of wood. Place one in the centre of the circle and ask the scouts to take it in turns to add their block to it, building up as they go. The winner is the last scout to place their block before the one that causes the tower to collapse is placed.

variations:
Have three blocks close together on the floor as a base, which enables a bigger structure to be built with bridges linking the towers.

source_excerpt:
ask the scouts to take it in turns to add their block to it, building up as they go. The winner is the last scout to place their block before the one that causes the tower to collapse


name: Train Shunt
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 255-256
keywords: chain game, active game
language: en
normalized_name: train shunt
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put into teams of three, with hands on the waist of the scout in front; the front scout is the engine and the others are carriages. One team of three are loose carriages. On 'Go!' the loose carriages try to attach themselves to the back carriage of a train, while trains wriggle and squirm to prevent this. When a carriage succeeds, the engine detaches and becomes a loose carriage.

rules:
Put scouts into teams of three, with hands on the waist of the scout in front, in line. The first is the engine and the other two are the carriages. One team is a team of three loose carriages. On 'Go!' the loose carriages have to try to attach themselves to the back carriage of the trains. Trains can wriggle and squirm to prevent a carriage getting his hands on the back. When a carriage is successful the engine detaches and becomes a loose carriage. Play continues until the trains run out of steam.

source_excerpt:
On “Go!” the loose carriages have to try to attach themselves to the back one of the trains’ carriages.


name: Trains
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 256
materials_list: Tennis ball
keywords: circle game, ball game, running
language: en
normalized_name: trains
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Several scouts form a train holding onto the waist of the scout in front. The rest of the scouts form a circle, one holding a ball. On 'Go!' the train goes round the perimeter of the circle while the scouts pass the ball around the circle. Once the ball has gone round the circle ten times the leader calls 'Stop!' and counts the train's completed laps as its score. Teams swap and the train with most laps wins.

rules:
Put several scouts into a train, holding onto the waist of the scout in front. Put the rest of the scouts into a circle and give one of them the ball. On 'Go!' the train goes round the perimeter of the circle whilst the scouts pass the ball around the circle. Once the ball has gone round the circle ten times call 'Stop!' and the train's complete laps are counted which is that train's score. Now swap and form a new train. Once everyone has been in a train, the train with the most laps is the winner.

source_excerpt:
On “Go!” the train goes round the perimeter of the circle whilst the scouts pass the ball around the circle.


name: Treasure
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 256
materials_list: 1 bean bag, 1 stopwatch
keywords: circle game, tag, stealth
language: en
normalized_name: treasure
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form a large circle with one scout in the middle guarding a bean bag at his feet. On 'Go!' scouts try to grab the bean bag and get it back to their position without being tagged. A maximum of five scouts may be inside the circle at any time. A tagged scout returns to his space facing outwards until the game ends. The scout who keeps his treasure longest without it being stolen wins.

rules:
Scouts form a large circle with one scout in the middle with a bean bag at his feet. On 'Go!' scouts have to try to grab the bean bag and get it back to their position in the circle without being tagged. A maximum of five scouts are allowed inside the circle at any one time. Any scout that is tagged goes back to their space in the circle and turns round to face outwards until the end of the game. Let each scout or one member from each team have a go as the tagger. The scout that keeps his treasure for the longest without it being stolen is the winner.

source_excerpt:
On “Go!” scouts have to try to grab the bean bag and get it back to their position in the circle without being tagged.


name: Trench Attack
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 256
materials_list: Chalk
keywords: team game, active game
language: en
normalized_name: trench attack
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form two teams facing each other about one hundred centimetres apart, with a line drawn along the back of each team a further hundred centimetres away. On 'Go!' one line tries to get across the line behind the team in front while that team tries to prevent them. Teams then swap roles. No punching. The winning team holds off the attackers for longer.

rules:
The scouts form two teams and face each other, about one hundred cms apart. Draw a line along the back of both teams, about one hundred cms away. On 'Go!' one line has to get across the line behind the team in front of them whilst the team in front tries to prevent them. Then swap sides so the defenders become the attackers. No punching! The winning team is the one that holds all the attackers off for longer.

source_excerpt:
On “Go!” one line has to get across the line behind the team in front of them whilst the team in front tries to prevent them.


name: Tug of Scout
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 256-257
source_excerpt: The two scouts at the front grip each other’s wrists and on “Go!” everyone pulls.
keywords: tug of war, team game
language: en
normalized_name: tug of scout
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form one long line which is divided into two teams by taking odd and even numbered scouts. The teams face each other in lines ordered by height. Each scout puts his arms round the waist of the scout in front and grips his own wrists; the two front scouts grip each other's wrists. On 'Go!' everyone pulls. The team that pulls the other back from the centre within ten seconds wins.

rules:
Scouts form one long line which you divide into two teams by taking the odd and even numbered scouts. The two teams face each other in one line with the tallest at the front and the shortest at the back, or vice versa. Each scout puts his arms round the waist of the scout in front and grips his own wrists or holds on as best as he is able. The two scouts at the front grip each other's wrists and on 'Go!' everyone pulls. The team that pulls the other team back from the centre in ten seconds is the winner.


name: Tug-of-Carpet
variations: Try with four teams and use the four hall corners or walls.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 257
materials_list: Small carpet or large rug
keywords: tug of war, team game
language: en
normalized_name: tug-of-carpet
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two teams stand at either end of the hall with a small carpet or large rug placed in the middle. On the signal each team tries to grab the carpet and pull it to their own end of the hall to win.

rules:
Put the scouts into two teams at either end of the hall. Put the carpet in the middle. On 'Go!' the scouts have to get hold of the carpet and pull it to their end of the hall to win.

source_excerpt:
Put the carpet in the middle. On “Go!” the scouts have to get hold of the carpet and pull it to their end of the hall to win.


name: Tunnel Crawl
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 257
keywords: relay, team game
language: en
normalized_name: tunnel crawl
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts are put into teams that form a line one behind the other, opening their legs to form a tunnel. On 'Go!' the scout at the back crawls through the legs of the scouts in front until he reaches the front, then stands up and opens his legs. Each scout repeats this in turn. The team to finish first wins.

rules:
Put the scouts into teams that form a line, one behind the other. They open their legs to form a tunnel. On 'Go!' the scout at the back has to crawl through the legs of the scouts in front, until he reaches the front. Then he stands up and opens his legs and the scout at the back repeats the crawling. Each scout repeats this in turn. The team to finish first is the winner.

source_excerpt:
On “Go!” the scout at the back has to crawl through the legs of the scouts in front, until he reaches the front.


name: Tunnel Crawl
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 257
language: en
normalized_name: tunnel crawl
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Teams form lines one behind the other with legs open to make a tunnel. The scout at the back crawls through everyone's legs to the front, stands, opens his legs, and the next back scout repeats. The team to finish first wins.

rules:
On "Go!" the scout at the back has to crawl through the legs of the scouts in front, until he reaches the front. Then he stands up and opens his legs and the scout at the back repeats the crawling. Each scout repeats this in turn. The team to finish first is the winner.

source_excerpt:
They open their legs to form a tunnel. On “Go!” the scout at the back has to crawl through the legs of the scouts in front, until he reaches the front.


name: Tunnel Croquet
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 257
materials_list: Large ball per team, chalk
keywords: relay, ball game, team game
language: en
normalized_name: tunnel croquet
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form teams behind a start line, opening their legs a similar amount, with the lead scout holding a ball. On 'Go!' he rolls it backwards through everyone's legs until it reaches the back scout, who picks it up, runs to the front and repeats. The game continues until the original lead scout is back at the front. If the ball comes out the side, it is retrieved and restarted from the front.

rules:
Scouts form teams behind the start line. They open their legs a similar amount and the lead scout has the ball in his hands. On 'Go!' he rolls it backwards through his legs until it reaches the scout at the back who picks it up, runs to the front and repeats the exercise. The game continues until the lead scout is back at the front again. The team that completes the relay first is the winner. Scouts can help by patting the ball along but if it comes out of the side of the tunnel then the ball has to be retrieved by the scout at the front and start at the front again.

source_excerpt:
On “Go!” he rolls it backwards through his legs until it reaches the scout at the back who picks it up, runs to the front and repeats the exercise.


name: Tunnel Croquet
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 257-258
materials_list: Large ball per team, chalk
language: en
normalized_name: tunnel croquet
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form teams behind a start line with legs open. The lead scout rolls a ball backwards through the legs to the scout at the back, who picks it up, runs to the front and repeats. The relay continues until the lead scout returns to the front.

rules:
On "Go!" he rolls it backwards through his legs until it reaches the scout at the back who picks it up, runs to the front and repeats the exercise. Scouts can help by patting the ball along but if it comes out of the side of the tunnel then the ball has to be retrieved by the scout at the front and the ball has to start at the front again.

source_excerpt:
On “Go!” he rolls it backwards through his legs until it reaches the scout at the back who picks it up, runs to the front and repeats the exercise.


name: Turtle Tag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 258
keywords: tag, running game
language: en
normalized_name: turtle tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A tag game where one scout is 'It' and the others run around to avoid being tagged; a tagged scout becomes It. A scout about to be tagged can avoid this by lying on his back with hands and feet in the air like a turtle, but can only stay like this for five seconds at a time, and once up has five seconds to get away before being tagged again.

rules:
One scout is 'It' and the other scouts run around to avoid being tagged. Any scout who gets tagged becomes It. Any scout just about to be tagged can avoid this fate by lying on his back with hands and feet in the air. However, turtle scouts can only stay like this for five seconds at a time otherwise they are It. Similarly, once they are up, they have five seconds to get away before an attempt is made to tag them again.

source_excerpt:
Any scout just about to be tagged can avoid this fate by lying on his back with hands and feet in the air.


name: Turtle Tag
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 258
language: en
normalized_name: turtle tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A tag game where one scout is It. Any scout about to be tagged can avoid it by lying on his back with hands and feet in the air like a turtle, but only for five seconds at a time, after which he also has five seconds to escape.

rules:
One scout is "It" and the other scouts run around to avoid being tagged. Any scout who gets tagged becomes It. Any scout just about to be tagged can avoid this fate by lying on his back with hands and feet in the air. However, turtle scouts can only stay like this for five seconds at a time otherwise they are It.

source_excerpt:
Any scout just about to be tagged can avoid this fate by lying on his back with hands and feet in the air.


name: Twenty-five
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 258
keywords: circle game, number game, strategy
language: en
normalized_name: twenty-five
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts stand in a circle and go round, each saying a number no more than five higher than the previous number. For example if the first scout says 'two', the next can say any number between three and seven. The first scout forced to say 'twenty-five' is out and sits down. Play continues until one winner remains.

rules:
Scouts stand in a circle. Go round the circle with each scout saying a number which is no more than five more than the previous number. The first scout can say any number between one and five and, if he says 'two,' the next scout can say any number between three and seven. The first scout to say 'twenty-five' is out and has to sit down. Play continues until you have one winner.

variations:
There is always a trigger number that, when down to two players, can mean the scout saying that number can always win (in this example eighteen). Sometimes change the target number and the maximum number a scout can count.

source_excerpt:
Go round the circle with each scout saying a number which is no more than five more than the previous number.


name: Twenty-five
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 258
language: en
normalized_name: twenty-five
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts stand in a circle and take turns saying a number no more than five higher than the previous number. The scout who is forced to say "twenty-five" is out. Play continues until one winner remains.

rules:
Go round the circle with each scout saying a number which is no more than five more than the previous number. The first scout to say "twenty-five" is out and has to sit down. Play continues until you have one winner.

variations:
There is always a trigger number that, when it's down to two players, can mean that the scout saying that number can always win; in the above example it's eighteen. Therefore sometimes change the target number and the maximum number that a scout can count.

source_excerpt:
The first scout to say “twenty-five” is out and has to sit down. Play continues until you have one winner.


name: Twin Taggers
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 258-259
materials_list: Pen and paper
keywords: tag, team game, Top Fifty
language: en
normalized_name: twin taggers
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A Top Fifty tag game. Scouts form three teams, numbered so there are three of each number. Teams stand in three parallel lines with one line between the other two. The leader calls a number and the two so-numbered scouts in the outer lines chase the so-numbered scout in the middle line; the first to tag him scores a point. Teams swap places so each has a turn in the centre.

rules:
Scouts form three teams. Number the scouts in their teams so there are three number ones etc. Teams stand in lines parallel to each other (having mixed themselves up within their teams) so one line is between the other two. Call out a number and the two so numbered in the outer lines have to chase the so numbered scout in the middle line. The scout that tags him first gets a point for his team. Play continues until all the numbers have been called then teams swap places twice so each team has one round in the centre. The team with most points at the end is the winner.

source_excerpt:
Call out a number and the two so numbered in the outer lines have to chase the so numbered scout in the middle line.


name: Twin Taggers
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 258-259
materials_list: Pen and paper
language: en
normalized_name: twin taggers
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form three teams numbered so there are matching numbers. Teams stand in three parallel lines. A number is called and the two outer-line scouts with that number chase the middle-line scout with that number; first to tag scores a point.

rules:
Call out a number and the two so numbered in the outer lines have to chase the so numbered scout in the middle line. The scout that tags him first gets a point for his team. Play continues until all the numbers have been called then teams swap places twice so that each team has one round in the centre. The team that has most points at the end is the winner.

source_excerpt:
Call out a number and the two so numbered in the outer lines have to chase the so numbered scout in the middle line.


name: Twins
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 259
keywords: icebreaker, circle game, Top Fifty
language: en
normalized_name: twins
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A Top Fifty game and great ice-breaker since scouts have no control over their pairing. Scouts form two circles, one inside the other, facing each other. The inside circle rotates clockwise and the outside anti-clockwise; on 'Stop!' the scout opposite is your twin. On 'Go!' they rotate again until 'Twin!' is shouted, when each pair must find each other, turn back to back, link arms and sit down. The last pair to do so is out.

rules:
Put the scouts into two circles, one inside the other with the scouts facing each other. Tell the inside circle to rotate clockwise and the outside circle anti-clockwise. After a few seconds call 'Stop!' and tell the scouts that the scout they are facing is their twin. On 'Go!' they start rotating again until you shout 'Twin!' whereupon each pair must find each other, turn their backs on each other, link arms and sit down. The last pair to do so is out and the game recommences. The last pair left are the winners.

source_excerpt:
On “Go!” they are to start rotating again until you shout, “Twin!” whereupon each pair must find each other, turn their backs on each other, link arms and sit down.


name: Twins
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 259
language: en
normalized_name: twins
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
An ice-breaker where scouts form two concentric circles facing each other. The circles rotate in opposite directions; when "Stop!" is called the facing scout becomes a twin. On "Twin!" pairs must find each other, link arms and sit down; the last pair is out.

rules:
Put the scouts into two circles, one inside the other with the scouts facing each other. On "Go!" they are to start rotating again until you shout, "Twin!" whereupon each pair must find each other, turn their backs on each other, link arms and sit down. The last pair to do so is out and the game recommences. The last pair left are the winners.

source_excerpt:
A Top Fifty game in which scouts have no control over who they’re going to be paired with so is a great ice-breaker.


name: Two Ball Chaos
variations: Make one team go clockwise and the other anti-clockwise. Allow small-scale ball interference.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 259
materials_list: 2 large sponge balls, 2 chairs
keywords: relay, dribbling, team game
language: en
normalized_name: two ball chaos
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two teams stand at either end of the hall, each given a ball, with a couple of chairs two metres apart in the middle. Lead scouts must dribble the ball up and round the two chairs in a figure of eight and return to their teams for a swap over. The first team to return all its scouts back to the start wins.

rules:
Put the scouts into two teams at either end of the hall and give them a ball each. Put a couple of chairs two metres apart in the middle of the hall. The lead scouts have to dribble the ball up and round the two chairs in a figure of eight and then return to their teams for a swap over. The first team to return all its scouts back to the start is the winner.

source_excerpt:
The lead scouts have to dribble the ball up and round the two chairs in a figure of eight and then return to their teams for a swap over.


name: Two Ball Chaos
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 259
materials_list: 2 large sponge balls, 2 chairs
language: en
normalized_name: two ball chaos
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two teams at either end of the hall each dribble a ball up and round two chairs placed two metres apart in a figure of eight, then return for a swap over. First team to return all scouts wins.

rules:
The lead scouts have to dribble the ball up and round the two chairs in a figure of eight and then return to their teams for a swap over. The first team to return all its scouts back to the start is the winner.

variations:
For a bit of added excitement make one team go clockwise and the other anti-clockwise. Allow small-scale ball interference.

source_excerpt:
The lead scouts have to dribble the ball up and round the two chairs in a figure of eight and then return to their teams for a swap over.


name: Two Detectives
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 259-260
materials_list: Stopwatch
skills_developed: deduction, questioning
keywords: guessing game, Top Fifty, deduction
language: en
normalized_name: two detectives
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A Top Fifty game calling for speed of thought. Scouts sit in a circle and two are chosen as detectives who leave the room. The remaining scouts decide on an item (whiteboard, chair, scout, woggle, shoe etc.). The detectives are called back and on 'Go!' must work out what the item is, asking each scout a maximum of three questions. If they ask everyone and still cannot guess, they are out of time. The pair guessing quickest wins.

rules:
Scouts sit in a circle and two are chosen to be detectives and leave the room. Whilst they are out the scouts decide on an item that the detectives have to discover. Then call the detectives back. On 'Go!' they have to work out what the item is. They can talk to each other as much as they like but they can only ask each scout a maximum of three questions. If they ask all the scouts three questions and cannot guess what the item is then they are out of time. Let all the scouts have a go at being a detective. At the end, the pair that correctly guesses the item quickest is the winner.

source_excerpt:
On “Go!” they have to work out what the item is. They can talk to each other as much as they like but they can only ask each scout a maximum of three questions.


name: Two Detectives
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 259-260
materials_list: Stopwatch
language: en
normalized_name: two detectives
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two scouts leave the room while the others choose a specific item in the hall. The detectives return and must work out the item, asking each scout no more than three questions. The pair that guesses quickest wins.

rules:
On "Go!" they have to work out what the item is. They can talk to each other as much as they like but they can only ask each scout a maximum of three questions. At the end, the pair that correctly guesses the item quickest is the winner.

source_excerpt:
They can talk to each other as much as they like but they can only ask each scout a maximum of three questions.


name: Two Steps It
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 260
keywords: circle game, tag, running
language: en
normalized_name: two steps it
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form a circle and one is 'It', walking clockwise round the outside. When It tags someone he takes two more walking paces, then runs round the circle trying to get into the gap left by the tagged scout, who runs round anti-clockwise. The scout who fails to get into the gap becomes It.

rules:
Scouts form a circle and one is 'It'. It walks clockwise round the outside of the circle. When he tags someone he has to take two more walking paces. Then he runs round the circle and tries to get into the gap left by the scout he tagged before the tagged scout (running round anti-clockwise) gets back. The scout who fails to get into the gap is It and the game continues.

source_excerpt:
When he tags someone he has to take two more walking paces. Then he runs round the circle and tries to get into the gap left by the scout that he tagged


name: Two Steps It
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 260
source_excerpt: When he tags someone he has to take two more walking paces.
language: en
normalized_name: two steps it
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form a circle and one is It, who walks clockwise outside. When It tags someone he takes two more paces then runs round trying to reach the gap before the tagged scout, who runs anti-clockwise, gets back. Whoever fails to reach the gap is It.

rules:
When he tags someone he has to take two more walking paces. Then he runs round the circle and tries to get into the gap left by the scout that he tagged before the tagged scout (who's running round anti-clockwise) gets back. The scout who fails to get into the gap is It and the game continues.


name: Two-Way Catch
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 260
materials_list: 2 tennis balls
skills_developed: concentration, coordination
keywords: circle game, ball game
language: en
normalized_name: two-way catch
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form a circle with one scout inside. The inside scout has one ball and one of the circle scouts has another. On 'Go!' the circle scout throws his ball to another scout (not the one with a ball) while the circle scout with the ball throws it to the inside scout. Play continues, the inside scout not throwing to the same circle scout twice in a row, until someone drops a ball and swaps places.

rules:
Scouts form a circle with one inside. The inside scout has one ball and one of the circle scouts has the other. On 'Go!' the circle scout has to throw his ball to one of the scouts (not the one with the ball) and the circle scout with the ball has to throw it to the inside scout. Keep going - with the inside scout not throwing to the same circle scout twice in a row - until the inside scout drops a ball whereby he swaps places with the thrower; if the circle scout drops the ball he swaps places with the inside scout. Play continues until the inside scout is too dizzy to continue.

source_excerpt:
On “Go!” the circle scout has to throw his ball to one of the scouts (not the one with the ball) and the circle scout with the ball has to throw it to the inside scout.


name: Two-Way Catch
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 260
source_excerpt: Play continues until the inside scout is too dizzy to continue.
materials_list: 2 tennis balls
language: en
normalized_name: two-way catch
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form a circle with one inside. Two tennis balls are passed: a circle scout throws to another circle scout while another throws to the inside scout. The inside scout must not throw to the same scout twice in a row. Dropping a ball means swapping places.

rules:
On "Go!" the circle scout has to throw his ball to one of the scouts and the circle scout with the ball has to throw it to the inside scout. Keep going until the inside scout drops a ball whereby he swaps places with the thrower; if the circle scout drops the ball he swaps places with the inside scout.


name: Twenty Passes
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 258
source_excerpt: The first team to throw twenty passes is the winner.
materials_list: 1 large sponge ball
language: en
normalized_name: twenty passes
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two teams pass a sponge ball among teammates. The scout holding the ball cannot move and must throw it. Each catch counts; when the other team gets the ball they start counting from one. The first team to make twenty passes wins.

rules:
The scout holding the ball cannot move. He has to throw the ball to one of his team mates. No one must go nearer than one metre to any other scout. Every time the other side get hold of the ball they start counting. The first team to throw twenty passes is the winner.


name: Two-way Dodge Ball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 260-261
materials_list: 2 large sponge balls
language: en
normalized_name: two-way dodge ball
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
The play area is divided into three sections. One team stands in the middle while the other team splits into two halves at each end, throwing balls at the middle scouts. Scouts hit below the knee join the throwing side. The last two in the middle win.

rules:
On "Go!" both ends throw the balls at the scouts in the middle section. When middle scouts are hit below the knee they go over to the side that hit them, and play with them to get out the rest of the scouts in the middle. The last two scouts remaining are the winners.

source_excerpt:
When middle scouts are hit below the knee they go over to the side that hit them, and play with them to get out the rest of the scouts in the middle.


name: Ugly Face I
category: creative-stem
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 261
source_excerpt: Give each scout a paper bag and tell them to draw their face on the bag as accurately as possible.
materials_list: 1 paper bag and 1 Sharpie per scout
language: en
normalized_name: ugly face i
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Each scout is given a paper bag and a Sharpie and draws their face on the bag as accurately as possible. Then each scout puts their bag on their head and the others vote for the most accurate one.

rules:
Give each scout a paper bag and tell them to draw their face on the bag as accurately as possible. When they've finished get each scout in turn to put their bag on their head, then you can ask the scouts to vote for which one they think is the most accurate.


name: Ugly Face II
category: creative-stem
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 261
materials_list: 1 paper bag and 1 Sharpie per scout
language: en
normalized_name: ugly face ii
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Each scout puts a paper bag on their head first and then draws their face on it as accurately as possible. Afterwards bags are removed and each scout puts theirs on again so scouts can vote for the most accurate.

rules:
Give each scout a paper bag and tell them to put it on their head and then draw their face on the bag as accurately as possible. The scouts can then vote for which one they think is the most accurate.

source_excerpt:
Give each scout a paper bag and tell them to put it on their head and then draw their face on the bag as accurately as possible.


name: Under, Over
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 261
materials_list: Balloons (or tennis balls or any object)
language: en
normalized_name: under, over
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Teams line up one behind the other. The lead scout passes a balloon over his head, the next under his legs, alternating down the line. The last scout brings it to the front and starts again until the lead scout reaches the back.

rules:
The lead scout is given a balloon and on "Go!" passes it over his head to the next scout who passes it under his legs. This continues, over, under all the way down the line. The team that finishes first is the winner.

source_excerpt:
The lead scout is given a balloon and on “Go!” passes it over his head to the next scout who passes it under his legs.


name: Up and Round
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 261-262
source_excerpt: On “Go!” the first scout gets up from each team, runs around the circle and back to his place.
language: en
normalized_name: up and round
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Teams sit on the floor in circles. On the signal the first scout in each team gets up, runs around the circle and back to his place; once seated the next goes. First team to get all scouts round wins.

rules:
On "Go!" the first scout gets up from each team, runs around the circle and back to his place. Once he's sat down the next scout goes. The first team to get all its scouts to run round is the winner.


name: Village, Town, City, Country
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 262
language: en
normalized_name: village, town, city, country
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two lines of scouts face each other. A scout names a place; the scout diagonally opposite must name another place starting with the last letter of the previous one. Slow answers, repeats or wrong answers earn the other team a point.

rules:
The first scout at the end of one of the lines says, "I've been to [name of a village, town, city or country]". The scout opposite has to say the same, but starting the name of his place with the last letter of the previous scout's word. Every time a scout is too slow, repeats a place or gives a wrong answer the other team gets a point.

source_excerpt:
The scout opposite has to say the same, but starting the name of his place with the last letter of the previous scout’s word.


name: Volley Ball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 262
materials_list: 1 large sponge ball, length of rope
language: en
normalized_name: volley ball
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two teams play with a sponge ball over a rope strung two metres high. Scouts serve from the back using open palms only. A goal is scored when the ball hits the ground. Teams may pass twice and no scout hits twice in a row.

rules:
Using the open palms of their hands only, scouts need to serve from the back of their half by hitting the ball over the rope. Every time the ball hits the ground a goal is scored for the other side. Scouts may pass within their own team no more than twice and no one scout can hit the ball twice in a row.

variations:
Play to a fixed number of goals. The non-serving team can't score any points, they just regain the serve.

source_excerpt:
Using the open palms of their hands only, scouts need to serve from the back of their half by hitting the ball over the rope.


name: Volleyball Scramble
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 262-263
materials_list: 1 volleyball, chalk
language: en
normalized_name: volleyball scramble
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A polygonal playing area is marked with a side per team. One blindfolded scout per team enters the area to find the ball, guided by teammates, and cross their line. Points are scored for picking up, crossing lines and tagging.

rules:
Blindfold one scout in each team and put them into the playing area. Scouts then have to find the ball, pick it up and cross their line, as directed by their team members. Score team points as follows: Pick up the ball 2 points, cross the correct line with the ball 1 point, cross the wrong line with the ball 1 point for each of the other teams, tag the scout with the ball before he crosses a line 1 point.

source_excerpt:
Blindfold one scout in each team and put them into the playing area. Put the ball into the playing area.


name: Volleyboot
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 263-264
materials_list: 7 marker cones, 1 volleyball
language: en
normalized_name: volleyboot
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two teams play in a marked field. The scout with the ball throws or kicks it into the area, then runs round the far marker cone and back while the other team throws the ball at him. A scout is out by being hit below the waist, having his ball caught, or failing to get it into the area.

rules:
The first scout belonging to the team with the ball, throws or kicks the ball into the playing area, then has to immediately run up to and round the marker cones at the far end and back again whilst the other team throw the ball at him. A scout can be out by not getting the ball into the playing area, by having his thrown or kicked ball caught, or by being hit below the waist whilst he is running. The team throwing the ball cannot chase him and cannot hold onto it for more than five seconds.

source_excerpt:
He then has to immediately run within the larger playing area, up to and round the marker cones at the far end in the middle, and back again whilst the other team throw the ball at him


name: Walk the Plank
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 264
materials_list: Masking tape, chalk, 1 chair per team
language: en
normalized_name: walk the plank
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Teams stand behind a line. A three-metre line of masking tape stretches in front of each team with a chair at the end. Scouts take turns walking the plank heel-to-toe, touch the chair and return. They must tread on the tape or be penalised.

rules:
Scouts in each team take it in turns to walk the plank, one foot in front of the other, touch the chair and come back. The first team to complete the game is the winner. Scouts must tread on the tape or they will be penalised.

source_excerpt:
Scouts in each team take it in turns to walk the plank, one foot in front of the other, touch the chair and come back.


name: Walk the Tightboard
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 264
materials_list: Several lengths of scaffolding board, wooden tent pegs and mallets, stopwatch
language: en
normalized_name: walk the tightboard
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scaffolding boards are placed end to end, turned on their sides and pegged in place. Scouts walk or run the length of the boards one at a time; if they fall off they restart. The quickest scout wins.

rules:
One at a time scouts have to walk or run the length of the boards. If they fall off at any time they have to start from the beginning. The scout who gets from start to finish the quickest is the winner.

variations:
Put the scouts into teams and time each team from when the first scout steps on to when the last one steps off, with only one scout on the boards at a time. In teams, but scouts do not have to wait until the one in front has completed the course.

source_excerpt:
One at a time scouts have to walk or run the length of the boards. If they fall off at any time they have to start from the beginning.


name: Water Balloon Balance
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 264-265
source_excerpt: They hold the large balloon and balance the smaller one on top.
materials_list: 1 large and 1 small balloon and 1 marker cone per team, chalk
language: en
normalized_name: water balloon balance
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Each scout holds a large balloon and balances a smaller one on top. On the signal scouts walk their balloons round a marker cone and back, then pass to the next teammate. If the small balloon falls they return to the start.

rules:
They hold the large balloon and balance the smaller one on top. On "Go!" scouts have to walk their balloons round their marker cone and back, before passing them on to their next team member. If the smaller balloon falls off the scout must pick it up and go back to the start line before recommencing his go.


name: Water Pistol Fight
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 265
materials_list: 1 bench, 1 table, 20 plastic milk containers, washing up liquid bottles, 2 washing-up bowls
language: en
normalized_name: water pistol fight
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two teams stand on either side of a table behind a line, each with a washing-up bowl of water and a washing-up liquid bottle. Milk containers are lined up on a raised bench, and teams shoot to knock off the most containers, getting wet in the process.

rules:
On "Go!" teams have to shoot the containers off the bench, with the winning team the one that shoots off the most containers. Scouts will get wet as, when they miss the containers, they hit the scouts in the opposite team.

variations:
Colour code the bottles so that teams can also score minus points for knocking over containers that aren't theirs. If you have a raised square table you could try a four-way game.

source_excerpt:
On “Go!” teams have to shoot the containers off the bench, with the winning team the one that shoots off the most containers.


name: Water Pistol Fight II
variations: Playing this game in the rain will mean that it's over very quickly.
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 265
materials_list: 1 water pistol per scout, loads of broadsheet newspapers
language: en
normalized_name: water pistol fight ii
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Each scout has a water pistol and wears a sheet of newspaper with a hole cut in the middle as a bullet-proof jacket. When a jacket is hit the scout returns to base for a replacement; no scout can shoot while their own jacket is wet.

rules:
Every time a scout's jacket is hit he needs to return to base for a replacement jacket. No scout can shoot whilst their own jacket is wet. The winner is the team with the least number of wet jackets.

source_excerpt:
Every time a scout’s jacket is hit he needs to return to base for a replacement jacket. No scout can shoot whilst their own jacket is wet.


name: Water Race
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 265-266
materials_list: a bucket of water, a tablespoon, a plastic cup, a table
language: en
normalized_name: water race
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Teams line up behind a bucket of water. The lead scout fills a tablespoon with water, advances to a plastic cup on a table and pours it in, then returns for the next scout. First team to fill the cup wins.

rules:
Give the lead scout in each team a tablespoon and at "Go!" they have to get a tablespoon of water and advance to a plastic cup on a table and pour the water into the cup. They then return to their team and the second scout repeats the process. The first team to fill the plastic cup with water is the winner.

source_excerpt:
they have to get a tablespoon of water and advance, as quickly as they dare, to a plastic cup on a table and pour the water into the cup.


name: Watermelon Water Polo
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 266
source_excerpt: Rub watermelon all over with the candle then rub it with a soft cloth to make it slippery.
materials_list: 1 watermelon, candle, cloth
language: en
normalized_name: watermelon water polo
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A watermelon rubbed with candle wax to make it slippery is placed in the middle of a swimming pool. Two teams try to get the watermelon, or the scout holding it, to touch the other end of the pool for a goal. No physical contact and no throwing.

rules:
Teams have to get the watermelon, or the scout holding it, to touch the other end of the swimming pool for a goal. No physical contact is permitted and the watermelon is not to be thrown. The winning team is the one to score more goals in the time permitted.


name: Wavy Line
category: creative-stem
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 266
materials_list: 1 piece of paper and pen per scout
language: en
normalized_name: wavy line
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Each scout draws a wavy line on a sheet of paper, then swaps sheets with someone else. They must draw a picture incorporating their neighbour's wavy line. The best or funniest picture wins.

rules:
Ask them to draw a wavy line. Once they've all done so they swap sheets with someone else. They now have to draw a picture using their neighbours' wavy line. The best or funniest is the winner.

source_excerpt:
They now have to draw a picture using their neighbours’ wavy line. The best or funniest is the winner.


name: Weather Forecaster
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 266-267
materials_list: 5 hoops
language: en
normalized_name: weather forecaster
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
The leader acts as a weather forecaster shouting out forecasts or commands, each with a defined action (rain, hail, snow, gale, thunder, hurricane, sun, cold, keep warm, flood, take cover). The last scout to perform the correct response loses a life or is out.

rules:
Whenever you shout out a forecast or a command the last one to carry out the correct response is out or loses a life. Rain - Put hands over face but still walk about. Snow - Freeze. Thunder - Kneel on the floor with head down and with hands over ears. Take cover - Stand in a hoop (reduce the number of hoops as the game progresses).

source_excerpt:
Whenever you shout out a forecast or a command the last one to carry out the correct response is out or loses a life.


name: Wee Willie Winkie
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 267
materials_list: 1 candle, 1 box of matches, 1 marker cone per team, chalk
language: en
normalized_name: wee willie winkie
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Teams line up behind a start line with a marker cone at the end of the hall. Lead scouts hold a candle and a box of matches, light the candle while holding the box, run round the cone and back, then pass to the next scout. If the candle goes out it must be relit.

rules:
On "Go!" they have to light the candles whilst holding the box of matches, run round the marker cone and back, giving candles and matches to the next scout who repeats the exercise. If the candle goes out, the scout either has to stop and relight it or go back to the start line before relighting it.

source_excerpt:
On “Go!” they have to light the candles whilst holding the box of matches, run round the marker cone and back


name: Wet Sponge Relay
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 267
materials_list: 1 marker cone, 1 sponge and 1 bucket of water per team, 2 marker cones for the start line
language: en
normalized_name: wet sponge relay
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A relay played on summer camp. Lead scouts place a wet sponge on their head and walk up and round a marker cone and back without holding it or letting it fall. If it falls they return to the start and re-dip the sponge.

rules:
On "Go!" they each have to put the sponge on their head and walk up and round their marker cone and back without the sponge falling off. Scouts are not allowed to hold onto them. If it does fall off they have to go back to the start, dip the sponge in the water, and go again.

source_excerpt:
On “Go!” they each have to put the sponge on their head and walk up and round their marker cone and back without the sponge falling off.


name: Whack the Bucket
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 267-268
materials_list: 1 bucket, 1 stick, 1 blindfold per team, chalk
language: en
normalized_name: whack the bucket
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Teams stand behind an end line with an upturned bucket eight metres up the hall. Each blindfolded lead scout takes a stick, walks three paces, turns around three times, walks six paces and has three swings at the bucket; a hit scores a point.

rules:
On "Go!" he has to walk three paces, turn around three times, walk six paces and have three swings at the bucket. If he hits it at least once he gets a point for his team. The winning team is the one with most points after every scout has had a go.

source_excerpt:
On “Go!” he has to walk three paces, turn around three times, walk six paces and have three swings at the bucket.


name: What am I Doing?
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 268
source_excerpt: Put the slips in a container and then get one scout to pick one out and mime the action.
materials_list: Slips of paper and pen per scout, container
language: en
normalized_name: what am i doing?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Each scout writes an action, possibly scouty, on a slip of paper. Slips go into a container and one scout draws a slip and mimes the action. The first to guess takes the next turn; the scout who did most mimes wins.

rules:
Scouts have to write down an action, possibly scouty. Put the slips in a container and then get one scout to pick one out and mime the action. The first scout to guess has the next go to mime. At the end the scout who did most mimes is the winner.


name: What Do You Do?
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 268
source_excerpt: The scout is allowed four guesses as to what he is.
language: en
normalized_name: what do you do?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts sit in a circle and one leaves while the others decide what the scout is, e.g. a vicar. The scout returns and each scout tells him what he needs for the role. The scout gets four guesses; correct guessing means swapping places with the last scout.

rules:
The remaining scouts decide what the scout is. The scout then comes back in and each scout in turn tells the one scout what he will need for his job. The scout is allowed four guesses as to what he is. If he guesses correctly he swaps places with the scout that last mentioned what he will need.


name: What was That?
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 268-269
source_excerpt: After each sound, scouts write down what they think they’re hearing.
materials_list: Pens and paper, 1 table, various items
language: en
normalized_name: what was that?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A listening game. The leader produces sounds behind an upturned table while scouts write down what they think they hear. At the end scouts swap and mark answers; the scout who guesses most sounds correctly wins.

rules:
After each sound, scouts write down what they think they're hearing. At the end scouts swap answers and mark, the scout with most correct noises guessed is the winner. Sounds can include cutting paper with scissors, tearing paper, scrunching paper, zipping a zipper, pouring water, breaking a stick, striking a match, bursting a balloon.


name: What's the Time, Mr Wolf?
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 269
language: en
normalized_name: what's the time, mr wolf?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
One scout is Mr Wolf and stands at one end facing the wall. The others ask "What's the time, Mr Wolf?" and take the number of paces in his reply. When he says "It's dinner time!" he turns and chases them back; tagged scouts are out.

rules:
The scouts call out, "What's the time, Mr Wolf?" Mr Wolf replies, It's [x] o'clock. The scouts take x number of paces towards the wolf and then ask again. When Mr Wolf thinks the scouts are getting close his reply changes to, "It's dinner time!" and turns and chases the scouts back to their wall. Any that are tagged are out.

source_excerpt:
When Mr Wolf thinks that the scouts are getting close his reply changes to, “It’s dinner time!” and turns and chases the scouts back to their wall.


name: Where am I Going?
category: orientare
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 269
materials_list: One blindfold per team, chalk
language: en
normalized_name: where am i going?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Teams line up; the blindfolded lead scouts walk twenty-five paces forward, turn round and walk twenty-five paces back. The distance from start to end is measured for each scout; the team with the shortest total distance wins.

rules:
The lead scouts put on a blindfold and are told to walk twenty-five paces in front of them, turn round and walk twenty-five paces back. Then measure the distance from the spot where they started to the spot where they ended up. The team with the shortest total distance is the winner.

source_excerpt:
The lead scouts put on a blindfold and are told to walk twenty-five paces in front of them, turn round and walk twenty-five paces back.


name: Where are They?
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 270
materials_list: 10 camouflaged items, tape, Blu Tack, pins, pen and paper
language: en
normalized_name: where are they?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Ten camouflaged items are placed around the hall, visible but hard to spot. Teams receive a list of items and must note down where each is found without moving anything. The team with the most correct answers wins.

rules:
Put the ten items around the hall where they can be seen without moving anything, but difficult to spot. Give them a sheet of paper with the items listed. Scouts then have to note down where they are to be found. The team with the most correct answers is the winner.

source_excerpt:
Put the ten items around the hall where they can be seen without moving anything, but difficult to spot.


name: Where's My Other Shoe?
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 270
materials_list: Chalk
language: en
normalized_name: where's my other shoe?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A two-metre circle is marked and all scouts pile their footwear inside, mixed up. On the signal scouts run in, find and put on their shoes, tie them, and line up in teams. The first team lined up correctly wins.

rules:
Scouts take off their footwear and pile it into the circle. On "Go!" scouts have to run into the circle, find their shoes, put them back on, tie them up if necessary and get into a team line. The first team lined up with all the correct shoes on and tied up, is the winner.

source_excerpt:
On “Go!” scouts have to run into the circle, find their shoes, put them back on, tie them up if necessary and get into a team line.


name: Where's North?
category: orientare
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 270-271
materials_list: 1 stick, staff or cane each, one end with a red mark
language: en
normalized_name: where's north?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts line up and the leader points out north. The lights are turned off and scouts rotate slowly on the spot. When the leader says stop, scouts lay down their sticks pointing as near to north as they can guess, then move back three paces.

rules:
Then the lights are turned out and the scouts rotate slowly on the spot for a short period of time. When the leader says "stop," the scouts put down their sticks with them facing as near to north as they are able to deduce or guess. The leader works out whose stick (red end) is the nearest to face north, who is the winner.

source_excerpt:
When the leader says “stop,” the scouts put down their sticks with them facing as near to north as they are able to deduce or guess.


name: Where's the Ring?
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 271
materials_list: 1 length of string or rope, 1 curtain ring
language: en
normalized_name: where's the ring?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form a circle holding a continuous loop of rope with a curtain ring threaded on. One scout leaves; the ring is hidden under a hand. The scout returns and the ring is shuffled round the rope while he guesses where it is.

rules:
One scout leaves the hall whilst the ring is secreted under one of the hands of one of the scouts. When the scout returns the ring is shuffled round the rope whilst the scout in the middle has to guess where it is. If he's correct he swaps places with one of the other scouts. If he's wrong he keeps trying until he finds it.

source_excerpt:
When the scout returns the ring is shuffled round the rope whilst the scout in the middle has to guess where it is.


name: Where's the Whistle?
category: orientare
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 271
materials_list: 1 blindfold per scout, 1 whistle
language: en
normalized_name: where's the whistle?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Blindfolded scouts stand at one end of an open area while the leader stands at the other, blowing a whistle every minute. Scouts try to tag the leader; points are awarded in order of tagging, and the lowest total score over two rounds wins.

rules:
Every minute blow a short blast on a whistle. The first scout to tag you is the winner. You are allowed to stoop down but you can't move from the spot you're at. As scouts tag you they can remove their blindfold and are awarded a point, one point for the first, two points for the second and so on. At the end, total the two scores and the scout with the lowest score is the winner.

source_excerpt:
Scouts are all blindfolded at one end of the area and you stand at the other end. Every minute blow a short blast on a whistle.


name: Whistle Circles
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 271-272
materials_list: Whistle
language: en
normalized_name: whistle circles
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts wander around the play area. When the leader blows the whistle x times, scouts must form groups of x and wave their hands; those left out are eliminated. The whistle count can be varied to thin the field quickly.

rules:
When you blow your whistle x number of times, scouts have to get into groups of x and wave their hands in the air. Those that aren't are out and leave the play area. When you're down to two they are both winners.

source_excerpt:
When you blow your whistle x number of times, scouts have to get into groups of x and wave their hands in the air.


name: Who am I?
variations: Without scouts knowing, give them all the same name.
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 272
source_excerpt: Questions asked must only be those for which the answer is “yes” or “no”.
materials_list: Pen and paper
language: en
normalized_name: who am i?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Four teams in four corners send a scout to be shown the name of a famous person, then each scout joins another team. Teams ask only yes/no questions to work out the famous person; the first to guess correctly wins for the team.

rules:
Show each of the four scouts the name of their famous person, send them to another team and on "Go!" scouts in the teams have to ask questions to work out who the person is. Questions asked must only be those for which the answer is "yes" or "no". The first person to guess correctly wins the game for his team.


name: Who Am I?
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 262
materials_list: paper, markers, safety pins
difficulty_level: usor
keywords: theme, guessing, questions, characters
language: en
normalized_name: who am i?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A themed guessing game where the name of a cartoon character (or other themed character) is written on paper and pinned to each player's back. Players figure out which character they are by asking other players questions, with only one question allowed per person.

rules:
Write a character name on paper for each player and pin it to that player's back. Players ask other players questions to deduce their own character. Only one question may be asked of each girl.

source_excerpt:
The goal of the game is for the girls to figure out what cartoon character they are by asking other girls questions. They can only ask each girl one question!


name: Who has my Ball?
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 272
source_excerpt: All the scouts have their hands behind their backs, one with the ball in his hands.
materials_list: 1 tennis ball
language: en
normalized_name: who has my ball?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts line up facing It, who has his back to them. It throws a tennis ball over his shoulder, counts to five and turns. All scouts have hands behind their backs; one holds the ball. It must guess who has the ball.

rules:
The one scout throws the tennis ball backwards over his shoulder, counts to five and turns round. All the scouts have their hands behind their backs, one with the ball in his hands. If he's wrong It remains and the round is played again. If he's correct then the scout with the ball becomes It.


name: Who Said That?
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 272-273
source_excerpt: Scouts have to write down who they think said what.
materials_list: Pens and paper
language: en
normalized_name: who said that?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Throughout the meeting the leader writes down unusual phrases scouts say. Later, scouts get pen and paper and the leader reads out the sayings; scouts write down who they think said what, then swap and mark answers.

rules:
Write down some of the things that scouts say. Then give the scouts a pen and sheet of paper each and read out what was said. Scouts have to write down who they think said what. Then they swap sheets and mark someone else's. The scout who gets the most correct is the winner.

variations:
If the phrases and sentences are sufficiently unusual you could collect the sayings over a period of several weeks.


name: Who Said That?
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 273
materials_list: pens, paper
language: en
normalized_name: who said that?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
As scouts come into the troop meeting or during a drinks break, the leader writes down some slightly unusual phrases or short sentences that scouts have said. Each scout is given a pen and sheet of paper, the sayings are read out, and scouts write down who they think said each one.

rules:
Give each scout a pen and paper, read out the recorded phrases, and have scouts write who they think said what. Then they swap sheets and mark someone else's as you go through the answers. The scout with the most correct answers wins.

variations:
If the phrases and sentences are sufficiently unusual you could collect the sayings over a period of several weeks.

source_excerpt:
Then give the scouts a pen and sheet of paper each and read out what was said. Scouts have to write down who they think said what.


name: Who's in the Toilet?
variations: Occasionally tap two scouts and wait for a scout to call out both names.
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 273
materials_list: Toilet tent, or a door, Pen and paper
language: en
normalized_name: who's in the toilet?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A toilet tent is set up or a door opened. Scouts close their eyes and walk slowly round the room while the leader taps one scout, who hides. The leader calls out and scouts open eyes; the first to guess who is hidden scores a point.

rules:
Scouts close their eyes and walk very slowly round the room. Meanwhile you tap one scout on the shoulder and he quickly hides in the toilet tent or goes outside. Then you call out, "Who's in the toilet?" The first scout to guess correctly gets a point. Repeat until one scout gets to three points.

source_excerpt:
Meanwhile you tap one scout on the shoulder and he quickly hides in the toilet tent or goes outside.


name: Who's in the Toilet?
variations: Occasionally tap two scouts and wait for a scout to call out both names.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 273
materials_list: toilet tent or a door, pen, paper
language: en
normalized_name: who's in the toilet?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A quick guessing game where scouts walk slowly around the room with their eyes shut while one scout is secretly hidden away in a toilet tent or sent outside the door. Scouts then open their eyes and guess who is missing.

rules:
Set the toilet tent up in the middle of the hall or just open a door. Scouts close their eyes and walk slowly round the room while you tap one scout on the shoulder to hide. Call out 'Who's in the toilet?', scouts open their eyes, and the first to guess correctly gets a point. Repeat until one scout gets to three points.

source_excerpt:
Then you call out, “Who’s in the toilet?” Scouts open their eyes. The first scout to guess correctly gets a point.


name: Winning Name
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 274
language: en
normalized_name: winning name
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
An ice-breaker where scouts form groups according to the number of letters in their Christian names. The leader looks for the scout whose name length is shared by the fewest others; surnames are used as a tie break.

rules:
Get the scouts to form groups with scouts that have the same number of letters in their Christian names. Tell them that you're looking for the scout who shares the number of letters in his Christian name with the least number of other scouts. For a tie break they have to get into groups depending on the number of letters in their surnames.

source_excerpt:
Get the scouts to form groups with scouts that have the same number of letters in their Christian names.


name: Winning Name
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 274
language: en
normalized_name: winning name
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
An ice-breaker for new scouts that gets them all talking to each other by grouping them according to the number of letters in their names.

rules:
Scouts form groups with others who have the same number of letters in their Christian names (any name they like). The smallest group is taken (a group of one wins). For a tie break they group by the number of letters in their surnames; those with a letter count unique among remaining scouts are the winners.

source_excerpt:
Get the scouts to form groups with scouts that have the same number of letters in their Christian names.


name: Wobbly Road
category: orientare
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 274-275
materials_list: Chalk, blindfold
language: en
normalized_name: wobbly road
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A chalk road of two parallel lines about one metre apart is drawn between start and finish lines, with turns and obstacles. Each blindfolded scout walks along the road, stopping when he crosses a line or hits an obstacle. The one who gets furthest wins.

rules:
Each scout (blindfolded) takes it in turn to walk along the road. As soon as he goes over the lines or hits an obstacle he stops and his name is marked by the side of the road. The one that has managed to get the furthest is the winner.

source_excerpt:
Each scout (blindfolded) takes it in turn to walk along the road. As soon as he goes over the lines or hits an obstacle he stops


name: Wobbly Road
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 274-275
materials_list: chalk, blindfold
language: en
normalized_name: wobbly road
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A Top Fifty game where blindfolded scouts attempt to walk along a chalk-drawn road with turns and obstacles, seeing who can get furthest without straying.

rules:
Mark start and finish lines and draw a chalk road of two parallel lines about one metre apart, with plenty of turns and obstacles (books or boxes). Each blindfolded scout walks the road in turn; when he crosses a line or hits an obstacle he stops and his name is marked. The one who gets furthest wins; ties are settled with a play-off after checking blindfolds.

source_excerpt:
Draw a chalk road on the floor, comprising two parallel lines about one metre apart, starting on the start line and finishing at the finish line.


name: Woggle Boules
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 275
source_excerpt: They then throw, lob, flick, spin or roll their woggles at the bean bag.
materials_list: 1 bean bag, 1 woggle per scout, marker pens
language: en
normalized_name: woggle boules
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts line up across the hall and a bean bag is thrown into the playing area. Scouts mark their woggles with their initials and throw, lob, flick, spin or roll them at the bean bag. The closest scout scores a point and throws the bean bag next.

rules:
They then throw, lob, flick, spin or roll their woggles at the bean bag. The closest scout gets one point and he gets to throw the bean bag next time. Play continues until a scout reaches ten points.

variations:
Play round a large circle. Give five points for nearest woggle, two points for second nearest and one point for third.


name: Woggle Boules
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 275
materials_list: 1 bean bag, 1 woggle per scout, marker pens
language: en
normalized_name: woggle boules
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A boules-style game played with woggles, where scouts throw their woggles as close as possible to a bean bag target.

rules:
Put scouts in a line across the hall and throw a bean bag into the playing area. Scouts mark their woggles with their initials, then throw, lob, flick, spin or roll them at the bean bag. The closest scout gets one point and throws the bean bag next. Play to ten points or a fixed time, highest score wins.

variations:
Play round a large circle. Give five points for nearest woggle, two points for second nearest and one point for third.

source_excerpt:
They then throw, lob, flick, spin or roll their woggles at the bean bag. The closest scout gets one point and he gets to throw the bean bag next time.


name: Woggle Rustlers
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 275
materials_list: 1 woggle per scout, stopwatch
language: en
normalized_name: woggle rustlers
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Teams line up with legs apart, feet touching, with a woggle on the floor between each scout's legs. Another team tries to grab the woggles without being tagged; tagged scouts are out. The team that held off the rustlers longest wins.

rules:
On "Go!" another team has to grab the woggles without being tagged. Any scout tagged is out and the woggle put back. Play continues until all the woggles have been rustled or all of the scouts have been tagged. The team that held the rustlers off for the longest is the winner.

source_excerpt:
On “Go!” another team has to grab the woggles without being tagged. Any scout tagged is out and the woggle put back.


name: Woggle Rustlers
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 275
materials_list: 1 woggle per scout, stopwatch
language: en
normalized_name: woggle rustlers
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team tagging game where one team tries to grab woggles placed between the legs of an opposing team without being tagged.

rules:
Put scouts into teams. Teams take turns to line up in a straight line with legs apart, feet touching, with their woggle on the floor between their legs. On 'Go!' another team grabs the woggles without being tagged; any scout tagged is out and the woggle replaced. Play continues until all woggles are rustled or all scouts tagged. The team that held the rustlers off longest wins, beaten only by any team that tagged all the rustlers.

source_excerpt:
On “Go!” another team has to grab the woggles without being tagged. Any scout tagged is out and the woggle put back.


name: Wood Wander
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 275-276
source_excerpt: On “Go!” they have to find their colour, tying them together to form one long length.
materials_list: 50 x 25cm lengths of coloured wool – 1 colour per team
language: en
normalized_name: wood wander
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Fifty lengths of coloured wool, one colour per team, are placed randomly in a woodland or grassy play area. Teams must find their colour and tie the pieces together into one long length. The team with the longest tied length after ten minutes wins.

rules:
Give each team a colour and tell them that you have put fifty lengths of wool randomly in the play area. On "Go!" they have to find their colour, tying them together to form one long length. After ten minutes the team with the longest length tied together is the winner.

variations:
Tell scouts not to touch other colours, they will be searched at the end of the game. Tell scouts that they can hang on to other colours to hinder the other teams.


name: Wood Wander
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 275-276
materials_list: 50 x 25cm lengths of coloured wool - 1 colour per team
language: en
normalized_name: wood wander
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
An outdoor searching game, best played on a woodland path or in long grass, where teams find and tie together coloured lengths of wool.

rules:
Put scouts into teams and give each a colour. Fifty lengths of wool are placed randomly in the play area. On 'Go!' teams find their colour, tying the pieces together into one long length. After ten minutes the team with the longest tied length wins.

variations:
Tell scouts not to touch other colours, they will be searched at the end of the game. Or tell scouts that they can hang on to other colours to hinder the other teams.

source_excerpt:
On “Go!” they have to find their colour, tying them together to form one long length. After ten minutes the team with the longest length tied together is the winner.


name: Worm Race
variations: Both hands have to be on the rope. Use a long pole instead of rope.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 276
materials_list: Length of rope, chalk
language: en
normalized_name: worm race
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Scouts form teams of six or eight, line up behind each other and run a length of rope between their legs, holding it with one hand. On the signal they race to the finish line; the first team completely over wins. Letting go of the rope disqualifies the team.

rules:
The scouts line up behind each other and run a length of rope between their legs and hold onto it with one hand. On "Go!" they have to race to the other line. First team completely over the line is the winner. Anyone letting go of the rope disqualifies their team.

source_excerpt:
The scouts in each team line up behind each other and run a length of rope between their legs and hold onto it with one hand.


name: Worm Race
variations: Both hands have to be on the rope. Use a long pole instead of rope.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 276
materials_list: length of rope, chalk
language: en
normalized_name: worm race
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team relay race where teams of six or eight run together while holding onto a shared length of rope passed between their legs.

rules:
Scouts form teams of six or eight behind a line, with another line marked at the course end. They line up behind each other, run a length of rope between their legs and hold it with one hand. On 'Go!' they race to the other line. First team completely over the line wins; anyone letting go of the rope disqualifies their team.

source_excerpt:
The scouts in each team line up behind each other and run a length of rope between their legs and hold onto it with one hand.


name: X Marks the Spot
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 275-276
materials_list: 1 piece of chalk per team
language: en
normalized_name: x marks the spot
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Each team stands in a two-metre circle with a piece of chalk. Scouts take turns leaving their circle to chalk one cross inside other teams' circles while defenders block. The team with most crosses in its circle is eliminated each round.

rules:
One scout from each team has to leave his circle and try to mark a cross at least fifteen centimetres inside the other teams' circles. He cannot mark more than one cross in each circle. Scouts in a circle have to try to block the crosses but they cannot push, kick or take any other action apart from blocking. The team with most crosses in its circle is eliminated.

source_excerpt:
On “Go!” one scout from each team has to leave his circle and try to mark a cross at least fifteen centimetres inside the other teams’ circles.


name: X Marks the Spot
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 276
materials_list: 1 piece of chalk per team
language: en
normalized_name: x marks the spot
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A Top Fifty team elimination game where scouts try to chalk crosses inside opposing teams' circles while defending their own.

rules:
Put scouts into teams and draw a two-metre diameter circle per team. Each team stands in a circle with a piece of chalk. On 'Go!' one scout at a time leaves his circle and tries to mark a cross at least fifteen centimetres inside other teams' circles (max one cross per circle). Defending scouts may block but not push or kick. Once all members of a team have had a go they shout 'Finished!' Crosses are counted and the team with most crosses in its circle is eliminated. Each round lasts at least one minute. Last team remaining wins.

source_excerpt:
On “Go!” one scout from each team has to leave his circle and try to mark a cross at least fifteen centimetres inside the other teams’ circles.


name: Who's Missing?
variations: Get two scouts to leave the room and see if It realises. Just ask, 'Who's missing?'
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 273-274
language: en
normalized_name: who's missing?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A Top Fifty game where one scout is 'It' and must figure out which scout has been removed from the room. Best fun with quite a few scouts.

rules:
One scout is 'It' and shuts his eyes while you pick a scout to leave the room. It opens his eyes and has ten seconds and one guess to say who left. If he takes too long or guesses wrong he is 'It' again; if correct, the scout who left becomes 'It'.

source_excerpt:
One scouts is “It”. It shuts his eyes and you pick on one scout to leave the room. Then ask It to open his eyes and tell you who has left the room.


name: You're Crackers
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 276-277
materials_list: cream crackers
language: en
normalized_name: you're crackers
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A relay-style game where scouts race to eat a cream cracker and whistle to pass the turn down their team line.

rules:
Put scouts into two teams forming lines beside each other. Give each scout a cream cracker. On 'Go!' the two lead scouts eat their cracker and must whistle when finished, the signal for the next scout to start. The team whose last scout eats and whistles first wins. Give everyone water to drink afterwards.

source_excerpt:
When they’ve finished they have to be able to whistle which is the signal for the second scout to start on their cracker.


name: You're Dead!
description: A two-team game where blindfolded scouts must locate a water pistol and shoot their opponent.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 277
materials_list: 2 water pistols, 2 blindfolds (scarves), 1 table
language: en
normalized_name: you're dead!
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
rules:
Put scouts in a circle with each team forming a half circle, numbered so each team has a number one, two etc. Place two filled water pistols on a central table. Call out a number, blindfold the two scouts, and move the pistols to another part of the table. On 'Go!' the scouts locate a pistol and shoot their opponent while staying within the circle. First direct hit scores a point. No scatter-gun shooting, no refilling; if both run out before a hit the round is a draw. Team with most points wins.

source_excerpt:
On “Go!” the two scouts have to locate one water pistol and shoot their opponent, staying within the circle. The first scout to score a direct hit gets a point for his team.


name: You're Dead II
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 277
materials_list: 2 water pistols, 2 chairs, pen, paper
language: en
normalized_name: you're dead ii
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A variant where two seated, blindfolded scouts with water pistols try to hit scouts walking between them when they call 'Freeze!'

rules:
Sit two scouts on chairs in the middle of the hall facing each other, blindfold them and give each a filled water pistol. Other scouts walk between the seated scouts who call out 'Freeze!' from time to time. Walking scouts stop immediately and the seated scouts get one quick burst each (not necessarily aimed straight ahead). A direct hit means scouts change places. The game continues until one scout has not been shot, and he wins. Best played outside.

source_excerpt:
Scouts then have to walk between the seated scouts who will call out, from time to time, “Freeze!” The scouts stop walking immediately and the two seated scouts are allowed one quick burst of their water pistols.


name: You're Dead!!!
variations: Use a cricket ball if you have too many scouts in your group and you need to thin it out a bit.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 278
materials_list: foam ball
language: en
normalized_name: you're dead!!!
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A dodgeball-style elimination game where the leader throws a foam ball at running scouts, disabling whichever body part gets hit.

rules:
Scouts run round the hall while the leader tries to hit them with a thrown ball. Scouts who catch the ball or pick it up when stopped can throw it. If the ball hits a body part, that part cannot be used: an arm hit goes behind the back, a leg hit means kneeling, a head hit means the scout is killed and must lie down. Last one killed wins.

source_excerpt:
If the ball hits any part of a scout’s body then they cannot use that part. So, if an arm is hit they put it behind their back.


name: ZigZag
description: A team race where scouts pass backwards under each other's outstretched, joined arms down a line.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 278
language: en
normalized_name: zigzag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
rules:
Put scouts into teams forming a line, then turn shoulder to shoulder spaced so they can hold hands with outstretched arms. On 'Go!' the lead scout runs backwards under the arms to the back, where he holds hands with the last scout. Each scout repeats in turn. First team to finish wins.

source_excerpt:
On “Go!” the lead scout has to run backwards under the arms until he reaches the back where he holds hands with the last scout.


name: Zigzag Line
category: creative-stem
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 278
materials_list: 1 piece of paper and pen per scout
language: en
normalized_name: zigzag line
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A creative drawing game where scouts draw a zigzag line, swap sheets, and turn another scout's zigzag into a picture.

rules:
Give each scout a sheet of paper and pen and ask them to draw a zigzag line. Once all are done they swap sheets with someone else and draw a picture using the other scout's zigzag line. The best or funniest is the winner.

source_excerpt:
They now have to draw a picture using another scout’s zigzag line. The best or funniest is the winner.


name: Zippety Zop
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 278
source_excerpt: Each time a scout says the wrong word(s) or hesitates, then they’re out or lose a life.
language: en
normalized_name: zippety zop
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A circle word game where scouts pass alternating phrases around the circle and are out if they say the wrong words or hesitate.

rules:
Put scouts in a circle. The first scout turns to the scout on his left and says 'Zippety Zop'. That scout turns left and says 'Zoppety Zip'. The next reverts to 'Zippety Zop' and so it continues alternating. Each time a scout says the wrong word(s) or hesitates they're out or lose a life.


name: Ball Lose-All
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 2
materials_list: ball, whistle
difficulty_level: usor
keywords: ball, team, throwing
language: en
normalized_name: ball lose-all
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Players are divided into two teams identified by scarves or another distinctive mark. Each team tries to throw a ball to one another ten times in a row without letting it touch the ground, counting aloud, while the other team tries to intercept it.

rules:
The ball may not be taken from the hands of an opposing player; it may only be intercepted in the air or picked up from the ground. The ball may not be thrown back to the same player who threw it, so at least three players per team are needed. A player may not run with the ball. The Guider throws the ball high to start. When the referee whistles a mistake, the ball goes to the opposite team.

source_excerpt:
The object is for the players of each side to throw the ball to one another, without letting it fall to the ground, ten times in a row.


name: Couch Potato
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 3
difficulty_level: usor
keywords: tag, active living, miming
language: en
normalized_name: couch potato
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A tag game that reinforces the positive aspects of Active Living. One or more Couch Potatoes are 'It'. A tagged player pretends to sit on a couch by putting hands on thighs and bending the legs slightly; another player can free her by miming an Active Living activity with her.

rules:
If tagged by a Couch Potato, a player pretends to sit on a couch. Any other player can free her by miming an Active Living Activity (tennis, sweeping, basketball, skiing) for five seconds; she mirrors them and is free to move again. Couch Potatoes may not tag anyone who is freeing someone or being freed.

variations:
Players can have three chances to stay alive before becoming a Couch Potato. They must hold their hand(s) on the first and second spots where tagged, and become a Couch Potato the third time they are tagged.

source_excerpt:
One or more Couch Potatoes are "It". If tagged by a Couch Potato, a player pretends to sit on a couch by putting her hands on her thighs and slightly bending her legs.


name: Double Simon Says
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 4
difficulty_level: usor
keywords: simon says, circle, imitation
language: en
normalized_name: double simon says
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Children are divided into two groups forming two circles, each playing Simon Says. Children who are 'out' move to the other circle so no one sits bored on the side and the circles do not stay the same size.

rules:
Divide the children into two groups and make two circles. To play Simon Says, pick two people to be 'it' who stand in the centre and say 'Simon says do this' with an action; everyone copies as long as 'Simon says' is said. 'It' tries to catch people by saying 'Do this' without 'Simon says'; anyone performing the action then goes to the other circle. Best when actions are done quickly.

source_excerpt:
Divide the children into two groups. And make two circles. Each circle plays Simon Says (which I'll explain in a moment) and the children who are "out" go to the other circle.


name: Duck-Duck-Goose
variations: Instead of 'Duck Duck Goose', change the names to 'Spark Spark Brownie'.
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 5
difficulty_level: usor
keywords: circle, chasing, classic
language: en
normalized_name: duck-duck-goose
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
The girls sit in a circle. One girl walks around the outside tapping each girl on the head saying 'duck, duck...' until she changes the name to 'Goose!', and the goose must chase the caller around the circle.

rules:
The 'goose' must get up and chase the caller around the circle. The first of the two to get back to the place where the goose was sitting sits down; the other then goes around the circle again tapping heads saying 'duck, duck, GOOSE!'

source_excerpt:
One girl walks around the outside of the circle, tapping each girl on the head saying "duck, duck..." At some point she changes the name to "Goose!"


name: Evolution
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 6
difficulty_level: usor
keywords: rock paper scissors, evolution, active
language: en
normalized_name: evolution
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A rock-paper-scissors based game where everyone starts as an amoeba and tries to evolve up the chain to super human. The chain goes: amoeba, snake, fox, human, super human, with actions appropriate for each level.

rules:
Amoebas wander around saying 'blub, blub' and waving their arms until they meet another amoeba, then battle with rock-paper-scissors. The winner moves up the evolutionary chain, the loser moves down (the amoeba is lowest). To move up you must find someone at your own level to battle. The first player to reach super human status wins.

source_excerpt:
The game starts out with everyone as an amoeba. The amoebas wander around the playing space saying "blub, blub" and waving their arms around in the air.


name: Fishes in the Sea
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 7
materials_list: chairs
difficulty_level: usor
keywords: chairs, fish, listening
language: en
normalized_name: fishes in the sea
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A musical-chairs style game. Each girl gets a chair placed in a circle with chair backs inside and girls facing out. Girls are assigned one of three fish names and a leader calls instructions they follow.

rules:
Three fish names are chosen (e.g. cod, herring, salmon) and assigned equally. The leader calls instructions: a fish is swimming (those girls walk around the circle), the sea is getting choppy (walk faster), very choppy (run), the tide is turning (change direction), the sharks are coming (sit in nearest chair). While girls move, one chair is removed; when sharks come someone is left without a chair and is 'out'. Continue until one girl remains as winner.

source_excerpt:
Each girl gets a chair and places it in the circle so that the chair backs are on the inside and the girls sit facing out.


name: Five Pennies
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 8
materials_list: 5 coins, 3 chairs
difficulty_level: usor
keywords: relay, coins, speed
language: en
normalized_name: five pennies
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team relay game where girls sit in two parallel lines and, when their number is called, dash to pick up coins from a central chair and place them on a chair at the end.

rules:
Girls sit in two parallel lines, numbered along each line. Five coins are placed on a chair in the middle with an empty chair at each end. When a number is called, both those girls dash up, pick up one penny and place it on their side's chair, repeating for the second penny. The first girl to get the third penny to her chair gains a point for her side.

source_excerpt:
In the middle of the space between them, put 5 coins on a chair and an empty chair at each end of the space.


name: Fruit Basket
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 9
materials_list: chairs
difficulty_level: usor
keywords: chairs, fruit, classic
language: en
normalized_name: fruit basket
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A circle chair game where everyone is assigned a fruit. Someone in the centre calls a fruit name and all girls of that fruit must change places while the centre person tries to take a seat.

rules:
Everyone has a chair in a circle and picks or is assigned a fruit. Someone in the centre calls out one fruit name; all girls with that fruit stand and change places (not to an adjacent chair), while the centre person tries to sit in an unoccupied chair. The person left without a chair goes to the centre and calls another fruit. Calling more than one fruit, or 'FRUIT BASKET', makes everyone stand and find a new chair.

source_excerpt:
Then someone in the center calls out one fruit name - all the girls that have chosen that fruit stand up and must change places (and NOT to the chair next to them).


name: Giants, Wizards, Trolls
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 10
source_excerpt: Giants step on Trolls (i.e. Giants beat Trolls), Trolls tickle Wizards, and Wizards zap Giants.
difficulty_level: mediu
keywords: team, chasing, rock paper scissors
language: en
normalized_name: giants, wizards, trolls
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
An active team version of Paper, Scissors, Rock best played in a gym. Two teams secretly choose to be Giants, Wizards or Trolls, then face off; the winning creature chases the losers back to their wall.

rules:
Divide the girls into two teams gathered at opposite ends. Each team secretly decides to be Giants, Wizards or Trolls (whole team the same). They line up facing each other and yell 'Giants! Wizards! Trolls!' then their creature. Giants beat Trolls, Trolls beat Wizards, Wizards beat Giants. The winning team chases the losers back to their wall; anyone tagged before touching their wall joins the other team. Ties (same creature) restart. Actions: Giants raise arms overhead; Wizards arms forward casting a spell; Trolls hunch down with arms inward. Play until most girls are on one team.


name: Hospital Tag
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 11
difficulty_level: usor
keywords: tag, rowdy, large space
language: en
normalized_name: hospital tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A rowdy tag game requiring a large space where everyone is 'it'. When tagged, a player holds a hand on the spot and keeps tagging until tagged three times, then sits down.

rules:
Everyone is 'it'. When tagged you put a hand on that spot and keep tagging others without moving that hand. If tagged a second time you put your other hand on that spot but are not out. You continue tagging others (with your elbows) until tagged a third time, then you sit down.

variations:
One person can be the Doctor who rescues people who are sitting down. Once the Doctor has been tagged three times, the game is over.

source_excerpt:
Everyone is 'it'. When you are tagged you put a hand on that spot and keep trying to tag other people without moving that hand.


name: Kick the Can
category: camp-outdoor
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 12
materials_list: tin can
difficulty_level: usor
keywords: hide and seek, can, outdoor
language: en
normalized_name: kick the can
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A hide-and-seek style game with a tin can as home base. One person is 'IT' and counts while others hide; players try to get back and kick the can before IT does.

rules:
Home Base is a tin can. One person is IT; players are given set boundaries and hide while IT counts. When IT spots a player they race back to base; if IT kicks the can first the player is out for the round, but IT keeps looking. If another player kicks the can first, she frees any others caught earlier and play resumes with the same IT. If IT catches everyone, the first person caught becomes IT. A limit (usually 3) is set on how many times one person can be IT in a row.

variations:
A relay version: have four sets of cans of different sizes (Extra Large Fruit Can, Kernel Corn Can, Soup/Evaporated Milk Can, small Tomato Paste Can) that fit inside each other, decorated. Build the cans into four towers, one per team; girls run up, kick the cans over, restack them and run back to tag the next team mate.

source_excerpt:
Home Base is a tin can or similar object. (plastic food tubs are quieter than metal ;-) One person is "IT".


name: Bandaid Tag
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 13
difficulty_level: usor
keywords: tag, last standing
language: en
normalized_name: bandaid tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A tag game where each girl has two Band-Aids represented by her two hands. When tagged she covers the spot with a hand; when out of Band-Aids she sits down.

rules:
Each girl has two Band-Aids (her two hands). When tagged she covers the tagged spot with a Band-Aid; if tagged with no Band-Aids left, she sits down. Set game boundaries. All girls with a free hand are IT and try to tag others; the objective is to be the last standing player.

variations:
You can introduce ways to administer 'first aid' to those sitting so they can re-enter the game, such as tapping on the head, perhaps saying the girl's name.

source_excerpt:
Each girl has two Band-Aids (her 2 hands). When tagged by another girl she covers the tagged spot with a Band-Aid.


name: Kingpin
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 14
materials_list: six bowling pins, four soft balls
difficulty_level: usor
keywords: bowling pins, balls, team
language: en
normalized_name: kingpin
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Two teams try to knock down each other's bowling pins with balls while protecting their own. The game ends when one team's pins are all down.

rules:
Divide the girls into two even teams and divide the playing space in half with a clearly defined center line. Set up pins at opposite ends in a triangle (two forward, one back). Each team gets two balls. On 'go' the teams try to knock down the opposing team's pins while protecting their own. They may not cross the center line or stand directly in front of their own pins. Knocking over your own pin counts. The game ends when one team's pins are all down.

source_excerpt:
On the word "go" the teams try to knock down the opposing team's pins over, while protecting their own.


name: Ladders (Snakes and Ladders)
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 15
source_excerpt: The effect of this arrangement is to create a "ladder" of girls, with their legs as the rungs.
difficulty_level: usor
keywords: relay, running, active
language: en
normalized_name: ladders (snakes and ladders)
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Girls sit in a double line facing partners with feet touching, forming a 'ladder' of legs. When their pair number is called, they run up the ladder, around the outside, and back to their seat.

rules:
Girls line up in a double line, numbered in pairs, facing each other and seated with legs straight out so feet touch the partner's feet, with 2-3 feet between pairs, creating a ladder of legs. Call out pair numbers randomly; the called pair stands, runs up the ladder of legs to the start, down the outsides, and back up the middle to their seat. Each half of the ladder can be a team and whoever reaches their seat first wins a point. Everyone else keeps legs on the ground to avoid tripping; shoes are a must.


name: Mars Bar Game
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 16
materials_list: Mars Bars, knife, two dice, old clothes
difficulty_level: usor
keywords: dice, circle, dressing up
language: en
normalized_name: mars bar game
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Girls sit in a circle passing dice; whoever rolls a 6 runs around the circle to the centre, puts on old clothes and cuts a slice of a Mars Bar, racing to do so before being tipped by the next player.

rules:
Girls sit in a circle with a Mars Bar, knife and old clothes on a chair in the centre. Two girls facing each other are given dice; each throws and passes the dice clockwise. If a girl rolls a 6 she runs clockwise around the outside of the circle, through her space into the centre, puts on the clothes and cuts a slice of the bar. If she is tipped by another girl before cutting the bar she must take off the clothes quickly so the other girl can put them on. Only an untipped girl who cuts the bar may eat the slice. Continue until there are no more bars.

source_excerpt:
If a girl gets a 6 then she jumps up, runs clockwise around the outside of the circle, through her space into the centre of the circle where she puts on the clothes and then cuts a slice of the bar.


name: Nutty Knitting
category: creative-stem
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 18
materials_list: uncooked spaghetti, fine wool or crochet cotton
difficulty_level: mediu
keywords: knitting, craft, challenge
language: en
normalized_name: nutty knitting
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A fun knitting challenge using uncooked spaghetti as knitting needles and a scrap of fine wool. Girls knit for as long as they can before the spaghetti gets too short.

rules:
Each player needs 2 pieces of uncooked spaghetti (the long straight ones) and a scrap of fine wool, crochet cotton or similar. Cast on 4 stitches using the spaghetti as knitting needles, then knit for as long as you can before the spaghetti gets too short to use. Compare your efforts with others to see who got the furthest.

source_excerpt:
Cast on 4 stitches using the spaghetti as knitting needles. Knit for as long as you can before the spaghetti gets too short to use.


name: Nutty Knitting
category: creative-stem
content_type: activitate
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 18
materials_category: materiale-simple
materials_list: uncooked spaghetti, scrap of fine wool or crochet cotton
skills_developed: knitting
difficulty_level: mediu
keywords: knitting, spaghetti, challenge
language: en
normalized_name: nutty knitting
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A fun game for anyone who can knit. Each participant needs two pieces of uncooked spaghetti (the long straight ones) and a scrap of fine wool or crochet cotton. Cast on 4 stitches using the spaghetti as knitting needles and knit for as long as you can before the spaghetti gets too short to use. Compare efforts with others to see who got the furthest.

rules:
Each player needs 2 pieces of uncooked spaghetti and a scrap of fine wool. Cast on 4 stitches using the spaghetti as knitting needles. Knit as long as you can before the spaghetti gets too short to use. Compare your efforts with others and see who got the furthest.

source_excerpt:
Cast on 4 stitches using the spaghetti as knitting needles. Knit for as long as you can before the spaghetti gets too short to use.


name: Old Witch
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 19
source_excerpt: "Old witch, old witch Are you hungry today? 'Cause if you are we'll run away!"
difficulty_level: usor
keywords: chasing, chant, witch
language: en
normalized_name: old witch
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
One girl is chosen as the 'witch'. The others walk behind her chanting; if the witch answers 'yes' to being hungry, she chases the girls who run to a safe spot.

rules:
One girl is chosen as the witch and stands apart while the rest walk behind her chanting 'Old witch, old witch, Are you hungry today? 'Cause if you are we'll run away!'. If the witch says no, the chant begins again. If the answer is yes, the witch chases the girls who run away to a 'safe' spot. A caught girl may become the next witch.


name: Old Witch
category: jocuri-cercetasesti
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 19
materials_category: fara-materiale
difficulty_level: usor
keywords: chase, chant, witch
language: en
normalized_name: old witch
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
One girl is chosen as the 'witch' and stands apart from the rest, who walk behind her chanting: 'Old witch, old witch / Are you hungry today? / 'Cause if you are we'll run away!' If the witch says no, the chant begins again. If she says yes, the witch chases the girls who run to a 'safe' spot. A caught girl may become the next witch.

rules:
The group chants behind the witch. If the witch says no, the chant repeats. If the witch says yes, she chases the girls to a safe spot. A caught girl may become the next witch.

source_excerpt:
If the witch says no the chant begins again. If the answer is yes the witch chases the girls who run away to a 'safe' spot.


name: Partner Tag
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 20
difficulty_level: usor
keywords: tag, walking, partner
language: en
normalized_name: partner tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A walking tag game where girls pair up. One girl counts while her partner walks away, then she walks and tries to tag the partner; when tagged, roles reverse.

rules:
Girls pair up; one girl in each pair starts as 'it'. IT counts '1 zucchini, 2 zucchini, 3 zucchini' while her partner WALKS as far away as possible. Then IT WALKS and tries to tag her partner, who escapes by walking away. When tagged, the partner becomes the new IT, starts counting, and the game starts over. This is a walking tag game.

variations:
To make the game more interesting, play in a room with lots of furniture or outside in a forested area.

source_excerpt:
Note: This is a WALKING tag game! To make the game more interesting, play in a room with lots of furniture or outside in a forested area!


name: Partner Tag
category: jocuri-cercetasesti
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 20
materials_category: fara-materiale
difficulty_level: usor
keywords: tag, walking, partner
language: en
normalized_name: partner tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A walking tag game where girls pair up with a partner. One girl in each pair starts off as 'it' and counts '1 zucchini, 2 zucchini, 3 zucchini' while her partner walks away as far as possible. Then IT walks and tries to tag her partner, who tries to escape by walking. When tagged, the partner becomes the new IT and the game starts over.

rules:
This is a WALKING tag game. IT counts '1 zucchini, 2 zucchini, 3 zucchini' while the partner walks away. Then IT walks to tag the partner. When tagged, the partner becomes the new IT. To make it more interesting, play in a room with furniture or outside in a forested area.

source_excerpt:
Note: This is a WALKING tag game! To make the game more interesting, play in a room with lots of furniture or outside in a forested area!


name: Penguin Tag
category: jocuri-cercetasesti
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 21
materials_category: fara-materiale
difficulty_level: usor
keywords: tag, penguin, waddle
language: en
normalized_name: penguin tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A tag game where girls must keep their knees together and elbows glued to the sides of their bodies. Everyone is 'it' - players tag others by waddling over and tagging them lightly with their 'flippers'. Fun to watch and fun to do.

rules:
Keep knees together and elbows glued to the sides of the body. Everyone is 'it'. Tag others by waddling over and tagging them lightly with your flippers.

source_excerpt:
Girls must keep their knees together and elbows glued to the side of their bodies. Everyone is 'it' - you tag others by waddling over and tagging them lightly with your flippers.


name: Pip, Squeak and Charlie
category: jocuri-cercetasesti
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 22
materials_category: materiale-simple
materials_list: ball, beanbag or bell
difficulty_level: usor
keywords: relay, circle, teams
language: en
normalized_name: pip, squeak and charlie
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Divide girls into teams of three arranged like spokes of a wheel in a circle. Girl #1 is nearest the centre (named 'Pip'), #2 in the middle (named 'Squeak'), #3 nearest the outside (named 'Charlie'). Place a ball, beanbag or bell in the centre. The leader calls a name; those girls run around the outside of the circle and back, then run under a bridge made by teammates and dive for the object in the centre. The winning team gets a point.

rules:
Leader calls Pip, Squeak, or Charlie. Those girls run around the outside of the circle back to their team while the others make a bridge with their arms. Each runner goes under the bridge and dives for the object in the centre; winning team gets a point. Repeat, calling each name.

variations:
At a hot summer camp, use a clean garbage can full of water in the centre and have everyone hold a cup to splash others. An almost identical game called 'Pizza' names the girls Pepperoni, Cheese and Sauce, and calling 'Pizza!' makes everyone run at once.

source_excerpt:
Name all #1's "Pip", #2's "Squeak", and #3's "Charlie". Place a ball, beanbag or bell in the centre of the circle.


name: Popcorn
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 23
materials_category: fara-materiale
difficulty_level: usor
keywords: warm-up, popcorn, energizer
language: en
normalized_name: popcorn
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A warm-up game suitable for Sparks aged girls and up. The girls pop around the hall as if the floor is hot and they are pieces of corn. The leader calls out a syrup (e.g. maple) and the girls all run to the leader, and on the count of three they do a big POP and the game begins again.

rules:
Girls pop around as if the floor is hot. The leader calls out a syrup; the girls run to the leader and on the count of three do a big POP. Then the game begins again.

variations:
Instead of calling 'maple syrup', call 'butter' and all the girls pretend to melt, giving them a moment to calm down before changing activities.

source_excerpt:
The girls pop around the hall as if the floor is hot and they are pieces of corn. The leader calls out a syrup e.g. maple and the girls all run to the leader and on the count of three they do a big POP and the game begins again.


name: Beans
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 24
source_excerpt: The Guider calls out various types of beans and the girls perform the correct action.
materials_category: fara-materiale
difficulty_level: usor
keywords: actions, beans, energizer
language: en
normalized_name: beans
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
An action game that can be played with any number. The Guider calls out various types of beans and the girls perform the correct action: Runner Beans - run around; Jumping Beans - jump; Baked Beans - lie out in the sun; Chilli Beans - shiver; Frozen Beans - stand still; Broad Beans - stand with legs as far apart as possible; French Beans - say 'Oh La La!'; String Beans - stand still with arms straight up; Dwarf Beans - squat down; Has Beans - fall on the floor.

rules:
The Guider calls out a type of bean and the girls perform the matching action (Runner Beans run, Jumping Beans jump, Baked Beans lie in the sun, Chilli Beans shiver, Frozen Beans stand still, Broad Beans spread legs, French Beans say 'Oh La La!', String Beans stand with arms up, Dwarf Beans squat, Has Beans fall down).


name: Rattlesnake
category: jocuri-cercetasesti
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 26
materials_category: materiale-simple
skills_developed: listening, spatial awareness
difficulty_level: mediu
keywords: blindfold, listening, circle
language: en
normalized_name: rattlesnake
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Players make a circle. One person is the Snake (blindfolded, holding a knotted pantyhose leg by the cut end) and one is the Rattle (holding a container with dried beans or macaroni). The Rattle must rattle continuously and stay inside the circle. The blindfolded Snake strikes using their ears to aim the pantyhose leg by swinging it. When the Rattle gets hit, their turn is over and play passes on.

rules:
Form a circle. Choose a Snake (blindfolded, holding the pantyhose leg) and a Rattle (holding the bean container). The Rattle must rattle the whole time and stay inside the circle. The Snake strikes by ear, swinging the pantyhose leg. When the Rattle is hit, the turn ends and play passes on. Limit play to about 10 minutes.

source_excerpt:
The snake is to strike using his ears to aim the pantyhose leg by swinging it. When the rattle gets hit by the snake, their turn is over and play is passed on.

materials_list:
plastic container with lid and dried beans or macaroni, pair of pantyhose with one leg cut off, blindfold


name: Scatterball
variations: For a more complicated game, use more than one ball.
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 27
materials_category: materiale-simple
materials_list: soft volleyball-sized ball
skills_developed: throwing, agility
difficulty_level: usor
keywords: ball, dodge, indoor
language: en
normalized_name: scatterball
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A game requiring a soft volleyball-sized ball, best played indoors. One girl has the ball and the object is to tag the others by hitting them with the ball at hip height or lower. A girl is 'out' if hit three times. A girl with the ball may not move around, only throw. If a girl catches the ball she is not considered hit, but is hit if she drops it.

rules:
Hit other girls with the ball at hip height or lower. A girl is out after three hits. A girl holding the ball may not move, only throw. Catching the ball doesn't count as a hit, but dropping it does. Throwing at heads is not allowed. For a harder game, use more than one ball.

source_excerpt:
The object of the game is to tag the other girls by hitting them with the ball -- hip height or lower. A girl is "out" if she is hit three times.


name: Snail
category: jocuri-cercetasesti
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 28
materials_category: fara-materiale
difficulty_level: usor
keywords: circle, song, spiral
language: en
normalized_name: snail
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A game for a large circle of everyone holding hands, facing into the circle, with a leader and two people to make a bridge. As the name implies, you walk around making smaller and smaller circles until you reach the centre of the room. The two girls form an arch or bridge and the leader turns facing out, with everyone following until all face outward in a big circle again, then the process repeats. There is a song that goes along with it.

rules:
Start with a large circle holding hands. Walk around making smaller circles until reaching the centre. Two girls form a bridge; the leader turns and leads everyone out until all face outward, then repeat. Sing the accompanying song repeatedly: 'Snail, snail come out and be fed. First you feelers then your head. The you Momma and your Poppa will feed you fried muttons. (or muffins).'

source_excerpt:
Just like the name implies you walk around making smaller and smaller circles until you are in the centre of the room.


name: Snowball Fight
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 29
materials_category: materiale-simple
materials_list: about 50 crumpled pieces of paper
skills_developed: throwing, teamwork
difficulty_level: usor
keywords: paper, teams, energizer
language: en
normalized_name: snowball fight
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A game using about 50 crumpled up pieces of paper as snowballs. Make two teams, one on each side of a line down the middle of the room. Give each team 25 balls and at 'GO' they throw the balls to the other side for 30 seconds. The team with the least snowballs on their side after 30 seconds wins.

rules:
Two teams on either side of a centre line. Each team gets 25 paper snowballs. At 'GO' both teams throw balls to the other side for 30 seconds. The team with the least on their side at the end wins.

source_excerpt:
Give each team 25 balls and at "GO", they throw the balls to the other side for 30 seconds (or whatever you wish; they don't need long). The team who has the least on their side after the 30 seconds wins.


name: Streets and Alleys
category: jocuri-cercetasesti
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 30
materials_category: fara-materiale
difficulty_level: mediu
keywords: chase, cat and mouse, maze
language: en
normalized_name: streets and alleys
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Girls line up in several rows standing far enough apart that their hands touch when held out straight, forming 'streets' between the lines. One girl is the 'cat' (it) and one the 'mouse'. The cat chases the mouse through the streets. A leader calls 'alleys' and the girls do a quarter turn to make 'alleys' at right angles; the cat and mouse must change direction to follow them and may not go through the girls' arms. Calling 'streets' turns back.

rules:
Girls form rows with hands touching to make streets. The cat chases the mouse through the streets. When the leader calls 'alleys', girls quarter-turn to form alleys at right angles; the cat and mouse must follow the new paths and not go through arms. Calling 'streets' turns back. Continue until the mouse is caught, then pick a new cat and mouse.

source_excerpt:
The cat chases the mouse through the streets trying to catch them. Meanwhile a leader calls out "alleys" and the girls in the lines do a quarter turn to make "alleys" that run at right angles to where the streets were before.


name: The 2p Game
category: jocuri-cercetasesti
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 31
materials_category: materiale-simple
materials_list: a coin (2p, dollar, quarter, etc.)
skills_developed: strategy, balance
difficulty_level: mediu
keywords: coin, tag, jumping
language: en
normalized_name: the 2p game
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A game played in a defined, not-too-large space using a 2p coin (or any coin). Girls can only move by jumping with feet together; 'IT' moves by taking large paces. 'IT' holds the coin and stands in the middle and tosses it. If 'heads', players move 2 jumps in any direction; if 'tails', IT moves one pace. The aim is for IT to tag a player by touching them, keeping one foot in its original place.

rules:
Girls move only by jumping with feet together; IT moves by taking large paces. Any player moving outside the boundary is out. Once a player has moved she must stand still. IT tosses the coin: 'heads' means players move 2 jumps, 'tails' means IT moves one pace. IT tags a player by touching them while keeping one foot in place. Tagged players' both feet must stay in their original place when dodging.

source_excerpt:
"IT" tosses the coin. If it is "heads" then the players move 2 jumps (see above) in any direction. If it is "tails" then "IT" moves one pace in any direction.


name: The Yell
category: camp-outdoor
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 32
source_excerpt: Get the kids to line up, like a race. They are to run as far as they can on one yelled breath.
materials_category: fara-materiale
difficulty_level: usor
keywords: race, outdoor, energizer
language: en
normalized_name: the yell
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Also called Scream Race. An outdoor game for any number of children aged 5 and up. The kids line up like a race and are to run as far as they can on one yelled breath. They take a good breath beforehand, and when they have to stop yelling they sit down where they are. It is a great energy user.

rules:
Kids line up like a race. They take a good breath, then run as far as they can on one yelled breath. When they have to stop yelling, they sit down where they are. Discourage cheating.


name: Toothpaste and Germs
category: jocuri-cercetasesti
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 33
materials_category: fara-materiale
difficulty_level: usor
keywords: chase, teams, commands
language: en
normalized_name: toothpaste and germs
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Half the girls go to one side of the room (Toothpaste) and the other half (Germs) to the other side. The leader gives each side commands in turn (e.g. 'Germs, advance 3' or 'Toothpaste, retreat 2') and the girls step accordingly. Once they are reasonably near each other, the leader calls 'Toothpaste (or Germs) ATTACK' and the chosen side chases the others back to their home wall. Any caught join the other side and the game restarts.

rules:
Two teams, Toothpaste and Germs, on opposite sides. The leader gives advance/retreat commands in turn. When the teams are near, the leader calls one side to ATTACK; that side chases the others to their home wall. Any caught join the other side and the game starts again.

source_excerpt:
Once you have them reasonably near to each other say Toothpaste (or Germs) ATTACK. Then the side you have chosen have to chase the others back to their home wall.


name: Toothpaste and Germs
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 33
difficulty_level: usor
keywords: chasing, tag, teams
language: en
normalized_name: toothpaste and germs
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A chasing game where the group is split into two sides, Toothpaste and Germs, on opposite sides of the room. The leader gives each side commands to advance or retreat until they are near each other, then calls an attack so the chosen side chases the others back to their home wall. Anyone caught joins the other side and the game restarts.

rules:
Send one half of the girls to one side of the room (Toothpaste) and the other half (Germs) to the other side. Give each side commands in turn to advance or retreat a number of steps. Once they are reasonably near each other, call Toothpaste or Germs ATTACK; that side chases the others back to their home wall. Any caught join the other side and the game restarts. Keep it going as long as needed.

source_excerpt:
Send one half of the girls to one side of the room (Toothpaste) and the other half (Germs) go to the other side.


name: Tri-Hop-A-Thon
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 34
materials_category: fara-materiale
skills_developed: coordination, agility
difficulty_level: usor
keywords: relay, hop, skip
language: en
normalized_name: tri-hop-a-thon
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A relay game where teams compete rabbit-style. Choose three 'landmarks' (lines, corners, doors or chairs). Teams line up at the same mark. When the contest starts, the first player must hop on one foot to the second mark, skip from there to the third mark, then jump back on two feet to tag the next teammate. The first team whose members have all completed the course wins.

rules:
Choose three landmarks. Teams line up at the first mark. Each player hops on one foot to the second mark, skips to the third mark, then jumps back on two feet to tag the next teammate. The first team to have all members complete the course wins.

source_excerpt:
the first player on each team must hop on one foot to the second mark, skip from there to the third mark, and then jump all the way back on two feet to tag the next team-mate in line.


name: Tri-Hop-A-Thon
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 34
difficulty_level: usor
keywords: relay, race, teams
language: en
normalized_name: tri-hop-a-thon
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A relay race where teams compete rabbit-style across three landmarks. Players hop, skip and jump between the marks and back to tag the next teammate.

rules:
Choose three landmarks (lines, corners, doors or chairs). Teams line up at the same mark. When the contest starts, the first player on each team hops on one foot to the second mark, skips to the third mark, then jumps back on two feet to tag the next team-mate. The first team whose members all complete the course wins.

source_excerpt:
the first player on each team must hop on one foot to the second mark, skip from there to the third mark, and then jump all the way back on two feet to tag the next team-mate in line.


name: Blob Tag
category: jocuri-cercetasesti
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 35
materials_category: fara-materiale
difficulty_level: usor
keywords: tag, blob, teamwork
language: en
normalized_name: blob tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Like normal tag, one person is chosen to be 'it'. When 'it' tags someone, they link arms or hold hands. As more people are tagged, they form a line or blob that continues to chase and tag others.

rules:
One person is 'it'. When 'it' tags someone, they link arms or hold hands. As more people are tagged, they join to form a growing line or blob.

source_excerpt:
When 'it' tags someone, they link arms or hold hands. As more people are tagged they form a line or blob!


name: Blob Tag
description: A variation of tag where tagged players link up with 'it' to form a growing line or blob.
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 35
difficulty_level: usor
keywords: tag, chasing
language: en
normalized_name: blob tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
rules:
Like normal tag, one person is chosen to be 'it'. When 'it' tags someone, they link arms or hold hands. As more people are tagged they form a line or blob.

source_excerpt:
When 'it' tags someone, they link arms or hold hands. As more people are tagged they form a line or blob!


name: Train Tag
category: jocuri-cercetasesti
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 36
materials_category: fara-materiale
skills_developed: teamwork
difficulty_level: usor
keywords: tag, train, chase
language: en
normalized_name: train tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Children are divided into groups of three by counting one, two, three. Number ones are engines, number 2's are cars, and 3's are cabooses. The children left over are 'it'. The people who are 'it' each try to catch their own train. When they do, they become the caboose and the engines are released to be 'it'. The trains must hold together until caught.

rules:
Divide children into groups of three (engine, car, caboose). Leftover children are 'it'. Each 'it' tries to catch a train; when caught, the 'it' becomes the caboose and the engine is released to be 'it'. Trains must hold together until caught.

source_excerpt:
The people who are 'it' each try to catch their own train. When they do, they become the caboose, and the engines are released to be 'it'.


name: Train Tag
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 36
difficulty_level: usor
keywords: tag, trains, chasing
language: en
normalized_name: train tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A fast-paced tag game where children form three-person trains (engine, car, caboose) and the leftover players who are 'it' try to catch their own train.

rules:
Divide the children into groups of three by counting one, two, three. Number ones are engines, twos are cars and threes are cabooses. Leftover children are 'it'. Each 'it' tries to catch their own train; when they do, they become the caboose and the engine is released to be 'it'. The trains must hold together until caught.

source_excerpt:
Number ones are engines, number 2's are cars and 3's are cabooses. The number of children left over are 'it'.


name: Windmill
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 37
materials_list: balls, pencils, rocks
difficulty_level: usor
keywords: relay, teams, elimination
language: en
normalized_name: windmill
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A fast-paced relay game where four teams stand in an X formation. When a number is called, that player crawls and runs around the circle to grab one of three central items, and the team failing to claim an item is eliminated.

rules:
Divide the girls into 4 teams standing in an X formation like windmill arms. Each girl knows her number. Place THREE items in the middle. When a number is called, that person crawls back through her team mates' legs, runs clockwise around the circle, crawls up through their legs to grab an item, then crawls back to her spot. The team that doesn't claim an item sits out. Remove another item and play again until one winning team remains.

source_excerpt:
When a number is called, that person CRAWLS BACK through the legs of her team mates. Runs in a CLOCKWISE DIRECTION around the circle.


name: Wolf Tag
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 38
difficulty_level: usor
keywords: tag, wolf, noise
language: en
normalized_name: wolf tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A noisy tag variation where tagged players progress through wolf behaviours: yipping like a puppy, barking, and finally howling in place.

rules:
Basically tag. When a girl is tagged the first time she keeps running but must yip like a wolf puppy. Tagged a second time, she barks like a grown wolf. Tagged a third time, she must stop where she is and howl loudly.

source_excerpt:
When a girl is tagged the first time, she can continue running around but must yip like a wolf puppy.


name: What Time is it Mr. Wolf?
variations: Alternately, everyone who is caught can be the wolf at the same time, which makes the game harder.
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 39
difficulty_level: usor
keywords: chasing, wolf, classic
language: en
normalized_name: what time is it mr. wolf?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A classic chasing game where children advance toward a wolf who calls out times, until the wolf calls 'Dinner time!' and chases them back to the wall.

rules:
All children line up on a wall. A leader stands at the other end with her back to the children. The children yell 'What time is it, Mr. Wolf?' and the leader calls a time like '10 o'clock!'; the children take that many steps closer. After two or three times, the leader yells 'Dinner time!' and turns to chase the children back to their wall. The caught child becomes the new wolf, or alternately everyone caught becomes a wolf.

source_excerpt:
All the children yell "What time is it, Mr. Wolf?" and the leader, with her back to the children at all times, yells out a time like "10 o'clock!".


name: Zombies
category: conflict-empatie
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 40
difficulty_level: usor
keywords: circle, rumours, discussion
language: en
normalized_name: zombies
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A circle game where two secret zombies tickle others to convert them while everyone walks around introducing themselves. Can be used for fun or to open discussion about how rumours and attitudes spread through a crowd.

rules:
Everyone stands in a circle and closes their eyes. The leader touches two people on the shoulder; those tapped are secret zombies. Everyone walks around shaking hands and saying 'Hello, my name is...'. A zombie tickles others with one finger; a non-zombie who is tickled becomes a zombie. Two zombies who tickle each other nullify each other. When the leader stops the game, everyone returns to the circle and answers questions about who was a zombie.

source_excerpt:
This game can be used just for fun, or as a way to open discussion about how rumours and attitudes can spread through a crowd.


name: Umbrella Tag
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 41
materials_list: umbrellas
difficulty_level: usor
keywords: tag, outdoor, rain
language: en
normalized_name: umbrella tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A tag game best played outside in gentle rain, where leaders holding umbrellas provide moving safe spots that children can duck under temporarily.

rules:
Leaders hold umbrellas; the place under an umbrella is 'home' and safe. Select one girl to be 'it'. When a girl ducks under an umbrella, the leader counts down '5, 4, 3, 2, 1' and she must leave and run again. Leaders can also run around so the safe places don't stay still.

source_excerpt:
The place under the umbrella is "home" or "safe", and girls standing under an umbrella can't be tagged.


name: Jack Balls
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 42
materials_list: balls, croquet balls, painted golf balls, pine cones, rocks, shoes
difficulty_level: usor
keywords: throwing, target, bocce
language: en
normalized_name: jack balls
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A bocce-style throwing game where players try to place their balls as close as possible to a target ball, with no out-of-bounds.

rules:
Each player gets 2 balls of a unique colour or marking. The winner of the previous game tosses out a white target ball from where the last game ended. Players try to put their ball as close as possible to the target ball. The previous winner throws the last ball. There are no out of bounds; keep the rules simple.

source_excerpt:
Each player gets 2 balls of a unique color or marking. Croquet balls or painted golf balls work nicely but use your imagination: pine cones, rocks or shoes might do too.


name: Quick Draw (version two)
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 43
source_excerpt: The object of the game is to load, then fire (without being blocked) before your opponent does.
difficulty_level: usor
keywords: hand signals, pairs, reflex
language: en
normalized_name: quick draw (version two)
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A fast-paced hand-signalling duel game played in pairs, where players load and shoot before their opponent without being blocked.

rules:
Players pair off and sit facing each other. Hand signals: Start (two thigh slaps), Load (thumbs over shoulders), Shoot (both hands shoot), Block (arms crossed over chest). Both players slap thighs to start a round then choose their signal. You must load before shooting. If a shot is blocked, the opponent must reload. A successful load-and-shoot scores one point. First to three points wins and moves on to challenge other players.


name: Frogs and Ants
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 44
source_excerpt: In a group of 30 or so, assign 5 frogs to be "IT" and the rest of the players are ants.
difficulty_level: mediu
keywords: tag, large group, rescue
language: en
normalized_name: frogs and ants
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A large group tag game where frogs try to touch ants, and touched ants must be rescued by four other ants carrying them back to the safe colony.

rules:
In a group of about 30, assign 5 frogs as 'IT' and the rest as ants. Designate a playing area with a safe zone (the ant colony). Ants run around; frogs try to touch them. A touched ant lies on its back with arms and legs in the air. Four ants arriving at the same time can rescue it by carrying it to the colony where it is reborn. Four ants attached and working together cannot be touched by a frog.


name: Time Bomb
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 45
difficulty_level: usor
keywords: movement, secret choices
language: en
normalized_name: time bomb
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A lively game where each player secretly chooses one person as their 'bomb' and another as their 'shield', then tries to keep the shield between themselves and the bomb.

rules:
Each player individually and secretly chooses one other person to be a 'bomb' and a different person to be their 'shield'. Tell players their bomb is about to explode and the only way to survive is to hide behind their shield. Each player tries to keep their shield between themselves and their bomb, resulting in a room full of people constantly moving.

source_excerpt:
Ask each player in the group to individually choose one other person in the group to be a "bomb" and another, different person to be their "shield".


name: Buddy Tag
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 46
difficulty_level: usor
keywords: tag, pairs, buddies
language: en
normalized_name: buddy tag
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A tag game where players are paired as buddies; the chased girl can grab a buddy's hand to swap places, so 'it' ends up chasing a series of different girls.

rules:
Pair all girls into buddies and scatter them around the playing area. Pick one pair to start; one girl is 'it' and chases the other. The chased girl can grab a buddy's hand, and the buddy of the girl whose hand was grabbed must run in her place. If 'it' tags a runner, the roles reverse.

variations:
Slightly altered version: all girls form pairs and hold hands except two. One is 'IT' and tries to tag the single lone person, who tries to join hands with a pair while the pairs try to avoid being joined.

source_excerpt:
The girl being chased can, at any time, grab a hand of a buddy. If this happens, the buddy of the girl whose hand was grabbed must run in her place


name: Lily Pad Leaping
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 47
source_excerpt: Girls leap around the course and must be on a lily pad when music stops, or a stop is called.
materials_list: chairs, chalk, newspaper
difficulty_level: usor
keywords: obstacle course, musical chairs
language: en
normalized_name: lily pad leaping
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A combination of musical chairs and an obstacle course where girls leap around a course and must be standing on a newspaper lily pad when the music stops.

rules:
Place chairs or obstacles around the hall with chalk arrows marking the way. Scatter sheets of newspaper (lily pads) among the arrows. A leader periodically calls 'stop' or uses music. Girls leap around the course and must be on a lily pad when the music stops; a girl not on a pad performs a silly action or sings part of a frog song. As the game progresses, remove some lily pads. Promise and Law can be incorporated.


name: Portage, Pyramid, Piggyback
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 48
difficulty_level: mediu
keywords: relay, teamwork, pyramid
language: en
normalized_name: portage, pyramid, piggyback
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team relay race with three legs: carrying a teammate portage-style, building a human pyramid, and piggybacking back to the start line in pairs.

rules:
Divide the group into equal teams of six or more, each behind a start line. On 'Go!', the team carries one member portage-style to the other end of the gym, then builds a human pyramid. Once a leader approves the pyramid, the team breaks into pairs and piggybacks each other back to the start line; players can only move toward the start if carrying or being carried. The first team to have all players back wins.

source_excerpt:
the team selects one team member that they will carry, 'portage'-style, down the length of the gym to the other end.


name: Cups Up!
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 49
materials_list: cup, spoon, jug of water
difficulty_level: usor
keywords: water game, summer, circle
language: en
normalized_name: cups up!
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A water game for hot days where players scoop water from their cups with spoons and slurp it; the first to empty their cup yells 'cups up!' and everyone turns their cup over their own head.

rules:
Everyone sits in a circle with a full cup of water. At 'GO', players scoop the water out with their spoons and slurp it as fast as they can. Whoever empties their cup first yells 'cups up!', at which point everyone turns their cups upside down over their own heads. The victor refills everyone's cup for the next round.

source_excerpt:
Whomever empties their cup first yells "cups up!", at which point everyone must turn their cups upside down over their own heads!


name: Cups Up!
category: camp-outdoor
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 49
materials_list: a cup and spoon for each player, a large jug of water for refills
difficulty_level: usor
keywords: water game, summer, circle game
language: en
normalized_name: cups up!
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A wet outdoor game for hot summer days. Everyone sits in a circle with a full cup of water. At 'GO', players scoop the water out of their cups with spoons and slurp it up as fast as they can. Whoever empties their cup first yells 'cups up!', at which point everyone turns their cups upside down over their own heads, so whoever has the most water left gets the most wet. The winner refills everyone's cup for the next round.

rules:
Everyone sits in a circle with a full cup. At GO, scoop and slurp water with a spoon. First to empty yells 'cups up!' and everyone inverts their cup over their head. The winner refills the cups for the next round.

source_excerpt:
At "GO", players scoop the water out of their cups using their spoons, and slurp it up as fast as they can.


name: Captain's Coming
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 50
difficulty_level: usor
keywords: commands, actions, nautical
language: en
normalized_name: captain's coming
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A command-and-action game (also called Crows Nest or Battleship) where a caller gives nautical commands and players rush to perform the matching actions.

rules:
The girls assemble in the centre of the gym. The caller gives commands and players perform actions: Captain's Coming (stand at attention and salute), Bow (run to front), Stern (run to back), Port (run to left wall), Starboard (run to right wall), Man overboard (lie on back and swim), Submarines (lie on back, one leg up as periscope), Man the Lifeboats (find a partner, sit and row), Torpedoes (lie on tummy, hands together over head). Commands are mixed up and reused.

source_excerpt:
One person (usually a leader) does the calling and the girls rush around performing the actions, which are mixed up and used more than once.


name: Captain's Coming
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 50
source_excerpt: Captain's Coming - all line up, stand at attention and salute.
skills_developed: listening, quick reaction
difficulty_level: usor
keywords: command game, nautical, active running game
language: en
normalized_name: captain's coming
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A large-space command-and-action game, also known as 'Crow's Nest' or 'Battleship'. The players assemble in the center of the gym while one caller (usually a leader) shouts nautical commands, and the players rush to perform the matching actions. Commands are mixed up and reused. Once everyone knows the rules it is easy to join in as you go.

rules:
Commands and actions: Captain's Coming - all line up, stand at attention, salute. Bow - run to the front. Stern - run to the back. Port - run to the left wall. Starboard - run to the right wall. Man overboard - lie on back and swim. Submarines - lie on back, one leg straight up as a periscope. Man the Lifeboats - find a partner, sit together and row. Torpedoes - lie on tummy with hands together over head. One caller calls the commands; players perform the actions.


name: Caterpillar
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 52
difficulty_level: usor
keywords: relay, teamwork, race
language: en
normalized_name: caterpillar
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team relay race where girls sit in a line with legs wrapped around the waist of the girl in front, forming a caterpillar, and move together as a unit to a finish line.

rules:
Divide the girls into teams of 3-5. At the start line, girls sit down with legs wrapped around the waist of the girl in front, forming the caterpillar. On 'go', the girls move together as a unit using their arms and lifting and moving their bottoms. Teams race to a designated line, let go and reform the caterpillar in the opposite order, then race back to the start line.

source_excerpt:
have the girls sit down with their legs wrapped around the waist of the girl in front of them. This forms the caterpillar.


name: Caterpillar
category: team-building
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 52
skills_developed: teamwork, coordination
difficulty_level: mediu
keywords: relay race, team game, cooperation
language: en
normalized_name: caterpillar
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A team relay race. The girls are divided into teams of 3-5. At the start line they sit down with their legs wrapped around the waist of the girl in front, forming a 'caterpillar'. When the Guider yells go, the girls move together as a unit by using their arms at their sides and lifting and moving their bottoms. Teams race to a designated line, reform their caterpillar in the opposite order, and race back to the start.

rules:
Divide into teams of 3-5. Sit with legs wrapped around the waist of the girl in front. On 'go', move as one unit by lifting and shuffling. Race to a line, reform the caterpillar in reverse order, and race back.

source_excerpt:
At the
start line have the girls sit down with their legs wrapped around the waist of
the girl in front of them. This forms the caterpillar.


name: Chopsticks Game
category: altele
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 53
source_excerpt: The first player rolls a dice, if it lands on a six they use the chopsticks to pick up a chip.
materials_list: one set of chopsticks per player, ring-shaped snack food, one bowl per player, dice
skills_developed: dexterity
difficulty_level: usor
keywords: chopsticks, dice game, snack game
language: en
normalized_name: chopsticks game
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
An Asian-themed game created for a Brownie night. Snack food (preferably ring-shaped chips with a hole) is divided equally among bowls, one bowl per player. All players sit in a circle. The first player rolls a dice; if it lands on a six they use chopsticks to pick up and eat as many chips as they want until someone else rolls a six. The dice goes round the circle so each person gets a chance to roll for a six.

rules:
Divide snack food equally among bowls. Sit in a circle. Players take turns rolling a dice; whoever rolls a six uses chopsticks to pick up and eat chips until another player rolls a six.


name: Beast, Bird or Fish
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 56
materials_list: a soft ball or sponge
skills_developed: quick thinking, vocabulary
difficulty_level: usor
keywords: circle game, animals, naming game
language: en
normalized_name: beast, bird or fish
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A circle game testing quick thinking. Players sit in a circle with one player in the centre holding a soft ball or sponge. The centre player throws the ball unexpectedly at a circle player while calling 'beast', 'bird' or 'fish', then counts to ten. The person holding the ball must name a type of animal in the named category before the count finishes; no words may be duplicated. If they cannot, they swap places with the player in the middle.

rules:
Sit in a circle with one player in the centre. The centre player throws a soft ball at someone while calling 'beast', 'bird' or 'fish', then counts to ten. The catcher must name an animal in that category before ten, with no repeats; failing means swapping into the middle. Decide beforehand what fits each category.

source_excerpt:
The person holding the ball must yell out a type
of animal in the category named, before the count is completed.


name: Poor Pussy/Honey Do You Love Me?
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 57
difficulty_level: usor
keywords: circle game, try not to laugh, quiet game
language: en
normalized_name: poor pussy/honey do you love me?
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A circle game where children try not to laugh. The children sit in a circle with one person in the center as the 'pussy'. The pussy crawls to each child in turn, meowing piteously and trying to make them laugh. The chosen person must say 'Poor Pussy' and pat the pussy three times. If they keep a straight face through all three, the pussy moves on; if they laugh, they become the pussy.

rules:
Sit in a circle with one person as the 'pussy' in the center. The pussy crawls to each child, meowing and trying to make them laugh. The chosen child must say 'Poor Pussy' three times while patting the pussy three times with a straight face. If they laugh, they become the pussy.

variations:
Variation for Pathfinders: the person who is 'it' chooses a victim and says 'Honey if you love me, will you please, please smile?' while performing antics; the chosen person must reply with a straight face 'Honey, you know I love you, but I just can't smile.'

source_excerpt:
The person that the Pussy stops
in front of, must say "Poor Pussy" and pat the Pussy three times while
the Pussy meows piteously and tries to make the person laugh.


name: Princess in the Tower
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 58
materials_list: a chair, a blindfold
skills_developed: stealth, self-control
difficulty_level: usor
keywords: quiet game, listening game, stealth
language: en
normalized_name: princess in the tower
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A quiet listening game similar to Puppy and Bone. The 'princess' has to be rescued from the 'Giant'. The princess sits on a chair doing nothing while her 'guardian' points at random to Brownies sitting in a semicircle, who must creep up to rescue the princess without being heard by the blindfolded Giant. The Giant springs out when they hear anything.

rules:
The princess sits on a chair. The guardian points to a Brownie in a semicircle, who must creep up and rescue the princess without being heard by the blindfolded Giant. If the Giant hears a sound, they spring out.

source_excerpt:
The Princess
sits on a chair doing nothing, her "guardian" points to Brownies at
random sitting in a semicircle who have to creep up to rescue the princess
without being heard by the Giant who is blindfold


name: Puppy and Bone
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 59
source_excerpt: The thief tries to steal the bone from the puppy without the puppy hearing her.
materials_list: a blindfold, a 'bone'
skills_developed: listening, stealth
difficulty_level: usor
keywords: quiet game, indoor game, listening game
language: en
normalized_name: puppy and bone
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A quiet indoor listening game. The children sit in a semicircle facing one child who is the blindfolded 'puppy', with a 'bone' on the floor in front of her. A 'thief' is chosen silently by pointing. The thief tries to steal the bone without the puppy hearing. The puppy listens and points in the direction of any sound, barking. If she catches the thief by pointing, the thief returns to the semicircle; if the thief succeeds, she becomes the puppy.

rules:
Sit in a semicircle facing the blindfolded puppy with the bone in front of her. Silently choose a thief by pointing. The thief sneaks to steal the bone; the puppy points and barks toward any sound. Pointing at the thief sends them back; a successful theft makes the thief the new puppy.

variations:
Spy and the secret papers: play outside in the dark with flashlights; the spy has a flashlight and aims it at the thief, otherwise rules are the same.


name: Quiet
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 60
source_excerpt: The person coming over must not smile or laugh, but remain completely sombre & serious.
skills_developed: self-control
difficulty_level: usor
keywords: try not to laugh, quiet game, line game
language: en
normalized_name: quiet
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A try-not-to-laugh game played like Red Rover. One person is 'it' and all others line up opposite. 'It' calls each person over one by one; the person coming over must remain sombre and serious without smiling or laughing. If they laugh or smile they return to the line. This continues until some cannot make it across; the laughers then try to make the remaining sombre girls laugh, but they must do it quietly through pantomime and silly dancing.

rules:
One person is 'it'; others line up opposite. 'It' calls people over one by one; they must cross without laughing or smiling. Laughers return to the line, then quietly (no talking, just pantomime) try to make the sombre girls laugh. Anyone who makes it across starts the game again.

variations:
Paula Barnett's variation: split the group into two equal lines facing each other 3-4 feet apart. One girl at a time walks slowly down the center looking straight ahead with eyes open, not smiling or laughing. The opposing line tries to make her laugh silently without their feet leaving the ground. If she reaches the end without laughing she rejoins her line; if she laughs she joins the opposing line. The game continues until all girls are in one line.


name: Sleeping Beauty
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 61
skills_developed: self-control, calming
difficulty_level: usor
keywords: calming game, quiet game, stillness
language: en
normalized_name: sleeping beauty
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A calming game. All the girls pretend to be Sleeping Beauty, lying on the floor perfectly still and silent. Once they have stopped squirming, one girl is chosen to be the Fairy Godmother. She goes around to the girls being the best 'Sleeping Beauties' and wakes them with a gentle tap; they then move quietly to line up or move on to the next activity.

rules:
All girls lie still and silent on the floor as Sleeping Beauties. Choose a Fairy Godmother who taps the best, stillest girls awake; the woken girls quietly move on to the next activity.

variations:
Dead Fish (Shelly Timson's version): choose a Fisherwoman; the rest lie down pretending to be dead fish. The fisherwoman walks around watching for movement; anyone who moves is out and joins the fisherwomen. Joke-telling can be used to make very still fish laugh and move.

source_excerpt:
All the girls pretend to be Sleeping Beauty (that is,
they lie on the floor perfectly still and silent)


name: Space Walk
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 62
skills_developed: self-control, imagination
difficulty_level: usor
keywords: calming game, quiet game, imagination
language: en
normalized_name: space walk
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A calming story-based game. The leader tells a story that the girls are on a spaceship on a special mission when a leak develops in the air tank, so they must conserve their air by being as still as possible (easier lying down) until they get home. If the leader catches them moving, they must go on a dramatic 'space walk' around the ship and then go back inside. After five spacewalks they are 'out' and help look for others moving.

rules:
Tell a story about a spaceship with an air leak. The girls must lie still to conserve air. Anyone caught moving goes on a 'space walk' around the ship; after five spacewalks they are out and help spot movers.

source_excerpt:
To do this they must be a still as
possible (usually easier if they lie down) so their air lasts until they get
home.


name: Spot the Dot (the 30-second version)
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 63
source_excerpt: The game continues until the girls are hunting for a dot no larger than a piece of confetti!
materials_list: construction paper dots of varying sizes
skills_developed: observation
difficulty_level: usor
keywords: hunting game, search game, observation
language: en
normalized_name: spot the dot (the 30-second version)
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A hunting game popular with Sparks and Brownies. Using a series of construction paper dots ranging from very large (about 2 feet across) down to confetti-sized, start with the largest dot. Sit the girls in a circle and have them close their eyes while the dot is hidden. The girls then open their eyes and find it, returning to their circle place once found. The game continues with progressively smaller dots until they are hunting for one no larger than a piece of confetti.

rules:
Sit the girls in a circle with eyes closed. Hide the largest dot, then have them open their eyes and find it; finders return to their place. Repeat with smaller and smaller dots until the dot is confetti-sized.


name: The Hand-Slapping Game
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 64
skills_developed: concentration, quick reaction
difficulty_level: mediu
keywords: circle game, reaction game, hand-slapping
language: en
normalized_name: the hand-slapping game
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A circle reaction game for ages 7-15. The children form a circle lying on their tummies (or around a table) with hands palms-down in front of them, arms linked through their neighbours' arms so each girl's two adjacent hands belong to different neighbours. One person starts by choosing a direction and slapping her hand. One slap continues the slap in that direction, two slaps reverse it. Only the immediately adjacent hand in the direction of travel goes next. Missing a turn means that hand is removed; each girl has two hands, so two chances at being out.

rules:
Form a circle lying on tummies with hands palms-down, arms linked through neighbours so each hand belongs to a different person. One person starts, picks a direction, and slaps. One slap continues the direction, two slaps reverse it; only the adjacent hand in the travel direction goes next. Miss your turn and that hand is removed.

source_excerpt:
One slap means the slap
continues in that direction, and two slaps mean that the direction is
reversed.


name: This is a Cup
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 65
materials_list: small one-syllable-named items such as a cup and a spoon
skills_developed: concentration, memory
difficulty_level: mediu
keywords: verbal game, circle game, banquet game
language: en
normalized_name: this is a cup
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A verbal passing game best played at banquets while waiting for food. Person A turns to Person B on their left and says 'This is a cup' while showing a cup. Person B says 'a what?', A says 'a cup', B says 'a what?', A says 'a cup', B says 'oh it's a cup'. Then A picks up another item, say a spoon, and a second chain of dialogue begins, so multiple items pass around the table simultaneously while answers travel back the other way. It continues until there are as many items as people, and confusion makes it funny.

rules:
Person A says 'This is a [item]' to Person B; B asks 'a what?', the question travels back to A who answers, the answer travels forward. A then introduces a second item, so several item-chains run at once. Every item must have a one-syllable name to keep the rhythm. If someone makes a major mistake, everyone starts again.

source_excerpt:
The first person (person A) turns to the person on
their left (person B) and says "This is a cup" while showing them a
cup (it always starts with a cup).


name: This is a Cup
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 65
materials_list: cup, various small table items
skills_developed: concentration, communication
difficulty_level: mediu
keywords: verbal game, banquet, pass-along
tags: ["circle game", "no equipment"]
language: en
normalized_name: this is a cup
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A verbal pass-along game best played at banquets and large events where people sit at tables waiting for food. Person A turns to the person on their left and says 'This is a cup' while showing a cup. Person B says 'a what?', Person A repeats 'a cup', and the exchange repeats until B says 'oh it's a cup'. Person A then picks another item off the table and starts a new pass while the original continues, so multiple items travel around the table at once. It keeps going until there are as many items circulating as there are people.

rules:
Each item passed must have a one-syllable name to keep the rhythm even (a salt shaker becomes 'salt'). If someone makes a major mistake, everyone starts again.

source_excerpt:
The first person (person A) turns to the person on their left (person B) and says "This is a cup" while showing them a cup (it always starts with a cup).


name: Wink Murderer
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 66
skills_developed: deduction, observation
difficulty_level: usor
keywords: circle game, deduction game, wink, deduction
tags: ["no equipment", "circle game"]
language: en
normalized_name: wink murderer
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A circle deduction game. The girls sit in a circle and a 'detective' moves to the center. Everyone closes their eyes while the leader walks around and taps one person as the murderer. Eyes open, the detective tries to determine who the murderer is. The murderer 'kills' people by winking at them; winked girls die a horrible dramatic death and lie on their backs. The detective has three chances to guess. Once found, a new detective is chosen and the old murderer picks the new one.

rules:
Sit in a circle, choose a detective for the center. Eyes closed, the leader taps a murderer. Eyes open, the murderer winks at people to kill them; winked players die dramatically and lie down. The detective has three guesses to identify the murderer.

variations:
1) Double Wink Murderer: more than one murderer per round, not allowed to kill each other. 2) Wink and Squeeze Murderer: girls hold hands behind their backs; the murderer can kill by winking or by sending a 'deadly squeeze' of a counted number passed hand to hand, the receiver of one squeeze dies. 3) Handshake Murderer: girls walk around and shake hands; the murderer kills by winking or by firmly squeezing a victim's hand during a handshake.

source_excerpt:
Meanwhile, the murderer "kills" people in the circle by
winking (or blinking really obviously if winking isn't possible) at them.


name: Bread Tag Game
variations: If plastic bread clips or other tokens are unavailable, use squares of coloured paper.
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 67
materials_category: low-cost
skills_developed: luck, turn-taking
difficulty_level: usor
keywords: game of chance, circle game, colours, bread tags, luck game
tags: ["table game"]
language: en
normalized_name: bread tag game
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Players sit around a table or in a circle on the floor with a container of differently coloured bread tags in the middle. There should be one special colour with only two tags, plus any number of the other colours. In turn, each player draws one clip without looking and places it in front of her. If it matches the colour drawn immediately before her, she takes all the other players' clips. The player who draws the first special-colour clip takes all clips on the table; the player who draws the second special clip takes all clips including those left in the container.

rules:
Sit around a container of mixed-colour bread tags. In turn, each player draws one tag blindly and places it in front. Matching the previous player's colour wins all other players' clips. Drawing the first special-colour clip wins all clips on the table; drawing the second special clip wins all clips including those in the container.

source_excerpt:
In turn, around the circle, each player dips her hand into the container. Without looking, she withdraws one clip and puts it down in front of her.

materials_list:
coloured bread tags in a container (or coloured paper squares), coloured bread tags, container, coloured paper squares (alternative)


name: Gotcha
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 68
skills_developed: quick reaction, concentration
difficulty_level: mediu
keywords: elimination game, circle game, reaction game
language: en
normalized_name: gotcha
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A no-equipment elimination game. Everyone stands in a large circle facing inward with one person ('IT') in the center holding a 'fake' water pistol made with their hands. IT chooses a victim and shoots, saying 'GOTCHA'. The target must duck, and the players on both sides of the ducker must quickly point and shoot at each other shouting 'GOTCHA'. Mistakes (forgetting to duck, shooting, wrong direction, saying 'bang') mean elimination, as does being shot first. The game continues until two players remain, who then duel back to back, stepping apart on each counted number and turning to shoot when IT calls a number out of sequence.

rules:
Stand in a large circle, IT in the center with a hand 'water pistol'. IT shoots a target who must duck; the two players beside the ducker point and shoot each other shouting 'GOTCHA'. Mistakes or being shot first cause elimination. When two remain, place them back to back; IT counts numbers and they step apart, turning to shoot when IT calls an out-of-sequence number. Last player standing wins.

source_excerpt:
As IT shoots, the target
must duck and the players on both sides of the ducker must quickly point and try
to shoot each other with their own fake pistols, shouting "GOTCHA".


name: Gotcha
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 68
materials_category: no-materials
skills_developed: reflexes, concentration
difficulty_level: mediu
keywords: circle game, elimination, reflex
tags: ["no equipment", "circle game"]
language: en
normalized_name: gotcha
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Around 20 participants stand in a large circle facing inward, with one person ('IT') in the center holding a fake water pistol made with their hands. IT turns around, chooses a victim, and shoots fake water saying 'GOTCHA'. The target must duck, and the players on either side of the ducker must quickly point and shoot each other shouting 'GOTCHA'. Mistakes cause elimination. Play continues until two players remain, who are placed back to back for a duel; IT counts numbers and when an out-of-sequence number is called, the duelers turn and shoot each other.

rules:
If the ducker forgets to duck, shoots, or says 'GOTCHA', they are out. If the side players shoot the wrong way or say 'bang' instead of 'GOTCHA', they are out. The player shot first is out. Eliminated players sit down. In the final duel, the duelers step apart on each number and shoot when an out-of-sequence number is called; the last player standing wins.

source_excerpt:
Place everyone (20 or so participants) standing in a large circle, facing inward. Place one person ("IT") in the center of the circle.


name: Alphabet Train
rules: Players are eliminated if they take too long, use a proper noun, or repeat a word already used.
variations: To make it harder, require all words to be on a theme such as food, animals, or places.
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 69
materials_category: no-materials
skills_developed: vocabulary, quick thinking
difficulty_level: usor
keywords: word game, alphabet, circle game
tags: ["no equipment"]
language: en
normalized_name: alphabet train
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
Everyone sits in a circle and one person starts by saying a word. The next person must quickly say another word that starts with the letter that ended the previous word (e.g., apple, elephant, tiger, river, rhino, octopus). Proper nouns may not be used, and once a word is used it cannot be repeated for the rest of the game.

source_excerpt:
The next person in the circle must quickly say another word that start with the letter that ended the previous word.


name: Opposite Game
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 70
source_excerpt: Players need to listen and follow instructions very carefully in order not to be eliminated!
materials_category: no-materials
skills_developed: listening, concentration
difficulty_level: usor
keywords: listening game, opposites, instructions
tags: ["no equipment"]
language: en
normalized_name: opposite game
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A listening and instruction-following game where players must do the opposite of what is called. Players need to listen and follow instructions very carefully to avoid being eliminated: GO means stop still; STOP means move around the playing area, walking or running; UP means sit or lay down; DOWN means stretch up to the ceiling.

rules:
GO = stop still; STOP = move around; UP = sit or lay down; DOWN = stretch up. Players who fail to follow the reversed instructions are eliminated.


name: 37 Quick Games to Play
variations: Individual entries such as Buzz! suggest extensions, e.g., adding 'WHIZZ' for 5 and multiples of 5.
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 71
materials_category: no-materials
skills_developed: memory, vocabulary, coordination, teamwork
difficulty_level: usor
keywords: quick games, time fillers, no equipment
tags: ["collection", "5-minute games"]
language: en
normalized_name: 37 quick games to play
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A collection of 37 short games that require no special equipment, ideal for the 5-minute gaps between activities. They include: A.B.C. Guides (alphabetical descriptive words about a Guide), Add To It (cumulative actions in a circle), Alphabet Story (story words in alphabetical order), Blowing in the Wind (yachts sailing opposite to the called wind direction), Boating (pairs pulling each other up by the feet), Buzz! (counting and saying 'Buzz' for numbers with a 2), Catch the Hanky, Centipede, Creepy Crawlers, Danger Mimes, Drop It, Ear and Nose, Elephant Walk, Find Your Shoe, Getting to Know You, Guess the Steps, I Went to the Shops, Jan-Ken-Pon, Letter Challenge, Letter Hunt, Name Sentence, Nursery Rhyme Mimes, One Letter Story, One-Minute Walk, Rising Circles, Sausages, Silent K, Sing a Song, Skinning the Snake, Spot the Difference, Tebahpla (saying the alphabet backwards), Telemessages, Thumbs Up, Two Feet Two Hands, Two Hands Kim, Watch My Lips, and Worms.

rules:
Each mini-game has its own brief instructions; most require no equipment and only players. Many are word, mime, action, or pairs games suitable for short time fillers.

source_excerpt:
These games are all so short I decided they didn't need their own individual pages. For most of these games you need no equipment - just players.


name: Bubblegum
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 72
source_excerpt: The only rule is absolute silence.
materials_category: no-materials
skills_developed: acting, creativity, self-control
difficulty_level: usor
keywords: mime, silent game, drama
tags: ["no equipment", "performance"]
language: en
normalized_name: bubblegum
extraction_confidence: high
created_at: 2026-05-20 07:42:51
updated_at: 2026-05-20 07:42:51
description:
A silent miming game performed around a 'stage' area. The leader walks across the stage pretending to chew bubblegum, blows a big bubble that pops, and the pretend gum falls out of her mouth onto the ground. Each girl in turn does some action across the stage (skipping, hopping, cartwheel, crab walk) and gets the imaginary gum stuck on a body part, reacts with disgust, pulls it off, and tosses it back down. The very last girl gets the gum stuck on her but pops it in her mouth and happily chews on.

rules:
The only rule is absolute silence; anyone who makes a verbal noise must go around the hall corner. The gum is entirely pretend and no real gum is used.


