# activities

name: 10 Metres
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 9
source_excerpt: From a start line put several upturned buckets about ten metres away.
materials_list: buckets, Jaffa cakes
skills_developed: estimation, judgement of distance
difficulty_level: usor
keywords: estimation, distance, buckets
language: en
normalized_name: 10 metres
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An estimation game where scouts must guess which of several upturned buckets is exactly ten metres from a start line. Jaffa cakes are hidden under the correct bucket as a reward.

rules:
From a start line put several upturned buckets about ten metres away, with one exactly ten metres away. Put the Jaffa cakes under the ten metre bucket. Scouts stand by the bucket they think is exactly ten metres away. Once all decided, measure the distance and give the Jaffa cakes to the scouts by the correct bucket.


name: 1,2,3,4,5
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 9
source_excerpt: Teams take it in turns to count to twenty as quickly as possible.
materials_category: none
skills_developed: teamwork, concentration
difficulty_level: mediu
keywords: counting, teamwork
language: en
normalized_name: 1,2,3,4,5
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A cooperative counting game where teams race to count to twenty with no pattern as to which scout says which number.

rules:
Put the scouts into teams. Teams take it in turns to count to twenty as quickly as possible with no pattern as to which scout says which number. Only one scout can speak at a time. If more than one scout speaks at once the team goes back to the start. The team that gets to twenty quickest wins. If they get too good they have to shut their eyes.


name: 1000 Game
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 9
source_excerpt: The first scout to get to or beyond one thousand points is the winner.
materials_list: Frisbee or Aerobie, pen and paper
skills_developed: catching, agility
difficulty_level: usor
keywords: frisbee, scoring, outdoor
language: en
normalized_name: 1000 game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An outdoor Frisbee game where scouts catch a thrown Frisbee to score points, the first to reach one thousand points winning.

rules:
Send the scouts into a large open space and throw the Frisbee, shouting out a number such as “one hundred” or “two hundred”. The scout who catches the Frisbee scores that number of points. Retrieve the Frisbee and repeat. The first scout to reach one thousand points is the winner. It's best to have another leader keeping score.

variations:
The first scout to one thousand points becomes the thrower, with all scores reset or accumulating through the rounds.


name: A Good Deed
category: altele
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 9-10
materials_category: none
skills_developed: kindness, responsibility
difficulty_level: usor
keywords: good deeds, community
language: en
normalized_name: a good deed
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A week-long good-deed competition where scouts record the good deeds they do at home and have them signed off by an adult.

rules:
At the end of a troop meeting tell the scouts they can take part in a competition to do the most good deeds during the coming week. They write each good deed on a sheet of paper and get an adult to sign them off before the following week's meeting. The scout who turns up with the most good deeds accomplished is the winner.

source_excerpt:
tell the scouts that they can take part in the competition to do the most good deeds during the coming week.


name: Above and Below
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 10
source_excerpt: Each time scouts have to stand up if the item grows above ground, or sit down if it grows below.
materials_category: none
skills_developed: reaction speed, knowledge of plants
difficulty_level: usor
keywords: reaction, fruit, vegetables
language: en
normalized_name: above and below
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle reaction game where scouts stand or sit depending on whether a called-out fruit or vegetable grows above or below ground.

rules:
Put the scouts in a circle standing up. Call out the name of a fruit or vegetable. Scouts stand up if the item grows above ground or sit down if it grows below. The last scout to sit or stand each time is out. If scouts are standing and you call out another standing item (or vice-versa), any scout that starts to move can also be out. The last scout in is the winner.


name: All Aboard
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 10
materials_list: 2 x 1 metre square platforms, bricks
skills_developed: teamwork, balance, cooperation
difficulty_level: mediu
keywords: teamwork, platform, balance
language: en
normalized_name: all aboard
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team challenge where two teams race to get all their members onto a small raised platform and hold position for ten seconds.

rules:
Raise two square platforms on one layer of bricks each. Put the scouts into two teams. The winning team is the one that gets all its members onto the platform first and remains in place for ten seconds. Scouts must not lie on each other.

variations:
All Aboard II: Put the scouts into four teams and give them a brick each. They have five minutes to see how many scouts they can get off the ground using just the brick; the team that gets the most scouts off the ground wins. Use hula-hoops instead of bricks or platforms.

source_excerpt:
The winning team is the team that gets all its members onto the platform first and remain in place for ten seconds.


name: All I Want for Christmas
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 10-11
materials_category: none
skills_developed: deduction, observation
difficulty_level: mediu
keywords: guessing, secret rule, Christmas
language: en
normalized_name: all i want for christmas
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A guessing game where scouts must work out a secret rule: the two items wanted for Christmas must start with the initials of the speaker's name.

rules:
Put the scouts into one large circle, having briefed a few scouts as to the secret. Start with one briefed scout, e.g. John Smith, who says “All I want for Christmas is a jumper and a Satsuma”. You reply “You may have those”. If a scout doesn't use the initials of his name for his two items you say “You may not have those”. This continues round the circle until everyone realises the secret.

source_excerpt:
If a scout doesn’t use the initials of his name to want his two items you say, “You may not have those”.


name: All Those with...
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 11
materials_list: chairs
skills_developed: reaction speed, alertness
difficulty_level: usor
keywords: circle, swap, icebreaker
language: en
normalized_name: all those with...
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle swap game where the scout in the middle calls out a description and everyone matching it must swap places while “It” tries to steal a seat.

rules:
The scouts all sit in a circle with one in the middle who is “It”. It calls out something like “All those with black hair”, whereupon all those matching the description swap places with each other. With an odd number some will double-swap. While this happens It tries to get into a temporarily vacated space. The scout left in the middle remains or becomes It.

source_excerpt:
It calls out something like, “All those with black hair” whereupon all those who meet the description have to swap places with each other.


name: Alligator 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 11
materials_list: chalk
skills_developed: running, agility, dodging
difficulty_level: mediu
keywords: tag, running, river
language: en
normalized_name: alligator attack!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A running tag game where numbered scouts must cross a marked “river” without being tagged by the alligator patrolling the middle.

rules:
Mark two parallel lines about fifteen metres apart. Divide scouts into two teams and number them. Teams line up along either line with one scout (“It”, the alligator) between the lines. Call out a number and the two so-numbered scouts must get to the other side without being tagged. A tagged scout becomes the alligator and the alligator takes that scout's number. If one scout gets across before the other has started, the one yet to start becomes the alligator. Consider having more than one alligator.

source_excerpt:
Call out a number and the two so-numbered scouts have to get to the other side of the river without being tagged.


name: Alphabet Circle
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 11
source_excerpt: The first scout has to say a word beginning with “A”.
materials_category: none
skills_developed: vocabulary, quick thinking
difficulty_level: usor
keywords: word game, alphabet, circle
language: en
normalized_name: alphabet circle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle word game where scouts in turn must say a word beginning with “A” without hesitating or repeating.

rules:
Put the scouts into a circle. The first scout says a word beginning with “A”. Go round the circle until a scout hesitates or repeats a word. Continue until only one scout is left, who is the winner.

variations:
Use a letter with fewer words, for example Q or Y. Scouts go through the alphabet as they go round, optionally sticking to one subject such as fruit, vegetables, places or countries.


name: Alphabet Fruit
variations: Play with vegetables, or with fruit and vegetables.
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 12
source_excerpt: The next scout, going round clockwise, has to name a fruit beginning with “A”.
materials_category: none
skills_developed: vocabulary, quick thinking, teamwork
difficulty_level: mediu
keywords: word game, fruit, alphabet
language: en
normalized_name: alphabet fruit
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team word game where scouts name fruits in alphabetical order, advancing a letter when a scout cannot answer.

rules:
Put the scouts into teams, each with a leader. On “Go!” a designated scout in each circle says “A”. The next scout clockwise names a fruit beginning with “A”. Subsequent scouts do the same without repeating. Any scout that cannot name a fruit says the next letter. Count each scout as the game progresses; the team with most fruit names at the end wins. There must be no hesitation or repetition.


name: Alphabet Quiz
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 12
materials_list: pen and paper per scout
skills_developed: vocabulary, writing
difficulty_level: usor
keywords: quiz, alphabet, writing
language: en
normalized_name: alphabet quiz
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A written game where each scout writes a fruit or vegetable starting with each letter of the alphabet within a time limit.

rules:
Give each scout a pen and paper with the alphabet written vertically. On “Go!” scouts write the name of one fruit or vegetable against each letter that starts with that letter. After five minutes scouts stop and swap papers to mark. The scout with the most fruits or vegetables is the winner.

source_excerpt:
scouts have to write the name of one fruit or vegetable against each letter, that starts with that letter.


name: Alphabet Race
variations: Play with scouts' road names, giving just a letter each time, or with parents' 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 12
source_excerpt: Scouts then take one pace towards the wall opposite per letter in the name.
materials_category: none
skills_developed: spelling, listening
difficulty_level: usor
keywords: race, names, alphabet
language: en
normalized_name: alphabet race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A movement game where scouts step forward a number of paces equal to the letters in their called-out name until one reaches the opposite wall.

rules:
Put all the scouts against one wall. Say “First name”, “Surname” or “Both names” followed by a letter. Scouts whose name starts with that letter take one pace forward per letter in the name. Play continues until one scout touches the opposite wall, becoming the winner. Make sure scouts aren't leaping forward; you may draw lines to keep paces equal.


name: Animal, Bird or Fish
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 13
source_excerpt: Throw the bean bag to a scout whilst saying, “Animal,” “Bird” or “Fish”.
materials_list: 1 bean bag
skills_developed: quick thinking, vocabulary, catching
difficulty_level: usor
keywords: circle, naming, bean bag
language: en
normalized_name: animal, bird or fish
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle game where a scout catching a thrown bean bag must quickly name an animal, bird or fish as called.

rules:
Scouts stand in a circle with you in the middle. Throw the bean bag to a scout while saying “Animal”, “Bird” or “Fish”. The scout who catches it (or drops and picks it up) must correctly name one within a few seconds or he is out and sits down. No name can be repeated. The last scout standing wins.

variations:
Don't have anyone in the middle; instead scouts throw the bag around the circle, the catcher giving a name before throwing it on.


name: Ankle Shove
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 13
source_excerpt: they have to grab hold of their own ankles and try to shove their opponents out of the ring
materials_list: chalk
skills_developed: balance, strength
difficulty_level: mediu
keywords: contest, balance, wrestling
language: en
normalized_name: ankle shove
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A physical contest where scouts hold their own ankles and try to shove opponents out of a chalk circle.

rules:
Draw a three metre diameter circle and stand all the scouts in it. On “go!” they grab their own ankles and try to shove opponents out of the ring, push them over, or make them let go of an ankle. The last scout left in the circle is the winner.


name: Ankle 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 13
source_excerpt: To avoid being tagged a scout must grab the ankle of another scout.
materials_category: none
skills_developed: agility, running
difficulty_level: mediu
keywords: tag, running, chain
language: en
normalized_name: ankle tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A tag variant where scouts avoid being tagged by grabbing another scout's ankle, forming vulnerable chains.

rules:
One scout is “It” and the others scatter. Once tagged, the tagged scout becomes “It” and cannot tag back the scout who tagged him. To avoid being tagged a scout must grab the ankle of another scout. The grabbed scout becomes vulnerable and must get away or grab another scout's ankle, but not the ankle of the scout that grabbed his or any other scout in the same chain.


name: Anteater
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 13-14
source_excerpt: That scout becomes the anteater, the other scouts in the circle are ants.
materials_category: none
skills_developed: deduction, observation
difficulty_level: mediu
keywords: deduction, circle, guessing
language: en
normalized_name: anteater
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A deduction game where an abductor must identify the secretly chosen anteater before all the “ant” scouts spot it and “die”.

rules:
Scouts sit in a circle apart from one who leaves the room. The circle close their eyes while you tap one on the shoulder to become the anteater; the rest are ants. Call the one scout back to the middle as the anteater abductor. He must find the anteater before all the ants die. Ants die by looking around and, if they see the anteater sticking his tongue out, falling over and dying. The abductor has three guesses; if he fails all the ants die. Then the anteater becomes the abductor and a new round starts.


name: Arm Knockout
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 14
source_excerpt: They then have to knock each other’s arms out or in so that they collapse.
materials_category: none
skills_developed: strength, balance
difficulty_level: mediu
keywords: contest, press-up, strength
language: en
normalized_name: arm knockout
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A paired strength contest where scouts in the press-up position try to knock each other's arms away to make their opponent collapse.

rules:
Pairs of scouts face each other on the ground in the upper press-up position with feet together, arms and bodies straight. They knock each other's arms out or in so the opponent collapses. They cannot grab each other's arms. The scout who stays in position or collapses last is the winner.


name: Arm Wrestling
description: A classic one-on-one arm wrestling contest, played lying down or at a table.
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 14
materials_category: none
skills_developed: strength
difficulty_level: usor
keywords: contest, arm wrestling, strength
language: en
normalized_name: arm wrestling
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Get two scouts to sit or lie opposite each other with elbows on the table or ground in front of them, gripping each other's hand with thumb muscles in the other's palm. Move their elbows together so they touch. At “Go!” each scout tries to push the back of the opponent's hand down onto the table or ground for a win.

source_excerpt:
the scouts have to try to push the back of their opponent’s hand down onto the table / ground for a win.


name: Arrest!
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 14-15
source_excerpt: scouts have to arrest by pulling the other team over the line to their side.
materials_category: none
skills_developed: strength, teamwork
difficulty_level: mediu
keywords: team game, tug, pulling
language: en
normalized_name: arrest!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team tug-style game where teams either side of a central line try to pull opponents across to their side.

rules:
Put scouts into two teams either side of a line down the middle of the hall. On “Go!” scouts arrest opponents by pulling them over the line. Anyone stepping over the line is deemed to have crossed it and is out, going to sit down. Several scouts can gang up on one. Any scout that moves more than fifty centimetres from their side of the line is out.


name: Art Consequences
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 14
materials_list: paper, pens
skills_developed: creativity, drawing, teamwork
difficulty_level: usor
keywords: drawing, consequences, relay
language: en
normalized_name: art consequences
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay drawing game where each team member draws one part of a human body without seeing the previous contributions.

rules:
Put scouts into teams at one end of the hall, with a sheet of paper and pencil per team at the other end. On “Go!” the first scout draws a human head then folds the paper so only the neck shows. The second draws shoulders, the third the torso, the fourth waist and hips, the fifth the legs and the sixth the feet, leaving part showing each time. When finished, open the folds. The team with the funniest human is the winner.

source_excerpt:
the first scout from each team comes up to the table and draws a human head, then folds the paper so that only the neck is showing.


name: Auntie Over
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 15
source_excerpt: One scout throws the ball over the tarp shouting, “Auntie over!”
materials_list: 1 volley ball, 1 long length of rope, 1 large tarpaulin
skills_developed: throwing, catching, teamwork
difficulty_level: mediu
keywords: ball game, team game, tarpaulin
language: en
normalized_name: auntie over
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team ball game played across a strung-up tarpaulin, where catching a thrown ball lets a scout hit opponents to win them to their team.

rules:
Put scouts into two teams either side of a tarp strung above scout height so teams can't see each other. One scout throws the ball over shouting “Auntie over!” If caught cleanly, that scout runs round and throws it at the other team; if it hits a scout below the waist, the hit scout joins the other team and restarts the game. If not caught cleanly and it hits the ground, a scout from that team throws it back. Play continues until most or all scouts are on one side.


name: Awkward Address
description: A challenge where blindfolded scouts try to write their postal address as neatly as possible.
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 15
source_excerpt: They then have three minutes to write their postal address. The neatest complete address wins.
materials_list: 1 blindfold per scout, 1 pen and paper per scout
skills_developed: writing, spatial awareness
difficulty_level: usor
keywords: blindfold, writing, address
language: en
normalized_name: awkward address
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Blindfold the scouts and give them each a sheet of paper and a pen. They have three minutes to write their postal address. The neatest complete address wins.


name: B.E.A.V.E.R.S
variations: Have the scouts grab the bean bag in the early rounds too, making it easier to judge who was first.
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 15-16
materials_list: 1 bean bag
skills_developed: running, listening, agility
difficulty_level: usor
keywords: circle, running, letters
language: en
normalized_name: b.e.a.v.e.r.s
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A two-part circle running game where scouts are given letters spelling SCOUTS and run round the circle when their letter is called, the round winners reaching a grand final.

rules:
Scouts form a seated circle with a bean bag in the middle. Give scouts a letter each going round (S-C-O-U-T-S repeating). Call out a letter; scouts with that letter get up, run round the circle once or twice and sit back in their space. The first to sit down is the winner. After all letters are called you have five winners (six for Beavers) who enter the grand final. On “Scouts!” the finalists run round the circle, go through their space and grab the bean bag; the first to grab it is the ultimate winner.

source_excerpt:
The scouts with that letter have to get up, run round the circle once (or twice) and sit back down in their space.


name: Back Balloon Burst
description: A paired game where scouts press back to back to burst a balloon held between them.
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 16
source_excerpt: On “Go!” scouts have to push together to try to burst the balloon.
materials_list: 1 balloon per pair of scouts
skills_developed: cooperation, coordination
difficulty_level: usor
keywords: balloon, pairs, burst
language: en
normalized_name: back balloon burst
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put scouts into pairs back to back in a line, with an inflated balloon between the backs of each pair. On “Go!” scouts push together to burst the balloon. The first pair to burst the balloon wins. Any pair that drops its balloon is out.

variations:
With loads of balloons, play with the last pair to burst their balloon going out each round until just one winning pair remains.


name: Back Lift
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 16
source_excerpt: On “Go!” scouts try to lift each other off the ground.
materials_category: none
skills_developed: strength, cooperation
difficulty_level: mediu
keywords: contest, lifting, pairs
language: en
normalized_name: back lift
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A paired strength contest where scouts stand back to back with arms interlocked and try to lift each other off the ground.

rules:
Pairs of scouts stand back to back with their arms interlocked. On “Go!” scouts try to lift each other off the ground. Winners then play other winners until you have an overall winner.


name: Balance
description: A simple challenge where scouts stand on one leg with eyes shut without putting their foot down.
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 16-17
source_excerpt: Scouts stand up, stand on one leg and shut their eyes.
materials_category: none
skills_developed: balance, concentration
difficulty_level: usor
keywords: balance, concentration
language: en
normalized_name: balance
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Scouts stand up, stand on one leg and shut their eyes. They must not put their foot down for a minute otherwise they're out.

variations:
Make it five minutes and go and make a cup of tea. Introduce a “no moving at all” rule as some may be almost hopping around.


name: Balance Relay 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 16
source_excerpt: balance the item on the back of his hand and walk / run and deposit the item on the table
materials_list: 1 carrier bag containing ten items per team, 1 table per team, chalk
skills_developed: balance, coordination, teamwork
difficulty_level: mediu
keywords: relay, balance, team game
language: en
normalized_name: balance relay game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay where scouts balance an item on the back of their hand and carry it across the hall to a table.

rules:
Put scouts into teams at one end of the hall, with tables at the other. On “Go!” the first scout takes an item out of a bag, passes the bag on, balances the item on the back of his hand and walks or runs to deposit it on the table before returning to tag the next scout. If the item is dropped the scout goes back to the start or restarts from where it dropped. The winning team is the first to transport all the bag's contents to the table.

variations:
Give each team a ruler; any scout who transports his item on the ruler can have ten seconds knocked off the team's total time.


name: Balance Relay 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 17
materials_list: carrier bag with ten items, table, chalk
difficulty_level: usor
keywords: relay, balance, team
language: en
normalized_name: balance relay game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay where teams transport ten items one at a time from a carrier bag to a table by balancing each item on the back of the hand.

rules:
Put the scouts into teams and line them up at one end of the hall. At the other end put up the tables. On "Go!" the first scout in each team takes an item out of the bag, gives the bag to the next scout, balances the item on the back of his hand and walks/runs to deposit the item on the table before returning and tagging the next scout. If the item is dropped the scout goes back to the start or restarts from where it was dropped. The first team to transport the bag's contents to the table wins.

variations:
Give each team a ruler and any scout that transports his item on the ruler can have ten seconds knocked off his team's total time.

source_excerpt:
On "Go!" the first scout in each team has to take an item out of the bag, give the bag to the next scout, balance the item on the back of his hand and walk / run and deposit the item on the table before returning back to his team and tagging the second scout.


name: Balance the Board
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 17
source_excerpt: he attempts to take the plank as far as he can up the course before it falls off the stick.
materials_list: broom stick about 60 cms long, small plank of wood, rope
skills_developed: balance, coordination
difficulty_level: mediu
keywords: balance, plank, challenge
language: en
normalized_name: balance the board
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A challenge where each scout balances a plank across a broom stick and tries to carry it as far as possible before it falls.

rules:
Mark a start line with rope. Each scout in turn stands behind the rope holding the broom stick horizontally out in front or tucked by one side while you balance the plank across the stick. When ready he attempts to take the plank as far as he can up the course before it falls off. The scout who travels the furthest is the winner.


name: Balance the Board
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 17
materials_list: broom stick, small plank of wood, rope
difficulty_level: usor
keywords: balance
language: en
normalized_name: balance the board
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts take turns balancing a plank of wood across a horizontally held broom stick and try to walk it as far as possible before it falls off.

rules:
Mark a start line with a length of rope. Each scout in turn stands behind the rope holding the broom stick horizontally out in front or tucked by one side whilst you balance the plank across the stick. When ready he attempts to take the plank as far as he can up the course before it falls off the stick. The scout who travels the furthest is the winner.

source_excerpt:
As soon as he is ready he attempts to take the plank as far as he can up the course before it falls off the stick.


name: Ball Round the Circle
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 17-18
source_excerpt: he has to run round the outside of the circle and back to his place before the ball
materials_list: 1 ball
skills_developed: running, passing, speed
difficulty_level: usor
keywords: circle, running, ball
language: en
normalized_name: ball round the circle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle game where a scout passes a ball then races round the outside of the circle, trying to beat the ball back to his place.

rules:
Scouts form a circle and one holds the ball. As soon as that scout passes the ball to a neighbour he runs round the outside of the circle and back to his place before the ball is passed all the way round. If he beats the ball he stays in; if the ball beats him he is out. Play continues until three scouts are left, who are the winners.


name: Ball Round the Circle
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 17-18
materials_list: ball
difficulty_level: usor
keywords: circle, ball, running
language: en
normalized_name: ball round the circle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a circle passing a ball; whoever passes it must race round the outside of the circle before the ball gets back.

rules:
Scouts form a circle and one holds the ball. As soon as that scout passes the ball to his neighbour he has to run round the outside of the circle and back to his place before the ball has been passed all the way round. If he gets round before the ball he stays in and passes the ball; if the ball gets round before the scout, the scout is out. Play continues until three scouts are left and they are the winners.

source_excerpt:
As soon as that scout passes the ball to his neighbour on one side of him he has to run round the outside of the circle and back to his place before the ball has been passed all the way round to his place.


name: Balloon 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 18
source_excerpt: The defenders try to keep it from the attackers by patting it into the air
materials_list: several balloons, 1 stopwatch
skills_developed: teamwork, agility
difficulty_level: mediu
keywords: balloon, attack and defend, timed
language: en
normalized_name: balloon attack
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A timed game where defenders keep balloons aloft while attackers try to destroy them, teams swapping roles to compare times.

rules:
Divide scouts into two teams, attackers and defenders. Throw a balloon into the playing area. Defenders keep it from attackers by patting it into the air; attackers destroy it by grabbing, jumping on, squashing or poking it. As soon as it pops throw in another, up to five in all. Once the fifth pops, record how long all five took. Repeat with teams swapping roles. The team that defended for longer wins.


name: Balloon Attack
description: Two teams of attackers and defenders compete over how long it takes for five balloons to be popped.
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 18
materials_list: several balloons, stopwatch
difficulty_level: usor
keywords: balloon, attack, defend
language: en
normalized_name: balloon attack
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Divide the scouts into two teams, attackers and defenders. Throw a balloon into the playing area. The defenders try to keep it from the attackers by patting it into the air; the attackers try to destroy it by grabbing it and jumping on it, squashing it or scratching/poking it. As soon as it pops throw in another, until five have been thrown in. Record how long it took for all five to be popped. Repeat with teams swapping roles. The team that defended for longer is the winner.

source_excerpt:
The defenders try to keep it from the attackers by patting it into the air, the attackers try to destroy it by grabbing it and jumping on it, squashing it or scratching / poking it.


name: Balloon Baseball
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 18
source_excerpt: The bowler throws a water bomb to the batter who must hit it with the bat and burst it.
materials_list: 1 baseball bat, water bombs
skills_developed: hand-eye coordination, batting
difficulty_level: mediu
keywords: water game, baseball, summer
language: en
normalized_name: balloon baseball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A wet summer game where a bowler throws a water bomb to a batter who must hit and burst it with a baseball bat.

rules:
Fill loads of small balloons with water. Each scout takes a turn to be batter and bowler. The bowler throws a water bomb to the batter who must hit it with the bat and burst it. If the water bomb doesn't burst for any reason, the batter suffers the ignominy of having it burst over his head.


name: Balloon Baseball
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 18
source_excerpt: The bowler throws a water bomb to the batter who must hit it with the bat and burst it.
materials_list: baseball bat, water bombs
difficulty_level: usor
keywords: balloon, baseball, water
language: en
normalized_name: balloon baseball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A wet summer game where scouts bat water bombs thrown by a bowler, suffering a soaking if they fail to burst them.

rules:
Fill loads of small balloons with water. Each scout takes a turn to be the batter and bowler. The bowler throws a water bomb to the batter who must hit it with the bat and burst it. If the water bomb doesn't burst, the batter has to suffer having the water bomb burst over his head.


name: Balloon Bases
description: A team game where scouts pat a balloon into their opponents' assigned base areas to score points.
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 18
source_excerpt: Scouts have to pat the balloon into a base to score a point.
materials_list: 1 large balloon, chalk
skills_developed: teamwork, coordination
difficulty_level: usor
keywords: balloon, team game, bases
language: en
normalized_name: balloon bases
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put scouts into teams and draw that number of large squares or circles on the floor, assigning one to each team as a base. Throw the balloon into the air. Scouts pat the balloon into a base to score a point; the balloon doesn't have to touch the ground, it just has to enter a base's airspace. The team with the most points (or first to ten) after a set time is the winner.


name: Balloon Bases
description: Teams compete to pat a large balloon into their assigned base square to score points.
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 18
materials_list: large balloon, chalk
difficulty_level: usor
keywords: balloon, bases
language: en
normalized_name: balloon bases
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams and draw that number of large squares/circles on the floor, one base per team. Throw the balloon into the air. Scouts pat the balloon into a base to score a point - the balloon just has to enter a base's airspace. The team with the most points (or first to ten points) after a set time is the winner.

source_excerpt:
Scouts have to pat the balloon into a base to score a point. The balloon doesn't have to touch the ground, it just has to enter a base's airspace to count.


name: Balloon Bat
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 18-19
materials_list: 1 balloon per team
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: balloon, relay, team game
language: en
normalized_name: balloon bat
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team relay where a balloon is patted down a line of scouts and back without anyone moving their feet.

rules:
Put scouts into teams with one metre between each scout. The lead scouts are given a balloon each. On “Go!” they pat it to the next scout and so on, down the line and back again. The first team to get their balloon back to their lead scout wins. Scouts can turn on the spot but cannot move their feet; if they do, or the balloon falls, the balloon goes back to the lead scout to restart.

source_excerpt:
they have to pat it to the scout next to them and so on so that the balloon goes down the line and back again.


name: Balloon Bat
description: A line relay where teams pat a balloon down the line and back without moving their feet.
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 18-19
materials_list: 1 balloon per team
difficulty_level: usor
keywords: balloon, relay, line
language: en
normalized_name: balloon bat
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams with one metre between each scout. The lead scouts are given a balloon each. On "Go!" they pat it to the scout next to them so the balloon goes down the line and back again. The first team to get their balloon back to their lead scout is the winner. Scouts can turn on the spot but cannot move their feet. If they do, or the balloon falls, the balloon goes back to the lead scout to start again.

source_excerpt:
On "Go!" they have to pat it to the scout next to them and so on so that the balloon goes down the line and back again.


name: Balloon Batting
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 19
materials_list: chalk, 1 balloon per pair of scouts
skills_developed: coordination, cooperation
difficulty_level: usor
keywords: balloon, pairs, race
language: en
normalized_name: balloon batting
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A paired race where linked pairs pat a balloon between them down a course without holding or dropping it.

rules:
Pair up the scouts and put them at one end of the hall, marking a start and finish line. Pairs link inner arms at the elbow. Give each pair a balloon. On “Go!” each pair pats the balloon one to the other and back again in turn as they go down the course. The first pair to finish wins. Scouts cannot hold the balloon; if they do, or drop it, they go back to the start.

source_excerpt:
each pair has to pat the balloon, one to the other and back again in turn as they go down the course.


name: Balloon Batting
description: Pairs of scouts link arms and pat a balloon between them down a course.
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 19
materials_list: chalk, 1 balloon per pair
difficulty_level: usor
keywords: balloon, pairs, race
language: en
normalized_name: balloon batting
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Pair up the scouts at one end of the hall. Mark a start and finish line. Pairs link inner arms at the elbow. Give each pair a balloon. On "Go!" each pair pats the balloon, one to the other and back in turn as they go down the course. The first pair to finish wins. Scouts cannot hold the balloon; if they do, or drop it, they go back to the start.

source_excerpt:
Pairs link inner arms at the elbow, one right to one left. Give each pair a balloon. On "Go!" each pair has to pat the balloon, one to the other and back again in turn as they go down the course.


name: Balloon Bounce
description: A team relay where scouts bounce a balloon off the ground round a marker cone and back.
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 19
source_excerpt: the lead scouts have to bounce the balloon with their hands, round the marker cone and back
materials_list: one balloon per team, 1 marker cone per team, chalk, 1 balloon per team
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: balloon, relay, team game, bounce
language: en
normalized_name: balloon bounce
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams behind a line and give each lead scout a balloon. On "Go!" the lead scouts bounce the balloon with their hands, round the marker cone and back, followed one at a time by the rest of their team. The first team to complete the task is the winner. Various techniques for bouncing the balloon can be used so long as the balloon hits the ground every time.


name: Balloon Box
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 19
source_excerpt: scouts have to pat (not hold or scoop) their balloon into the box.
materials_list: 1 box, 1 balloon per scout
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: balloon, team game, box
language: en
normalized_name: balloon box
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team game where scouts pat their team-coloured balloons into a box, the box filling before all balloons fit.

rules:
Put scouts into teams and give each scout a balloon in his team's colour or name. Put scouts at one end of the hall and a box at the other end or middle, large enough for several balloons but not all. On “Go!” scouts pat (not hold or scoop) their balloon into the box. Once the box is full the game stops. The team with the most balloons in the box wins.


name: Balloon Box
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 19
materials_list: box, 1 balloon per scout
difficulty_level: usor
keywords: balloon, box
language: en
normalized_name: balloon box
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams pat coloured balloons into a box that can only hold some of them; the team with the most balloons in the box wins.

rules:
Put the scouts into teams and give each scout a balloon in his team's colour or with his team name on it. Put scouts at one end of the hall and a box at the other end or in the middle, large enough to hold several but not all balloons. On "Go!" scouts pat (not hold or scoop) their balloon into the box. Once the box is full the game stops. The team with the most balloons in the box wins.

source_excerpt:
On "Go!" scouts have to pat (not hold or scoop) their balloon into the box. Once the box is full up the game stops.


name: Balloon Burst
description: A race to see whose balloon is the first to burst by being blown 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 19-20
source_excerpt: they have to have a race to see whose balloon is the first to burst by blowing it up.
materials_list: 1 small balloon per scout
skills_developed: lung capacity
difficulty_level: usor
keywords: balloon, race, burst
language: en
normalized_name: balloon burst
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Give each scout one uninflated balloon. On “Go!” they race to see whose balloon is first to burst by blowing it up. The first scout to burst his balloon is the winner (unless they've used a pin).


name: Balloon Burst
description: A race to be the first scout to burst an uninflated balloon by blowing it 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 19-20
source_excerpt: On "Go!" they have to have a race to see whose balloon is the first to burst by blowing it up.
materials_list: 1 small balloon per scout
difficulty_level: usor
keywords: balloon, burst, race
language: en
normalized_name: balloon burst
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Give each scout one uninflated balloon. On "Go!" they race to see whose balloon is the first to burst by blowing it up. The first scout to burst his balloon is the winner (unless they've used a pin).


name: Balloon Burst 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 20
source_excerpt: each scout has to burst as many as possible by sitting on them.
materials_list: balloons, pen and paper
skills_developed: speed
difficulty_level: usor
keywords: balloon, burst, scoring
language: en
normalized_name: balloon burst ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A game where scouts burst as many balloons as possible by sitting on them, scoring a point for each.

rules:
Put the balloons on the ground in the hall. On “Go!” each scout bursts as many as possible by sitting on them. Each time a balloon is burst the scout brings you the remains and you mark a point for that scout. Once all balloons are burst the scout with the most points wins.


name: Balloon Burst II
description: Scouts race to burst as many balloons as possible by sitting on them.
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 20
materials_list: balloons, pen and paper
difficulty_level: usor
keywords: balloon, burst
language: en
normalized_name: balloon burst ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the balloons on the ground in the hall and on "Go!" each scout bursts as many as possible by sitting on them. Each time a balloon is burst the scout brings you the remains and you mark a point for that scout. Once all balloons are burst the scout with the most points wins.

source_excerpt:
Put the balloons on the ground in the hall and on "Go!" each scout has to burst as many as possible by sitting on them.


name: Balloon Catch
variations: Call out two numbers and the last to get the balloon becomes 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 20
source_excerpt: That number scout has to catch the balloon before it hits the ground.
materials_list: 1 balloon
skills_developed: reaction speed, catching
difficulty_level: usor
keywords: balloon, circle, catching
language: en
normalized_name: balloon catch
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle game where a numbered scout in the middle releases a balloon and calls a number; that scout must catch the balloon before it hits the ground.

rules:
Put scouts in a large circle and number them. Number one goes into the middle as “It” and holds the balloon as high as possible. As he lets go he calls a number. That scout must catch the balloon before it hits the ground. If he succeeds he returns to the circle; if he fails he becomes It and It returns to the circle.


name: Balloon Catch
variations: Call out two numbers and the last to get the balloon becomes 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 20
materials_list: 1 balloon
difficulty_level: usor
keywords: balloon, catch, circle
language: en
normalized_name: balloon catch
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A numbered circle game where a balloon is dropped and the called scout must catch it before it hits the ground.

rules:
Put the scouts in a large circle and number them. Number one goes into the middle and is "It", holding the balloon as high as he can. As he lets go he calls out a number. That scout has to catch the balloon before it hits the ground. If he succeeds he returns to the circle; if he fails he becomes It and It returns to the circle.

source_excerpt:
As he lets go he calls out a number. That number scout has to catch the balloon before it hits the ground.


name: Balloon Darts
description: A target game where scouts throw darts to burst balloons stuck to a wall or hung from a beam.
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 20
materials_list: balloons, darts, string
skills_developed: aim, throwing accuracy
difficulty_level: mediu
keywords: balloon, darts, target
language: en
normalized_name: balloon darts
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Blow up the balloons and attach lengths of string around the neck. Stick them to a wall in front of a notice board or hang them from a beam. Scouts throw darts, individually or in teams, to burst the balloons. The scout or team bursting the most, or the first to burst a set number in a period of time, is the winner. Position the scouts well back as darts can bounce back.

source_excerpt:
Scouts then have to throw the darts, either individually or in teams, in an attempt to burst the balloons


name: Balloon Darts
description: Scouts throw darts to burst balloons attached to a wall or hung from a beam.
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 20
materials_list: balloons, darts, string
difficulty_level: usor
keywords: balloon, darts
language: en
normalized_name: balloon darts
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Blow up the balloons and attach lengths of string around the neck. The balloons can be stuck to a wall in front of a notice board or hung from a beam. Scouts throw darts, individually or in teams, attempting to burst the balloons; the scout/team bursting the most or first to burst a set number in a period of time wins. Position the scouts well back from the balloons as darts can bounce back.

source_excerpt:
Scouts then have to throw the darts, either individually or in teams, in an attempt to burst the balloons


name: Balloon Football
description: Two seated teams pat a balloon over each other's heads to score goals.
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 20-21
materials_list: balloons
difficulty_level: usor
keywords: balloon, football
language: en
normalized_name: balloon football
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into two teams, sitting opposite each other in a line, feet touching a member of the opposing team. Throw a balloon into the playing area. Scouts pat the balloon over the heads of the scouts opposite. If the balloon lands behind the scouts a goal is scored. First team to a number of goals, or the team with the most after a set time, wins. Scouts may lean back but must not put their hands on the ground behind them or it's a goal to the other side.

variations:
Introduce more balloons. Let each team have a goalie who can walk up and down behind his team to assist (hands only, but still cannot hold the balloons).

source_excerpt:
Scouts have to pat the balloon over the heads of the scouts opposite. If the balloon lands on the ground behind the scouts then a goal is scored.


name: Balloon Handball
description: Two seated teams pat a balloon over their opponents' target line to score points.
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 21
materials_list: 1 balloon, chalk
difficulty_level: usor
keywords: balloon, handball
language: en
normalized_name: balloon handball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Scouts form two teams and sit at random inside an imaginary square. Mark square lines around them once seated and designate one line as one team's target and the opposite line as the other team's. Throw the ball into the scouts who pat it over the opponent's line onto the floor to score one point. Anyone who puts a hand on the floor outside the lines scores one point for the other team. Swap the lines over and use the other two lines so each team aims for four targets during the game.

source_excerpt:
Throw the ball into the scouts who have to pat it over their opponent's line and land on the floor to score one point.


name: Balloon Handball 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: pages 21-22
materials_list: chalk, balloon
difficulty_level: usor
keywords: balloon, handball
language: en
normalized_name: balloon handball ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams in halves of the playing area pat a balloon into the space above the opponents' goal to score.

rules:
Divide the scouts into two teams in two halves of the playing area. Mark two goal areas on the floor. Throw the balloon in. Scouts pat the ball with their hands above their heads into the space above their opponent's goal to score a goal (the balloon doesn't have to hit the ground). Scouts must not hold the balloon; if it falls it must be scooped up again. The team with most goals after a set time, or first to ten goals, wins.

variations:
If the balloon touches the ground other than above a goal area, the team member to touch it last gets a minus point. Have two coloured balloons; teams can only score with their team's balloon. The scout that bursts a balloon gets a minus point. Have a square playing area and play with four teams with two more goals in the spare sides.

source_excerpt:
Scouts have to pat the ball with their hands above their heads and into the space above their opponent's goal - the balloon doesn't have to hit the ground - in order to score a goal.


name: Balloon Jump
description: Scouts jump to a finish line with a balloon held between their knees.
variations: Can be played as a relay but is great fun on camp with scouts all playing individually.
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 22
materials_list: 4 marker cones, 1 balloon per scout
difficulty_level: usor
keywords: balloon, jump, race
language: en
normalized_name: balloon jump
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts in a long line between two marker cones, each with a balloon between their knees. On "Go!" they jump to the finish line without dropping the balloon. Balloons that burst can be replaced or mean the scout is out. A dropped balloon can be picked up or mean "out"; if a scout remains in he could be sent back a distance. The first scout to reach the finishing line is the winner. Can also be played as a relay.

source_excerpt:
Put the scouts in a long line between two marker cones, each with a balloon between their knees. On "Go!" they have to jump to the finish line without dropping the balloon.


name: Balloon Passes
description: A line relay where teams pat a balloon down the line over a finish line.
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 22
materials_list: 1 balloon per team, chalk
difficulty_level: usor
keywords: balloon, relay, line
language: en
normalized_name: balloon passes
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams and line each team up between a start and finish line, not too far apart. Give the lead scouts a balloon each. On "Go!" they pat the balloon to the next scout, and so on, until the balloon goes over the finish line. The team with their balloon over the finish line first wins. Scouts must not move out of their line unless retrieving their ball, and must get back in line before continuing.

source_excerpt:
On "Go!" they have to pat the balloon to the next scout in their lines, and so on until the balloon goes over the finish line.


name: Balloon Passing
description: Teams pass a balloon down the line chin to chin with no hands.
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 22-23
source_excerpt: On "Go!" the balloon has to pass down the line, chin to chin, with no hands.
materials_list: 1 balloon per team
difficulty_level: usor
keywords: balloon, passing, chin
language: en
normalized_name: balloon passing
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams in lines and give each lead scout a balloon (sausage-shaped balloons are best). The lead scouts put their balloon under their chin. On "Go!" the balloon passes down the line, chin to chin, with no hands. The first team to get their balloon to the end of their line wins. Dropped balloons can be picked up and put back under the chin.


name: Balloon Pop
description: A race to blow up, tie and sit on a balloon to pop it.
variations: This game can also be played as a 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 23
source_excerpt: On "Go!" they have to blow their balloon up, tie it up and sit on it to pop it.
materials_list: 1 balloon per scout
difficulty_level: usor
keywords: balloon, pop, race
language: en
normalized_name: balloon pop
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Give each scout a balloon. On "Go!" they blow their balloon up, tie it and sit on it to pop it. The first scout to pop his balloon wins. Use sausage shaped balloons and tell the scouts it needs to be inflated all the way along.


name: Balloon Relay
description: A team relay where scouts pat a balloon to the wall and back.
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 23
materials_list: 1 balloon per team, chalk
difficulty_level: usor
keywords: balloon, relay
language: en
normalized_name: balloon relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams and line them up at one end of the room. Give the lead scout a balloon. On "Go!" scouts pat the balloon to the other end of the hut, touch the wall, and pat it back. The next scout repeats. The first team to complete the relay wins. Have spare balloons on standby in case any burst.

variations:
Scouts can kick the balloons as well as pat (although kicking usually results in more burst balloons).

source_excerpt:
On "Go!" scouts have to pat the balloon to the other end of the hut, touch the wall, and pat it back.


name: Balloon Throw
description: Scouts fill water balloons with string attached and throw them as far as possible.
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 23
source_excerpt: Scouts then have to throw the balloon as far as possible. The furthest throw is the winner.
materials_list: 1 balloon per scout, string, 2 marker cones, water
difficulty_level: usor
keywords: balloon, throw, water
language: en
normalized_name: balloon throw
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Give each scout a balloon and piece of string. Allow them to put in as much water as they like, then tie it at the neck and tie the string onto it. Scouts throw the balloon as far as possible. The furthest throw wins. The best way is a small amount of water and swing the balloon around the head before letting go.


name: Balloon Volley Ball
description: Teams throw water-filled balloons over a net, aiming to burst them in the opponents' playing area.
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 23-24
materials_list: volleyball net or rope, balloons, water
difficulty_level: usor
keywords: balloon, volleyball, water
language: en
normalized_name: balloon volley ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams, one team either side of the net or raised rope. Mark out a playing area. Teams take turns throwing a balloon containing water over the net, aiming for it to burst within the playing area to score a point. Any balloon that doesn't burst can be thrown back. Play continues with one balloon until it bursts. Balloons can be caught. The team with the most points after a period of time, or first to a fixed amount, wins.

variations:
Try different shapes and sizes of balloon and throwing techniques. Instead of balloons use eggs (chicken, not ostrich).

source_excerpt:
Teams take it in turns to throw a balloon containing some water over the net, the aim being to get the balloon to burst within the playing area, whereupon a point is awarded.


name: Balloon Whack I
description: Two teams whack a balloon to hit the opposite wall for a point.
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 24
materials_list: 1 balloon
difficulty_level: usor
keywords: balloon, whack
language: en
normalized_name: balloon whack i
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into two teams at either side of the hall. On "Go!" throw the balloon into the centre and scouts whack it with the palms of their hands so it hits the wall at the opposite end for one point. The first team to a number of points, or the team with the most after a set time, wins.

source_excerpt:
scouts have to whack it with the palms of their hands so that it hits the wall at the opposite end of the hall for one point


name: Balloon Whack II
description: Two teams whack a balloon so a teammate on a chair can burst it with a pin for a point.
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 24
materials_list: several balloons, 2 chairs, 2 pins
difficulty_level: usor
keywords: balloon, whack
language: en
normalized_name: balloon whack ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into two teams at either side of the hall. Stand one scout from each team on a chair at either end with a pin in his hand. On "Go!" throw the balloon into the centre and scouts whack it with the palms of their hands so their scout can burst it with a pin for one point. The first team to a number of points, or the team with the most after a set time, wins.

source_excerpt:
scouts have to whack it with the palms of their hands so that their scout can burst it with a pin for one point


name: Bank Robbers
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 24-25
materials_list: twelve silver bars, coloured paper strips, safety pins, rope
difficulty_level: mediu
keywords: wide game, capture, teams, jail
language: en
normalized_name: bank robbers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A wide-game where two teams steal silver bars from each other's territory while avoiding capture by having their paper life torn off.

rules:
Split the scouts into two teams, each with a coloured strip pinned to their shoulder as a life. Divide the playing area into two halves, each team defending one half. In each half deposit six bars and mark out a jail with rope (at least three by three metres). Scouts get into the opposing team's area and steal bars without being captured. Only one bar can be held at a time. If a life is torn (only in the opposing area) the defender takes the attacker to jail; any carried bar is surrendered. In jail an attacker can be given a new life and can only get out if tagged by a teammate who enters the jail with his life intact. The winning team gets all bars into their own bank or has more bars after a period of time.

variations:
Outdoors the jails can be marked using rope tied to trees. As it may be harder to mark a playing area outside, the whole playing area may be considered "live".

source_excerpt:
The scouts need to get into the opposing team's area and steal their bars without being captured by having their life torn from their shoulder.


name: Basket Balloon
description: Teams pat their coloured balloons one-handed into a box.
variations: Play as a relay. Scouts can do more than one balloon with a time/number of balloons limit.
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 25-26
source_excerpt: On "Go!" scouts have to pat their balloon with one hand to the box and then allow it to drop in.
materials_list: balloons in team colours, large box
difficulty_level: usor
keywords: balloon, box
language: en
normalized_name: basket balloon
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams at one end of the room and give each scout a balloon of the same colour per team. Put the box at the other end. On "Go!" scouts pat their balloon with one hand to the box and let it drop in. If a scout touches his balloon with his other hand, holds it, or it drops to the floor, he returns to the start. The first team to get all their balloons into the box wins.


name: Basketball Tag
description: Scouts in a circle pass a ball to keep it away from "It" on the outside.
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 26
source_excerpt: Scouts in the circle pass the ball round in either direction, preventing It from tagging the ball.
materials_list: large sponge ball
difficulty_level: usor
keywords: tag, ball, circle
language: en
normalized_name: basketball tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
The scouts form a circle facing in with "It" on the outside. Scouts pass the ball round in either direction, preventing It from tagging the ball. If the ball is tagged, the last scout to touch it is It and swaps places. The ball must keep moving; if any scout holds onto it for more than five seconds he becomes It.


name: Bats and Moths
description: Blindfolded "bats" work as a team to catch "moths" who must jump everywhere with tied legs.
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 26
materials_list: 1 scarf per scout
skills_developed: teamwork
difficulty_level: mediu
keywords: bats, moths, blindfold, teamwork
language: en
normalized_name: bats and moths
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into four teams. One team is the bats, blindfolded with their scarves; the other three teams are moths with their legs tied together so they have to jump everywhere. The bats find the moths and when they touch one the moth is out and leaves the play area. Give the bats five minutes to catch as many moths as possible, or time how long it takes to catch all. Change round three times so every team is the bats. The winning team caught the most moths in the time or caught all of them quickest. You could keep individual tallies too.

source_excerpt:
One team is the bats and they are blindfolded with their scarves, the other three teams are moths and they have their legs tied together with their scarves so that they have to jump everywhere.


name: Battle Ball
description: Two teams throw a heavy medicine ball back and forth; anyone who fails to catch it is out.
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 26-27
materials_list: heavy medicine ball
difficulty_level: usor
keywords: ball, catch, teams
language: en
normalized_name: battle ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
The scouts form two teams and line up opposite each other, about two metres apart. Starting at one end, scouts throw the ball backwards and forwards to the other team. The ball must be thrown at catching height. Anyone who doesn't catch the ball is out. The team to still have a scout in when all the other team are out is the winner. The ball can be thrown between two scouts, often resulting in a failed catch, in which case both scouts are out.

source_excerpt:
Starting at one end, scouts throw the ball backwards and forwards to the other team. The ball must be thrown at catching height. Anyone who doesn't catch the ball is out.


name: Bean and Spoon Race
description: A relay where scouts shovel beans onto a spoon and transport them between cups.
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 27-28
materials_list: 1 spoon per team, 2 cups per team, 5 beans per scout, chalk, 2 tables
difficulty_level: usor
keywords: bean, spoon, relay
language: en
normalized_name: bean and spoon race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams behind a line, with a table behind them holding an empty cup per team. On a table at the far end put a cup per team with beans in. Lead scouts have a spoon each. On "Go!" they run to their cup, shovel up to five beans onto their spoon, run to the cup at the back of their team and deposit the beans, then give the spoon to the next scout. Play continues until all beans are in the empty cup. The team that fills the empty cup first wins. Any scout who spills beans takes all on his spoon and the dropped ones back to start.

variations:
Instead of up to five beans, scouts can only transfer one bean at a time. Use a drinking straw instead of a spoon and transport one bean at a time whilst sucking.

source_excerpt:
On "Go!" the lead scouts have to run up to their cup, shovel up to five beans onto their spoon, run to the cup at the back of their team and deposit the beans in it.


name: Bean Bag Grab
variations: Outer circle scouts have to leap-frog their partner.
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 27
materials_list: 1 bean bag
difficulty_level: usor
keywords: bean bag, circle, grab
language: en
normalized_name: bean bag grab
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in two concentric circles race to their partner, crawl through their legs and grab a central bean bag.

rules:
Scouts form two circles, one inside the other, and pair off. Put the bean bag in the middle. The inside circle stays still and the outside circle rotates. Once the circle has rotated a couple of times so scouts are the other side to their partners, shout "Bean bag!" Scouts run round the outside of the inner circle to their partner, crawl through his legs and grab the bean bag. The first to grab it wins. Have several rounds then a play-off with the earlier winners, then swap circles and repeat.

source_excerpt:
Scouts then have to run round the outside of the inner circle to their partner, crawl through his legs and grab the bean bag.


name: Bean Bag Head
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 28
materials_list: 1 bean bag per team, 1 marker cone per team, chalk
difficulty_level: usor
keywords: bean bag, relay, balance
language: en
normalized_name: bean bag head
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay where scouts carry a bean bag on their head round a marker cone, with successive scouts walking, running, hopping, skipping etc.

rules:
Scouts form teams behind a line with a marker cone each at the other end of the hall. On "Go!" each lead scout puts the bean bag on his head and walks up and round his cone and back to the next scout. Successive scouts put the bean bags on their heads but have to run, then hop, then skip, then jump etc. The first team to complete the relay wins. If the bean bag falls off, the scout goes back to the start.

source_excerpt:
On "Go!" each lead scout puts the bean bag on his head and walks up and round his cone and back to the next scout in his team.


name: Bean Bag Relay
description: A relay where teams throw a bean bag across the hall to teammates and change places.
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 28
materials_list: 1 bean bag per team, chalk
difficulty_level: usor
keywords: bean bag, relay
language: en
normalized_name: bean bag relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams and divide each team in half, one half behind a line at each end of the hall. On "Go!" the lead scout throws the bean bag to a teammate on the other side. If caught cleanly the lead scout runs down the hall, tags his teammate and goes to the back of the line. The teammate with the bean bag repeats the actions. The first team to completely change places wins. If a bean bag is dropped the thrower retrieves it and starts again.

source_excerpt:
On "Go!" the lead scout in each team throws the bean bag to a teammate on the other side of the hall.


name: Bean Bag Throw
description: A relay where each team member throws a bean bag into a circle.
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 28
materials_list: 1 bean bag per team, chalk
difficulty_level: usor
keywords: bean bag, throw, relay
language: en
normalized_name: bean bag throw
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts in teams behind a line, each with a circle drawn or hoop three metres in front of them. On "Go!" the lead scouts throw their bean bags into the circle, retrieving them each time they miss and trying again until they succeed. When successful they give the bag to the next scout. The first team to get their bean bag in the circle from all team members wins.

source_excerpt:
On "Go!" the lead scouts have to throw their bean bags into the circle, retrieving them each time they miss and trying again until they succeed.


name: Bean Relay
description: A relay where scouts pick up a bean with two matchsticks and deposit it in a jar.
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 28-29
materials_list: 1 bean, 2 matchsticks per team, 1 jar per team, 2 tables, chalk
difficulty_level: usor
keywords: bean, relay, matchsticks
language: en
normalized_name: bean relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams behind a line. At the other end have a table with empty jars. Behind the scouts have a table with a pile of beans. Give each lead scout two matchsticks. On "Go" they gather up a bean between the two matchsticks and take it to the jar. Beans should not be touched unless dropped, in which case the scout picks them up and goes back to the start table. After five minutes, the team with the most beans deposited wins.

variations:
Balance the beans on a knife. Scouts can carry up to three beans at a time, but if one is dropped all the beans being carried go back to the beginning.

source_excerpt:
"Go" they have to gather up a bean between the two matchsticks and take it up to the jar and deposit it.


name: Bean Throw
description: Scouts throw dried beans into a line of billy cans set progressively further away.
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 29
materials_list: 10 billy cans or washing up bowls, 10 dried beans per scout, chalk
difficulty_level: usor
keywords: bean, throw, aim
language: en
normalized_name: bean throw
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Mark a line that the scouts stand behind with their 10 beans. Put a billy can one metre away on the other side of the line, with other cans behind each other further away. The first scout throws a bean into the nearest billy; once successful he tries for the billy behind it, continuing until he has used all his beans. Each scout has a go. The winner is the scout who gets furthest up the line of billys.

source_excerpt:
The first scout to go has to throw a bean into the nearest billy. Once successful he tries for the billy behind it.


name: Bear Grylls Chase
variations: It and Bear Grylls have to run twice round the circle before going into Bear's space.
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 29
source_excerpt: When he says, "Bear Grylls" that scout has to chase It round the outside of the circle.
difficulty_level: usor
keywords: chase, circle, tag
language: en
normalized_name: bear grylls chase
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle chase game where "It" walks round patting heads and saying "Bear"; the scout patted with "Bear Grylls" chases him.

rules:
One scout is chosen to be "It". The others stand or sit cross-legged in a circle. It walks round the outside of the circle, patting each one on the head or shoulder and saying "Bear". When he says "Bear Grylls" that scout chases It round the outside of the circle. If It gets to Bear's space before being tagged, then "Bear Grylls" becomes It; if It fails, It continues.


name: Beast 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: pages 29-30
difficulty_level: usor
keywords: tag, beast, teamwork
language: en
normalized_name: beast tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A tag game where "It" scouts hold hands forming a Beast that grows and can split as it catches more scouts.

rules:
Pick three scouts to be "It", called the Beast. They hold hands; the hand at either end can tag scouts. Tagged scouts join the Beast by holding hands with one end. Tagging continues until there are at least six scouts in the Beast, at which stage Beast can break into two Beasts giving four hands for tagging. With another three tagged you could have three Beasts. Beasts can join and split at will so long as there are always at least three scouts per Beast. The last three scouts tagged are the winners and start as It in the next game.

source_excerpt:
They hold hands; the hand at either end can tag scouts. Tagged scouts join the Beast by holding hands with one end.


name: Beating the Square
description: A relay where teams run round a square whacking each chair with a tent peg.
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 30
materials_list: 4 chairs, buckets or oil drums, 2 wooden tent pegs
difficulty_level: usor
keywords: relay, square, tent peg
language: en
normalized_name: beating the square
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into two teams, either side of a large square formed with 4 chairs in each corner. On "Go!" the lead scouts run round the square, whacking each chair or other item with a tent peg as they go. Once round they pass the peg to the next scout who repeats the circuit. If a scout misses any chairs he goes back to the beginning. One team goes round clockwise, the other anti-clockwise. The first team to complete the circuits wins. Can also be played with four teams.

source_excerpt:
On "Go!" the lead scouts have to run round the square, whacking each chair or other item with a tent peg as they go.


name: Benchball
description: Two teams throw a ball to get their goalkeeper, standing on a bench, to catch it for a goal.
variations: If the ball touches the ground possession passes to the other side. Use two balls.
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 30
materials_list: 2 benches, 1 volleyball
difficulty_level: usor
keywords: benchball, ball, teams
language: en
normalized_name: benchball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into two teams who start on either side of the playing area. Choose a goalkeeper who goes to the far end, behind the opposition, and stands on a bench. Throw the ball into the middle and on "Go!" scouts throw the ball to each other, aiming to get their goalkeeper to catch it for a goal. There is no running with the ball, no physical contact, and no defending or attacking within one or two metres of the goal.

source_excerpt:
scouts have to throw the ball to each other, their aim being to get their goalkeeper to catch it, whereupon a goal is scored


name: Best House
description: A relay drawing game where each team draws a house one line at a time.
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: pages 30-31
materials_list: 1 table, sheet of paper and pen per team, chalk
skills_developed: creativity
difficulty_level: usor
keywords: drawing, relay, house
language: en
normalized_name: best house
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams behind a line and at the other end of the hall put down a sheet of paper and pen for each team. On "Go!" the lead scouts go to their sheet and start drawing a house, but can only draw one line at a time. They return and the second scout goes, and so on until five minutes is up. After five minutes the team with the best drawn house wins.

source_excerpt:
On "Go!" the lead scouts have to go to their sheet of paper and start drawing a house, but they can only draw one line at a time.


name: Bicycle Drop
description: Teams cycle alongside a line of cans, dropping marbles into each can to score points.
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 31
materials_list: 1 bicycle per team, 5 empty cans per team, 5 marbles per scout, chalk
difficulty_level: mediu
keywords: bicycle, marbles, skill
language: en
normalized_name: bicycle drop
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
The scouts form teams and line up, lead scouts sitting on a bicycle. In front of them, two metres apart, put five cans per team, opened end up. On "Go!" scouts take turns cycling alongside the cans, dropping a marble in each can on the way out or back. Score one point per marble in a tin and lose one point per foot down or touched can. The team with the most points wins.

source_excerpt:
On "Go!" scouts must take it in turns to cycle alongside the cans, dropping a marble in each can either on the way out or back.


name: Big and Little
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 31
materials_list: 1 big ball, 1 little ball
difficulty_level: usor
keywords: ball, circle, concentration
language: en
normalized_name: big and little
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts pass a small ball around a circle while a leader randomly throws a big ball; mistakes put scouts out.

rules:
Put the scouts into a circle. Scouts pass the small ball around from scout to scout. You're in the middle with the big ball throwing it at random to the scouts. Any scout who drops either ball, hesitates in his actions or passes the small ball incorrectly is out. Continue until there is only one scout left who is the winner. The game gets harder as there are fewer scouts left and more running to do.

source_excerpt:
Any scout who drops either ball, hesitates in his actions or passes the small ball incorrectly, is out.


name: Bigarm
description: Teams line up and stretch their arms sideways; the team with the longest line wins.
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 31
materials_list: chalk or tape-measure
difficulty_level: usor
keywords: measuring, team
language: en
normalized_name: bigarm
extraction_confidence: med
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams lined up behind a line. Scouts stretch their arms out sideways so fingertips are just touching. The team with the longest line is the winner and can receive the honorary title of "Bigarm".

source_excerpt:
Scouts stretch their arms out sideways so that fingertips are just touching. The team with the longest line is the winner


name: Bigfoot
description: Teams line up touching toe to heel; the team with the longest line wins.
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 31
materials_list: chalk or tape-measure
difficulty_level: usor
keywords: measuring, team
language: en
normalized_name: bigfoot
extraction_confidence: med
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams lined up behind a line. Scouts put one foot in front of the other so they're touching toe to heel and up against the scout in front. The team with the longest line is the winner and can receive the honorary title of "Bigfoot".

source_excerpt:
Scouts put one foot in front of the other so that they're touching toe to heel and up against the scout in front.


name: Bizz, Bozz, Buzz
description: A circle naming game where a middle scout points and challenges others to name neighbours quickly.
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 31-32
skills_developed: names, concentration
difficulty_level: usor
keywords: names, circle, icebreaker
language: en
normalized_name: bizz, bozz, buzz
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Scouts form a circle with one in the middle. The middle scout points to any scout and says "Bizz" (the scout has five seconds to name the Christian name of the scout on his left), "Bozz" (name the scout on his right), or "Bizz, Bozz, Buzz" (name both). If he gets a name wrong or is too slow, he swaps places with the scout in the middle.

source_excerpt:
The middle scout points to any of the other scouts and says, "Bizz," which means the scout pointed to has five seconds to name aloud the Christian name of the scout on his left


name: Black and White Tag
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 32
materials_list: short length of square-ended wood painted black and white, two lengths of rope
difficulty_level: usor
keywords: tag, teams, chase
language: en
normalized_name: black and white tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams react to a spun two-coloured block, chasing or fleeing depending on which colour lands up.

rules:
Scouts form two teams named "Black" and "White" and gather round a length of wood in the middle of two rope lines laid opposite each other about thirty metres apart. Spin the wood in the air. If it lands white up, team white tags team black before black gets back behind its line, and vice versa. Anyone tagged stands still and no one stands still until tagged. After all scouts have made it back or been tagged, the tagged scouts join the other side and the wood is spun again. The game continues until scouts are all one colour, or for a set time, after which the colour with more members wins.

source_excerpt:
If it lands white up, team white has to tag team black before black gets back behind its line, and vice-versa if the wood lands black up.


name: Blind Birds
description: Blindfolded scouts find their team's whistler by listening for an agreed whistle sound.
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 32
materials_list: 1 whistle per team, chalk, 1 blindfold per scout
skills_developed: listening, teamwork
difficulty_level: usor
keywords: blindfold, whistle, listening
language: en
normalized_name: blind birds
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Divide the scouts into teams and give each team a similar whistle. They have two minutes to agree a particular whistle sound. Put one scout per team at one end of the hall with the whistle and all other scouts at the other end blindfolded. Swap the places of the whistlers. On "Go!" the whistling starts and blindfolded scouts find the correct whistler and sit down behind him. The first team to gather all its members behind its whistler wins.

source_excerpt:
On "Go!" the whistling will start and blindfolded scouts have to find the correct whistler and sit down behind him.


name: Blind British Bulldog
description: A blindfolded scout armed with a pillow tries to hit scouts crossing the hall.
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 33
materials_list: 1 blindfold, 1 pillow
difficulty_level: usor
keywords: blindfold, bulldog, tag
language: en
normalized_name: blind british bulldog
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Blindfold one scout and arm him with a pillow. The other scouts stand at one end of the hall and on "Go!" have to get to the other end without being hit by the pillow, otherwise they're out. Play continues until there is only one scout left who hasn't been hit, whereupon he becomes the bulldog.

variations:
If your hall is too wide mark some lines that scouts must stay between. Make the scouts hop (putting a foot down is an "out"), crawl or walk backwards.

source_excerpt:
The other scouts all stand at one end of the hall and on "Go!" have to get from one end of the hall to the other without being hit by the pillow, otherwise they're out.


name: Blind British Bulldog
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 33
materials_list: 1 blindfold, 1 pillow
keywords: bulldog, blindfold, tag, running
language: en
normalized_name: blind british bulldog
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A blindfolded scout armed with a pillow guards the hall. The other scouts must run from one end to the other without being hit by the pillow; those hit are out. The last scout not hit becomes the new bulldog.

rules:
Blindfold one scout and arm him with a pillow. Other scouts stand at one end and on "Go!" cross to the other end without being hit, otherwise they're out. Play continues until one scout remains, who becomes the bulldog.

variations:
If the hall is too wide, mark lines the scouts must stay between. Make the scouts hop (a foot down is an "out"), crawl or walk backwards.

source_excerpt:
Blindfold one scout and arm him with a pillow. The other scouts all stand at one end of the hall and on “Go!” have to get from one end of the hall to the other without being hit by the pillow, otherwise they’re out.


name: Blind Circle 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 33
materials_list: two blindfolds, stopwatch, pen and paper
difficulty_level: usor
keywords: blindfold, tag, circle
language: en
normalized_name: blind circle tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two blindfolded scouts in a circle try to find and tag each other with directions called by the circle.

rules:
The scouts form a large circle with two blindfolded scouts inside, on either side of the circle. On "Go!" one scout tries to find and tag the other, with help from the scouts forming the circle who give directions. Once tagged the two scouts swap roles, then swap with two other scouts. The game continues until everyone has had a chance to be tagged and tagger. There are two winners: the tagger who tags quickest and the tagged who escapes longest.

source_excerpt:
On "Go!" one scout tries to find the other scout and tag him, with the help of the scouts forming the circle, who can give directions.


name: Blind Circle 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 33
materials_list: Two blindfolds, stopwatch, pen and paper
keywords: tag, blindfold, circle
language: en
normalized_name: blind circle tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a large circle with two blindfolded scouts inside on either side. On "Go!" one tries to find and tag the other, helped by directions from the circle. Tagged scouts swap roles then swap with two other scouts until everyone has played.

rules:
There are two winners: the tagger who tags his opponent the quickest, and the tagged who escapes being tagged for the longest.

source_excerpt:
The scouts form a large circle with two blindfolded scouts inside, on either side of the circle. On “Go!” one scout tries to find the other scout and tag him, with the help of the scouts forming the circle, who can give directions.


name: Blind Clubbing
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 33
materials_list: 2 newspapers, tape, 2 blindfolds
difficulty_level: usor
keywords: blindfold, tag, newspaper
language: en
normalized_name: blind clubbing
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two blindfolded scouts shuffle towards each other and try to tag each other with rolled-up newspapers.

rules:
Scouts are put into two teams and sit or kneel in a large circle. One scout from each team is chosen, blindfolded and put inside the circle at the edge, kneeling, facing his opponent. Each is given a rolled-up taped newspaper. On "Go!" the two scouts shuffle towards each other and attempt to tag (not whack) each other with the newspaper. The first to do so wins a point for his team. Once everyone has had a go, the team with more points wins. Scouts not blindfolded can shout instructions.

source_excerpt:
On "Go!" the two scouts have to shuffle towards each other and attempt to tag (not whack) each other with the newspaper.


name: Blind Clubbing
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 33
materials_list: 2 newspapers, tape, 2 blindfolds
keywords: blindfold, tag, teams
language: en
normalized_name: blind clubbing
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams sit in a large circle. One blindfolded scout from each team kneels inside facing his opponent, each holding a rolled-up taped newspaper. On "Go!" they shuffle towards each other and try to tag (not whack) each other; the first to do so scores a point. Unblindfolded scouts shout directions.

rules:
After everyone has had a go, the team with more points wins. Scouts not blindfolded can shout instructions and directions to their scout.

source_excerpt:
On “Go!” the two scouts have to shuffle towards each other and attempt to tag (not whack) each other with the newspaper. The first one to do so wins a point for his team.


name: Blind Ref
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 34
materials_list: 1 large sponge ball, chalk, 1 whistle
difficulty_level: usor
keywords: ball, kicking, teams
language: en
normalized_name: blind ref
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams kick a ball out of their half while a blindfolded leader randomly whistles to award points.

rules:
Divide the scouts into two teams and put them on either side of a centre line. Scouts keep the ball out of their half by kicking only. The one leader, with his eyes shut, blows his whistle at random times and the side that has the ball in its half gets a point. The first team to get to ten points is the loser or, after ten minutes, the team with fewer points wins.

source_excerpt:
The one leader (who has his eyes shut) blows his whistle at random times and the side that has the ball in its half gets a point.


name: Blind Ref
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 34
materials_list: 1 large sponge ball, chalk, 1 whistle
keywords: ball, kicking, teams
language: en
normalized_name: blind ref
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams stand either side of a centre line and must keep a sponge ball out of their half by kicking only. A leader with eyes shut blows a whistle at random times and the side with the ball in its half gets a point.

rules:
The first team to reach ten points is the loser or, after ten minutes, the team with fewer points is the winner.

source_excerpt:
Scouts have to keep the ball out of their half by kicking only. The one leader (who has his eyes shut) blows his whistle at random times and the side that has the ball in its half gets a point.


name: Blind Square
description: A blindfolded team-building task where a team makes a square from a length of rope.
category: team-building
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 34
materials_list: 1 long rope per team, scarves
skills_developed: teamwork, communication
difficulty_level: mediu
keywords: blindfold, rope, team-building
language: en
normalized_name: blind square
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams of - ideally - four, eight or twelve and get each team to hold the outside of a long length of rope tied at the end. Blindfold all of them and ask them to make a square with the rope whilst holding onto it and remaining holding it. When they think they've finished, get them to remain holding the rope with one hand and remove their blindfolds with the other to admire their handiwork. The squarest team wins.

variations:
Have a time limit. Have a no talking rule, although it's better if one team member can talk in order to give instructions.

source_excerpt:
Blindfold all of them and then ask them to make a square with the rope whilst holding onto it and remain holding onto it.


name: Blind Square
category: team-building
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 34
materials_list: 1 long rope per team, scarves
skills_developed: teamwork, communication
keywords: rope, blindfold, teamwork, square
language: en
normalized_name: blind square
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams of four, eight or twelve each hold a long tied rope. Blindfolded, they must form a square with the rope while holding onto it. When finished they remove blindfolds with one hand to admire their work; the squarest team wins.

rules:
Get each team to hold the outside of a long length of rope tied at the end, blindfold them and ask them to make a square. The squarest team wins.

variations:
Have a time limit. Have a no talking rule, although it's better if one team member can talk in order to give instructions.

source_excerpt:
Blindfold all of them and then ask them to make a square with the rope whilst holding onto it and remain holding onto it.


name: Blind Victim
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 34
materials_list: bunch of keys
skills_developed: listening, stealth
difficulty_level: usor
keywords: blindfold, keys, stealth
language: en
normalized_name: blind victim
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A thief tries to steal keys from in front of a blindfolded victim in the centre of a circle without being pointed at.

rules:
Sit the scouts cross-legged in a circle with one blindfolded scout seated in the middle, a bunch of keys in front of him. Pat a scout on the head who is the thief; he stands up, walks once around the outside of the circle, goes into the circle, gets the keys and returns to his place without being pointed at by the victim in the middle. A correct point means the victim stays on; a wrong point means the scout pointed at becomes the victim.

variations:
Put the keys in a metal cup to make it harder. Arm the victim with a small water pistol to use instead of his finger. Have two thieves.

source_excerpt:
Pat a scout on the head who is the thief and who has to stand up, walk once around the outside of the circle, go into the circle where he was sitting, get the keys and return to his place without being pointed at by the victim in the middle.


name: Blind Victim
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 34
materials_list: Bunch of keys
skills_developed: listening, stealth
keywords: blindfold, circle, stealth, keys
language: en
normalized_name: blind victim
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts sit cross-legged in a circle with one blindfolded scout in the middle and a bunch of keys before him. A patted thief walks around the circle, enters, takes the keys and returns without being pointed at by the victim.

rules:
A correct point means the victim stays on. Get it wrong and the scout that was pointed at becomes the victim, and you choose another thief.

variations:
Put the keys in a metal cup to make it harder. Arm the victim with a small water pistol to use instead of his finger. Have two thieves.

source_excerpt:
Pat a scout on the head who is the thief and who has to stand up, walk once around the outside of the circle, go into the circle where he was sitting, get the keys and return to his place without being pointed at by the victim in the middle.


name: Blind 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: pages 34-35
materials_list: 1 volleyball, volleyball net or rope, large tarpaulin
difficulty_level: mediu
keywords: volleyball, blind, teams
language: en
normalized_name: blind volleyball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Volleyball played with a tarpaulin over the net so the receiving team cannot see the ball until it is on its way over.

rules:
Put the scouts into two or more teams and mark out a playing area with the net in the middle. Play starts with one scout hitting the ball over the net. To score a point the ball must touch the ground inside the other team's area, or an opposing team member hits the ball twice or more in a row, or the ball is hit more than three times before coming back, or the ball doesn't go over, or is hit out. The twist: a tarpaulin is placed over the net (or a rope above scout height) so the receiving team cannot see the ball until it is on its way over.

source_excerpt:
The tarpaulin is placed over the net or a rope is tied between two trees above scout height with the tarpaulin placed over so that the receiving team cannot see the ball until it is on its way over the net.


name: Blind 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: pages 34-35
materials_list: 1 volleyball, 1 volleyball net or length of rope, large tarpaulin
keywords: volleyball, ball, teams
language: en
normalized_name: blind volleyball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two or more teams play volleyball over a net, but a tarpaulin is placed over the net so the receiving team cannot see the ball until it comes over. Points are scored when the ball touches the ground in the other team's area or rules are broken.

rules:
A point is scored if the ball touches the ground inside the other team's area, an opposing member hits the ball twice in a row, the ball is hit more than three times before returning, doesn't go over the net, or is hit out of the playing area. Play continues to a set points total or time limit.

source_excerpt:
The tarpaulin is placed over the net or a rope is tied between two trees above scout height with the tarpaulin placed over so that the receiving team cannot see the ball until it is on its way over the net.


name: Blindman's Circle
description: A blindfolded scout in a circle tries to identify the scout in front of him by feel.
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 35
source_excerpt: He then moves to the circle and attempts to identify the scout in front of him by feel.
materials_list: blindfold
difficulty_level: usor
keywords: blindfold, circle, identify
language: en
normalized_name: blindman's circle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put all the scouts in a circle and one scout goes in the middle blindfolded. The scouts walk round the circle until the blindfolded scout calls "Stop!" He then moves to the circle and attempts to identify the scout in front of him by feel. If he gets it correct the felt scout becomes the blindfolded one; if wrong, the scout he incorrectly chose is blindfolded. Have a leader on hand to ensure sensitive body areas are avoided.


name: Blindman's Circle
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 35
materials_list: Blindfold
keywords: blindfold, circle, identification
language: en
normalized_name: blindman's circle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
All scouts form a circle with one blindfolded scout in the middle. The circle walks round until the blindfolded scout calls "Stop!", then he moves to the circle and tries to identify the scout in front of him by feel.

rules:
If he gets it correct the felt scout becomes the blindfolded one; if wrong, the scout he incorrectly chose is blindfolded. Have a leader on hand to ensure sensitive body areas are avoided.

source_excerpt:
He then moves to the circle and attempts to identify the scout in front of him by feel. If he gets it correct the felt scout becomes the blindfolded one; if he gets it wrong the scout that he incorrectly chose is blindfolded.


name: Blindman's Tag
description: A blindfolded scout moves around the hall tagging stationary scouts.
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 35
materials_list: blindfold
difficulty_level: usor
keywords: blindfold, tag
language: en
normalized_name: blindman's tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Best played indoors. One scout is blindfolded while the rest stand spread out in the hall. Once the game starts they mustn't move. The blindfolded scout moves around the hall slowly. Everyone he comes into contact with is out and sits down. The last scout to be tagged is the winner and takes the blindfolded scout's place for a new game.

source_excerpt:
The blindfolded scout moves around the hall slowly. Everyone that he comes into contact with is out and goes and sits down.


name: Blindman's 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 35
materials_list: Blindfold
keywords: blindfold, tag
language: en
normalized_name: blindman's tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Best played indoors. One scout is blindfolded while the rest stand spread out and motionless once the game starts. The blindfolded scout moves around slowly; everyone he contacts is out and sits down.

rules:
Once the game starts the spread-out scouts mustn't move. Everyone the blindfolded scout contacts is out. The last scout to be tagged is the winner and takes the blindfolded scout's place for a new game.

source_excerpt:
One scout is blindfolded while the rest of the scouts stand spread out in the hall. Once the game starts they mustn’t move. The blindfolded scout moves around the hall slowly.


name: Blow Balloon
description: Two numbered scouts blow a balloon onto the opposite wall for a team point.
variations: Play with all team members on the playing area. Play with more than one balloon.
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 35-36
materials_list: 1 balloon
difficulty_level: usor
keywords: balloon, blow
language: en
normalized_name: blow balloon
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into two teams and number them, at either side of the hall. Call out a number and the two scouts come to the centre. Throw the balloon in the air and the scouts blow it onto the opposite wall for one team point. If still playing after one minute, award the point to the team in whose half the balloon isn't; likewise if the balloon falls to the floor. Repeat with the other numbers. The team with more points wins.

source_excerpt:
Throw the balloon in the air and the scouts have to blow it onto the opposite wall for one team point.


name: Blow Balloon
variations: Play with all team members on the playing area. Play with more than one balloon.
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 35-36
materials_list: 1 balloon
keywords: balloon, blowing, teams
language: en
normalized_name: blow balloon
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two numbered teams stand at either side of the hall. A number is called and two scouts come to the centre; a balloon is thrown up and they must blow it onto the opposite wall for a team point.

rules:
If still playing after one minute, award the point to the team in whose half the balloon isn't, likewise if the balloon falls to the floor. Repeat with other numbers. The team with more points wins.

source_excerpt:
Throw the balloon in the air and the scouts have to blow it onto the opposite wall for one team point.


name: Blow Football
description: Teams blow a ping-pong ball through straws to score goals on a table set up with books.
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 36
materials_list: table, books, ping-pong ball, drinking straws
difficulty_level: usor
keywords: blow football, ping-pong, straws
language: en
normalized_name: blow football
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Set the table up with books all around the edge, with two gaps for the goals. Put the scouts into teams and position two teams around the table with a straw each. Throw the ball into the middle of the table and scouts attempt to score by blowing the ball through their straws. The winning team scores the most goals.

variations:
Play with more teams and have a knockout. If your tables aren't big, consider buying a piece of 4'x8' chipboard supported on tables. Try without the straws.

source_excerpt:
Throw the ball into the middle of the table and you're off with scouts attempting to score by blowing the ball through their straws.


name: Blow Football
rules: The winning team is the one that scores the most goals.
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 36
materials_list: Table, books, ping-pong ball, drinking straws
keywords: football, blowing, straw, table
language: en
normalized_name: blow football
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A table is set up with books around the edge leaving two gaps for goals. Teams positioned around the table each have a straw; the ping-pong ball is thrown into the middle and scouts blow it through their straws to score.

variations:
Play with more teams and have a knockout. If tables aren't big, support a 4' x 8' chipboard on a couple of tables. Try without the straws.

source_excerpt:
Throw the ball into the middle of the table and you’re off with scouts attempting to score by blowing the ball through their straws.


name: Blow Ping Pong
description: Two seated teams blow a ping pong ball over the other team's edge of the table.
variations: Play with a straw each in the mouth to slow things down a bit.
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 36
materials_list: 1 ping pong ball, 1 straw per scout, 1 wide table, chairs
difficulty_level: usor
keywords: ping pong, blow, table
language: en
normalized_name: blow ping pong
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into two teams sitting down either side of the table. Put the ball in the middle and scouts attempt to blow the ball over the other team's edge. The team that loses is out and the winning team splits in half and another round is played. Eventually you will have a winner.

source_excerpt:
Put the ball in the middle and the scouts have to attempt to blow the ball over the other team's edge.


name: Blow Ping Pong
variations: Play with a straw each in the mouth to slow things down 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 36
materials_list: 1 ping pong ball, 1 straw per scout, 1 wide table, chairs
keywords: ping pong, blowing, table, teams
language: en
normalized_name: blow ping pong
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams sit either side of a wide table. The ball is placed in the middle and scouts blow it over the other team's edge. The losing team is out and the winning team splits in half for another round.

rules:
The team that loses is out and the winning team splits in half and another round is played. Eventually you will have a winner.

source_excerpt:
Put the ball in the middle and the scouts have to attempt to blow the ball over the other team’s edge.


name: Body 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: pages 36-37
keywords: tag, running
language: en
normalized_name: body tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
One scout is "It" and tags another. The tagged scout becomes It and must keep one hand on the part of his body where he was tagged while pursuing others with his other hand.

rules:
If he fails to tag someone within twenty seconds he is out and sits down whilst It passes back to the previous It. The last scout to remain in is the winner.

source_excerpt:
When tagged, that scout is It and has to put one hand on the part of his body where he was tagged and pursue the scouts with his other hand.


name: Bomb Baloo
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 37
materials_list: 2 chairs, 2 large sponge balls, 1 soft toy, skittle or large plastic bottle
keywords: throwing, ball, teams, target
language: en
normalized_name: bomb baloo
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two numbered teams stand at either end of the hall with a chair in front and a mascot or skittle to knock over in the middle. A number is called and that scout from each team grabs a ball, stands on the chair and throws it to knock over the mascot.

rules:
The successful thrower gets one team point. If both miss they jump off their chairs, retrieve their ball and have another go. The team with most points after a fixed time, or first to ten, wins.

source_excerpt:
Call out a number and that number from each team has to be the first to grab the ball, stand on their chair and throw the ball at Baloo or who / whatever to knock him / it over.


name: Bomb the Mug
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 37
materials_list: 1 mug per team, 1 or 2 clothes pegs per scout
skills_developed: aim, coordination
keywords: pegs, mug, aim, teams
language: en
normalized_name: bomb the mug
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams each have a mug on the floor. Scouts stand over their mug, bring a clothes peg up to eye height and drop it into the mug.

rules:
Once all the scouts have had a go, count the number of pegs in each team's mug. The team with most pegs in their mug is the winner.

source_excerpt:
Scouts then have to stand over their mug, bring the clothes peg up to eye height and drop the peg into the mug.


name: Bombard!
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 37-38
materials_list: 1 football, a bucketful of tennis balls, chalk
skills_developed: aim, throwing
keywords: throwing, football, tennis balls, teams
language: en
normalized_name: bombard!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams stand behind lines 5 metres apart with a football in the middle and half the tennis balls each. On "Go!" they throw balls at the football to push it over the other team's line.

rules:
The first team to get the football over the other team's line wins. Scouts can reuse balls that come over their line. Scouts who cross their line or interfere with the ball are out or lose the game for their team. One runner per team may retrieve balls from his own half only.

variations:
Score one point per "goal". The winning team is the one that gets to ten goals or the more goals within a fixed period of time.

source_excerpt:
On “Go!” scouts throw the balls at the football to try to get the ball over the other team’s line. The first team to do so is the winner.


name: Bonkers Ball
variations: Put the tin cans in the middle of long benches.
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 38-39
materials_list: 1 chair, 1 empty tin can, 1 large sponge ball per team, chalk
skills_developed: teamwork, coordination
keywords: relay, ball, balance, teamwork
language: en
normalized_name: bonkers ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams line up behind a start line with a chair and tin can at the other end. Pairs of scouts "carry" a sponge ball using a designated body position and place it on the tin can; one stays behind the chair while the other runs the ball back for the next scout.

rules:
The winner is the team to get all its members behind the chair. The fun part is the manner in which the ball is carried, which is also the position from which it has to be placed on the can. Carry positions include: ball between foreheads, noses, palms, backs of palms, side of knees (walk or hop), backs, or bottoms.

source_excerpt:
The fun part of this game is the manner in which the ball is carried, which is also the position from which the ball has to be placed on the tin can.


name: Bonkers 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: page 39
materials_list: 3 sponge balls
keywords: dodge ball, throwing, tag
language: en
normalized_name: bonkers dodge ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A manic version of dodge ball. The last scout in is the winner, but there are several ways of getting out: being hit below the waist, being tagged, or having a thrown ball caught. Sitting (out) scouts cannot move but can still tag, throw and catch to get others out.

rules:
If a scout is hit below the waist, tagged, or has his thrown ball caught before it touches the ground, that scout sits down. Sitting scouts cannot move or be out but can still tag, throw and catch. If only sitting scouts remain, the last scout standing is the winner.

source_excerpt:
As with the usual dodge ball, the last scout in is the winner. There are, however, several ways of getting out.


name: Bottle 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 39
source_excerpt: Each team has to try to knock the bottle over by throwing the ball.
materials_list: 1 large sponge ball, 2 large plastic bottles, chalk
keywords: throwing, ball, target, teams
language: en
normalized_name: bottle ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams play with a sponge ball; at each end a one-metre box contains a plastic bottle. Each team tries to knock the other's bottle over by throwing the ball.

rules:
After a "bottle" the bottle is reset and the ball passes to the other team. Scouts cannot run with the ball, go into the box, or make physical contact, otherwise a foul is called and the other team takes a free shot. The winning team is the first to ten or the one with most bottles in a set time.


name: Bowler-free Cricket
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 40
materials_list: 1 cricket bat, 1 ball, stumps
keywords: cricket, bat, ball
language: en
normalized_name: bowler-free cricket
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A cricket game without a bowler. The batsman balances the ball on a horizontal bat and flicks it up in the air before hitting it.

rules:
Various rules can be introduced: the batsman has to run if he hits the ball or after so many flicks. He may be stumped by anyone, caught, or out if the bat or ball hits his wicket while attempting to hit the ball.

source_excerpt:
In this cricket game, instead of having a bowler, the batsman starts by balancing the ball on a horizontal bat and flicking it up in the air before hitting it.


name: Brains, Brawn, Brake
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 40
keywords: tag, running, teams, listening
language: en
normalized_name: brains, brawn, brake
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams, Brains and Brawn, stand either side of a centre line. When "Brains" is shouted, the Brains team must reach the wall behind the Brawns without being tagged; tagged Brains join Brawns. "Brawn" reverses it, and "Brake" means anyone who moves changes sides.

rules:
Shout "Brains" or "Brawn" to send a team running; tagged scouts switch sides. Shout "Brake" and anyone who moves a smidgen changes sides. The game ends when all scouts are on one team.

variations:
You will need space so scouts have a chance of not being tagged, so it is also suitable for outdoors. Scouts can only tag once during each round.

source_excerpt:
When you shout “Brains” team members have to get to the wall behind the Brawns without being tagged, otherwise the tagged Brains then have to join Brawns.


name: Break Out
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 40-41
materials_list: Rope
keywords: cops and robbers, tag, jail, outdoor
language: en
normalized_name: break out
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two cops, two jailors and the rest robbers. A jail pen is made by tying rope round trees. Robbers hide, then cops set off to find them; tagged robbers go to jail. If a robber reaches the jail untagged he shouts "break out!" and all robbers escape.

rules:
Every tagged robber is taken to jail. Jailors can also tag. If a robber gets into the jail untagged he shouts "break out!" and all robbers escape and cannot be tagged for one minute. After twenty minutes the free robbers win.

variations:
Have more cops and jailors. Instead of tagging, have the cops and jailors identifying a robber correctly by name or flashing a torch at him.

source_excerpt:
If a robber manages to get into the jail without being tagged that robber shouts “break out!” and all the robbers can escape from the jail and cannot be tagged for one minute.


name: Breakout
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 41
materials_list: 2 different coloured labels - 1 per scout, torches
skills_developed: stealth
keywords: night game, stealth, torch, teams
language: en
normalized_name: breakout
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams with coloured stickers go to opposite ends of the playing area while leaders patrol the centre in the dark. On "Go!" scouts try to cross into the other team's area without being caught by a torch in the four-metre centre zone.

rules:
Scouts caught by a torch in the centre area must return to their end. After a fixed time scouts go to the nearest end. The team that got more scouts to break out to the other side wins.

source_excerpt:
On “Go!” scouts try to get into the other team’s area without you or your fellow leaders shining a torch on them whilst they are within a four metres deep centre area.


name: British Bulldog Game
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 41
keywords: bulldog, tag, running, physical
language: en
normalized_name: british bulldog game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts gather at one end of the hall with one chosen to be British Bulldog. When the Bulldog shouts "British Bulldog!" all others run to the other end; if the Bulldog catches a scout, lifts him in the air and shouts "British Bulldog, one, two, three" the caught scout becomes a bulldog too.

rules:
British Bulldog must lift the scout off the ground and shout the count while the captive is still held in the air. Play continues until the last scout is caught, who becomes the bulldog for the next round.

source_excerpt:
If British Bulldog manages to catch a scout, lift him up in the air and shout, “British Bulldog, one, two, three” whilst the captive is still being held in the air, then the captured scout becomes a bulldog too.


name: Broken Bears
variations: Play in teams so that scouts can work together.
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 41-42
skills_developed: balance, strength
keywords: wrestling, balance, physical
language: en
normalized_name: broken bears
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts get into the bear position (on hands and feet facing down). On "Go!" they push each other to try to make others put an elbow or knee on the floor.

rules:
Any scout whose elbow or knee touches the floor is out. The last scout to put down an elbow or knee is the winner.

source_excerpt:
Any scout whose elbow or knee touches the floor is out. The last scout to put down an elbow or knee is the winner.


name: Bronco 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 42
keywords: tag, circle, chasing
language: en
normalized_name: bronco tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams form two concentric circles facing the centre, each outer scout's arms around the waist of the inner scout in front. One pair is chosen: "It" chases an escaping scout, who can hook onto an outer scout's waist, making the inner scout the new escapee.

rules:
If the escaping scout gets his arms round the waist of an outside scout, the inside scout becomes the escaping scout. Play continues until the escaping scout is tagged, at which point he becomes It and It becomes the escaping scout.

source_excerpt:
If the escaping scout manages to get his arms round the waist of an outside scout, then the inside scout becomes the escaping scout and off he goes.


name: Bucket Ball I
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 42
materials_list: 1 bucket, 1 small ball per team, paper and pen
skills_developed: aim
keywords: throwing, bucket, aim, teams
language: en
normalized_name: bucket ball i
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams stand randomly in a circle with a bucket in the middle. Scouts take turns throwing a ball into the bucket, scoring points or minus points depending on the result.

rules:
In and stays in scores one point, in but bounces out is minus one, missing completely is minus two. Keep a running total. After a set number of rounds the team with the highest score, or least minus score, wins.

variations:
Instead of a bucket, use a dustbin. Make the circle bigger. Scouts have to bounce the ball in (throw - one bounce - in and stay in, scoring two points).

source_excerpt:
In (and stays in) scores one point, in but bounces out is minus one, and missing completely is minus two.


name: Bucket Ball II
variations: Don't stop after each goal - just keep playing.
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 42-43
materials_list: 1 large ball, 2 chairs, 2 buckets or hoops
skills_developed: teamwork, aim
keywords: throwing, bucket, teams
language: en
normalized_name: bucket ball ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams play with one scout from each standing on a chair holding a bucket. Teams try to get their ball into their team-mate's bucket or through a hoop; the bucket holder can move the bucket to assist.

rules:
Each "bucket" scores one point. After a bucket the ball passes to the other team. Players cannot run with the ball and no physical contact is allowed, otherwise a foul is called and the other team takes a free shot. The winning team is the first to ten or the one with most goals in a set time.

source_excerpt:
Scouts have to try to get their ball into the bucket (and stay in) or through a hoop. Bucket holders can move the bucket about to assist the thrower.


name: Bucket 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 43
materials_list: 2 buckets and a few plastic cups per team
skills_developed: teamwork
keywords: relay, water, bucket, teamwork
language: en
normalized_name: bucket line
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams line up between a full bucket of water at the front and an empty bucket at the back. The lead scout dunks a cup in the water and passes it backwards over his head down the line; the last scout tips it into the empty bucket.

rules:
The team with the most water successfully transferred is the winner. You may need a dip stick or scales to measure the volume of water in each bucket.

variations:
Use just one cup or several in circulation, with the lead scout retrieving cups from the back. Cups can be passed back up the line over the heads, or down the line in the left hand and up in the right. Put a time limit on the game.

source_excerpt:
Give the lead scout a plastic cup and at “Go!” he has to dunk the cup in the bucket of water and pass it backwards over his head to the next team player and so on down the line.


name: Bucketball
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 43-44
materials_list: 2 buckets, 1 basketball, pen and paper
keywords: basketball, bucket, teams
language: en
normalized_name: bucketball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Four teams, two on the court and two off on either side, play basketball with buckets at each end. When a team scores by getting the ball in the bucket, that team moves off and the team off longest comes on, with no break in play.

rules:
Play as per normal basketball. When a side scores, that team moves off the court and the team that has been off longer comes back on. The team with the highest score after a set time, or the first to ten points, is the winner.

source_excerpt:
Play as per normal basketball except when one side scores by getting the ball in the bucket then that team moves off the court and the team that has been off the court longer comes back on.


name: Bugs and Ants
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 44
materials_list: 4 small tarpaulins, benches or hoops
skills_developed: teamwork
keywords: tag, rescue, teamwork, teams
language: en
normalized_name: bugs and ants
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Tarpaulins serve as ant hills. Two teams of ants, each with two bugs, play tag. Tagged ants lie on their backs with hands and feet up until rescued by two team-mates who carry them to an ant hill, where they can resume playing.

rules:
Tagged ants lie on their backs until carried by two team members to an ant hill. Ants cannot be tagged on ant hills but can stay only ten seconds. A team loses when all its ants are down. After a set time the team with more ants standing wins. Adjust bugs/ant hills to change difficulty.

source_excerpt:
When tagged ants have to lie on their backs with their hands and feet in the air. They stay in that position until rescued by two of their team members who carry them by hands and feet to an ant hill.


name: Buried Treasure
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 44-45
materials_list: 1 paddling pool, 100 x 1p coins, 50 x 2p coins, 4 plastic cups, 4 washing-up bowls, mud
keywords: relay, treasure, mud, teams
language: en
normalized_name: buried treasure
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Four teams line up with a washing-up bowl behind each. At the far end a paddling pool filled with mud contains scattered coins. Lead scouts run to the pool, pull out one coin, shout "Buried Treasure!", deposit it in their bowl and pass the cup on.

rules:
The team with the most value in coins after a fixed time, or the first to twenty pence, is the winner.

variations:
This game can get extremely messy, so consider something not so bad like baked beans, jelly, or hiring a foam machine. Add fifty 2p coins which count for twice as much.

source_excerpt:
On “Go!” the lead scouts run to the pool, put their hands into the mud and pull out one coin. They put it in their cups, shout, “Buried Treasure!”, run to their washing-up bowl, deposit it in the bowl


name: Buzz
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 45
skills_developed: concentration, mental arithmetic
keywords: counting, circle, concentration
language: en
normalized_name: buzz
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a circle and count off one by one. When the count reaches three, or any multiple of three, the scout must say "buzz" instead of the number.

rules:
"Buzz" is repeated for every multiple of three. If a scout hesitates or forgets to "buzz" he goes out and play starts back at "one".

variations:
Introduce "fizz" for five and multiples of five, so some numbers attract a "buzz, fizz". Make it a league system, or have wrong scouts sit to your left and the winner is the one to your right when you finish.

source_excerpt:
When the counting gets to “three” the scout has to say “buzz” instead. “Buzz” is repeated for every multiple of three.


name: Caged Tiger
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 45
keywords: tag, circle
language: en
normalized_name: caged tiger
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts stand in a large circle with one inside as the tiger, who must stay inside. Brave scouts venture into the circle to torment the tiger; if the tiger tags a tormentor inside the circle, that tormentor becomes the tiger.

rules:
The tiger has to stay inside the circle. If the tiger tags a tormentor whilst inside the circle, the tormentor becomes the tiger and the tiger joins the circle.

source_excerpt:
If the tiger manages to tag a tormentor whilst inside the circle then the tormentor becomes the tiger and the tiger goes into the circle of scouts.


name: Call that Hiding?
category: jocuri-cercetasesti
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 45-46
materials_list: Torch
skills_developed: camouflage, stealth
keywords: hiding, camouflage, night, woodland
language: en
normalized_name: call that hiding?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are sent down a woodland path at night and given three minutes to hide within five metres of the path. The leader walks quietly down the path looking and listening for signs of scouts and shines a torch at any found, declaring "Call that hiding?"

rules:
Any scout "hiding" in the immediate area of a found scout must come out and help find the others. After walking the path twice, call the rest out. The winners are the scouts who don't get found. A talk about camouflage can be a follow-up.

source_excerpt:
When you see (normally a torch) or hear (normally chatting because only the clever ones hide on their own!) shine or flash your torch in the direction of the scout and declare, “Call that hiding?”


name: Camels
variations: Blindfold the head with the rider steering with his hands on the head's shoulders.
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 46
materials_list: 1 marker cone, chalk, stopwatch
skills_developed: teamwork, balance
keywords: relay, race, teamwork
language: en
normalized_name: camels
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams of three form a "camel": one scout is the head, the second bends down holding the head's waist as the body, and the third sits on the body as the rider. The camel races round a marker cone and back.

rules:
The team that completes the circuit quickest is the winner. If the camel comes apart, the team either goes back to the start line to regroup or restarts from where the disintegration occurred. Best played as a time trial.

source_excerpt:
One stands up and is the head, the second puts his head down and holds onto the waist of the “head” and is the body, and the third scout sits on the “body” and is the rider.


name: Can Stack 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: pages 46-47
materials_list: 10 baked bean (or similar) cans per team, chalk
skills_developed: teamwork, balance
keywords: relay, stacking, cans, teamwork
language: en
normalized_name: can stack relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams line up behind a line, each given ten cans. On "Go!" scouts take turns carrying one can to the far line and stacking them, with no more than four cans on the floor, then return them and stack again.

rules:
Cans must be stacked one at a time with no more than four on the floor. Once all ten are stacked the relay continues with cans returned to the start and stacked again. The first team to complete the return stack wins. If any part of the stack falls, the whole team can help rebuild it.

source_excerpt:
The cans have to be stacked up, one at a time, with no more than four cans on the floor. Once all ten have been successfully stacked up the relay continues with the cans being returned, one at a time, to the start line, and stacked again.


name: Candle 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 46
materials_list: 1 candle and 1 box of matches per team, chalk
keywords: relay, candle, matches, teams
language: en
normalized_name: candle relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams form behind a line, each lead scout given a candle and matches. On "Go!" scouts light a match and the candle, run to the other end and back for the next scout.

rules:
The first team to complete the exercise is the winner. If at any time the candle goes out, the scout holding it must stop and relight it before continuing.

source_excerpt:
On “Go!” scouts have to light a match and then the candle, run to the other end of the hall with the candle and matches and back again for the next scout to repeat the exercise.


name: Cannons
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 47
materials_list: 1 large sponge ball, chalk or benches
keywords: throwing, dodgeball, ball, teams
language: en
normalized_name: cannons
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams stand at either end of the hall with a line across the middle. The ball is thrown in and team members throw it into the other half to hit opponents; scouts hit are out.

rules:
Scouts who are hit are out straightaway. The first team to lose all its members loses. The ball can be passed but scouts cannot move while holding it. The ball can be caught or picked up cleanly without penalty. Scouts who stray across the middle line are out.

variations:
The ball is only live during each throw until it hits the ground. Play with two balls (but you may need a few referees!).

source_excerpt:
Team members have to throw the ball into the other half to hit one or more of the other team’s scouts. Scouts that are hit are out straightaway and must retire from the game.


name: Capture the Flag
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 47-48
materials_list: 2 flags, 2 long lengths of rope, 4 lamps
skills_developed: teamwork, strategy
keywords: capture the flag, tag, wide game, teams
language: en
normalized_name: capture the flag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams each have a base, flag and roped-off jail in their half. On "Go!" scouts cross into the opponents' half to capture their flag; tagged scouts are jailed and can be freed by a team-mate's tag.

rules:
Tagged scouts are escorted to the opponents' jail and stay until released by a team-mate's tag. No one can be tagged inside the jail. A captured flag must be brought to the capturing team's half to win. If tagged carrying the flag, it is left or returned to its original spot. Defenders cannot come within five metres of their own flag.

variations:
In a very large area, a lamp can show where the flags and jails are. Instead of a jail, have an exchange area where the two sides meet to swap prisoners.

source_excerpt:
On “Go!” scouts go into their opponents half to capture their flag. Whilst in their opponents’ half, if they are tagged they will be escorted to the opponents’ jail.


name: Capture the Flag
variations: Limit the number of prisoners that can be held simultaneously when teams are small.
category: wide-games
subcategory: capture
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 494
materials_category: props
materials_list: two flags (scarves, bandanas, towels), whistle, flagging tape, armbands or face paint in two colors
skills_developed: strategy, teamwork, stealth, running
difficulty_level: mediu
keywords: capture the flag, wide game, wooded, classic
tags: ["outdoor", "camp"]
language: en
normalized_name: capture the flag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Classic wide game played in a large, preferably wooded area divided into two equal territories with a marked boundary and a 'prison' in each. Two equal teams (distinguished by armbands or face paint) each have ten minutes to hide their flag within their territory. The flag must be visible and reachable. Players invade the enemy territory to find and carry the flag back, while defending their own. Invaders tagged by a defender go to the enemy's prison and can only be freed by a free teammate. The game runs for at least an hour.

rules:
Mark a large play area (preferably wooded) with a central rope or flagging tape boundary and a flagged prison in each territory. Divide into two equal teams marked with armbands or face paint. Each team has 10 minutes to hide their flag in their territory: visible (no burying); if hung in a tree, low enough for the shortest defender to reach. Teams plan defenders vs invaders. A whistle starts play. Invaders tagged on enemy territory go to prison; only a free teammate can free them. For small teams, limit the number of simultaneous prisoners. Goal: bring the enemy flag back to your own territory. Run for at least 1 hour.

source_excerpt:
The goal of the game is for each team to try and find the flag of the other team and carry it back to their own territory, while keeping their own flag safe.


name: Capture the Fort
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 48
materials_list: 1 x 12 metre and 1 x 25 metre lengths of rope, 1 football, 1 stopwatch
skills_developed: teamwork, strategy
keywords: throwing, ball, strategy, teams
language: en
normalized_name: capture the fort
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two rope circles, one inside the other. The defending team stands between the circles with one scout inside the inner circle; the attacking team stays outside the outer circle and tries to get a football into the inner circle.

rules:
Attackers must get the ball into the inner circle by throwing through the defenders or over their heads. If the inner scout stops the ball touching the ground, play continues. Once the ball touches the ground inside the inner circle the fort is captured and teams swap. The team that defended longer wins.

source_excerpt:
Give the attacking team the football and on “Go!” they have to get the ball into the inner circle, either by throwing it through the defenders or by throwing or kicking it over their heads.


name: Captured Message
variations: Give the secret message to more than one team member.
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 48-49
materials_list: Named scarves, pen, paper and envelope
skills_developed: strategy, stealth
keywords: wide game, message, scarf, teams
language: en
normalized_name: captured message
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Four teams are sent to four parts of the area, each with one scout carrying a sealed secret message. Scouts tuck a scarf into their trousers; message-carriers try to deliver the message to base without having their scarf removed, while others try to capture them.

rules:
If a message-carrier's scarf is removed he gives the message to his captor and is out. Delivered uncaptured messages score ten points, delivered captured messages score seven, and each captured scout scores four points. The team with most points wins.

source_excerpt:
They then try to get their message to you back at base without being captured (by having their scarf removed). If their scarf is removed they have to give their message to their captor, they’re out of the game and go back to base.


name: Car Race
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 49
skills_developed: memory
keywords: race, memory, teams
language: en
normalized_name: car race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams are numbered individually. A car name and number are called, e.g. "Mini 6", and the matching scouts cross the hall using the movement method previously assigned to that car.

rules:
The first scout to the end gets a team point. Don't write the methods down; anyone starting with the wrong method is disqualified. Methods: Caravan-join hands with a neighbour and run, Convoy-whole team joins hands and runs, Ford-skip, Honda-backwards, Mini-tiptoe, Skoda-crawl, Toyota-sideways, Vauxhall-hop, VW-backwards.

source_excerpt:
Call out a car and a number, e.g. “Mini 6” and the number sixes have to get from one end of the hall to the other by the method they have been previously told.


name: Car 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 49
materials_category: none
difficulty_level: usor
keywords: relay, memory, movement
tags: ["team game"]
language: en
normalized_name: car race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are split into teams and numbered individually. The leader calls out a car name and a number, e.g. "Mini 6", and the scouts with that number must cross the hall using a movement method previously assigned to that car. The first to the far end scores a team point. Repeat. The team with the most points wins.

rules:
Don't write the methods down; anyone starting with the wrong method is disqualified. Caravan-Join hands with a scout next to you and run, Convoy-Whole team joins hands and goes together running, Ford-Skip, Honda-Backwards, Mini-Tiptoe, Skoda-Crawl, Toyota-Sideways, Vauxhall-Hop, VW-Backwards.

source_excerpt:
Call out a car and a number, e.g. “Mini 6” and the number sixes have to get from one end of the hall to the other by the method they have been previously told.


name: Card War
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: pages 49-50
materials_list: Pack of playing cards
keywords: cards, teams
language: en
normalized_name: card war
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams face each other in lines, each scout holding a hidden playing card. Opposite pairs show their cards; the higher card takes the lower-card scout to the end of the higher card's line.

rules:
The scout with the higher card takes the lower-card scout to the end of his line. If it's a draw, both scouts go to the end of their respective lines. The winning team ends up with all the scouts, or more scouts after a set time.

source_excerpt:
If it’s a draw then both scouts go to the end of the respective line. The winning team is the one that ends up with all the scouts on its side or more scouts (more likely) after a set amount of time.


name: Card War
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 49-50
materials_category: simple
materials_list: Pack of playing cards
difficulty_level: usor
keywords: cards, luck
tags: ["team game"]
language: en
normalized_name: card war
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into two teams facing each other down a line, each scout given a playing card kept secret. The first opposite pair show their cards; the scout with the higher card takes the lower-card scout to the end of his line. A draw sends both to the end of their respective lines. The winning team is the one that ends up with all, or more, of the scouts after a set time.

rules:
If it's a draw then both scouts go to the end of the respective line. The winning team is the one that ends up with all the scouts on its side or more scouts after a set amount of time.

source_excerpt:
The first opposite pair show their cards. The scout with the higher card takes the scout with the lower card to the end of the higher card’s line.


name: Cartwheel
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 50
materials_list: 1 tennis ball per team, 1 chair
skills_developed: teamwork
keywords: relay, ball, teamwork
language: en
normalized_name: cartwheel
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams line up behind a lead scout who has his left hand on a central chair and a tennis ball in his right. The lead scout runs clockwise round the lines; back at his team he passes the ball to the back scout who sends it up the line to the new lead scout.

rules:
Each new lead scout must have his left hand on the chair before repeating the action. The relay finishes with the last scout sending the ball up the line for the lead scout to put it on the chair. The first team to put their ball on the chair wins.

variations:
On camp, play the game round a tree, omitting the putting the ball on the chair bit at the end, maybe giving the tree a pat instead.

source_excerpt:
On “Go!” the lead scouts run clockwise round the outside of the lines of scouts. When he gets back to his team, he gives the one at the back the tennis ball who passes it up the line to the new lead scout


name: Cartwheel
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 50-51
source_excerpt: On “Go!” the lead scouts run clockwise round the outside of the lines of scouts.
materials_category: simple
materials_list: 1 tennis ball per team, 1 chair
difficulty_level: usor
keywords: relay, ball
tags: ["team game"]
language: en
normalized_name: cartwheel
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams lined up behind a lead scout who has his left hand on a central chair and a tennis ball in his right. On "Go!" the lead scout runs clockwise around the outside of his team's line, returns and gives the ball to the scout at the back, who passes it up the line to the new lead scout. This continues until the last scout sends the ball up for the lead scout to place it on the chair. The first team to do so wins.

rules:
The lead scout must have his left hand on the chair before running. The ball passes from the back of the line up to the new lead scout each round.

variations:
On camp, play the game round a tree, just omit the putting the ball on the chair bit at the end, maybe giving the tree a pat instead.


name: Castles
variations: Play with more balls than cans for a quicker game. The defender can obstruct balls.
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 50-51
materials_list: Up to 5 foam or tennis balls, up to 5 tin cans, chalk, pen and paper
skills_developed: aim
keywords: throwing, cans, target, defending
language: en
normalized_name: castles
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A seven-metre circle is marked on the floor. One scout is the defender and builds a castle of tin cans inside. On "Go!" scouts outside throw balls to knock the castle over while the defender frantically rebuilds it.

rules:
The defender cannot obstruct balls. Once all the cans are over at the same time the game ends and the scout's time is recorded. Repeat with another defender. The winner is the scout who defends his castle longest. Scouts must not enter the circle.

source_excerpt:
On “Go!” scouts have to knock the castle over whilst the defender frantically rebuilds it. He cannot obstruct balls.


name: Castles
variations: Play with more balls than cans for a quicker game. The defender can obstruct balls.
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 50-51
source_excerpt: On “Go!” scouts have to knock the castle over whilst the defender frantically rebuilds it.
materials_category: simple
materials_list: Up to 5 foam or tennis balls, up to 5 tin cans, chalk, pen and paper
difficulty_level: usor
keywords: throwing, defence
tags: ["team game"]
language: en
normalized_name: castles
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A seven metre diameter circle is marked on the floor. One scout, the defender, goes inside and builds a castle out of tin cans in any shape. The other scouts, given foam or tennis balls, must knock the castle over while the defender frantically rebuilds it. The game ends when all cans are down at the same time, and the defender's time is recorded. The winner is the scout who defends his castle longest.

rules:
The defender cannot obstruct balls. Scouts must not enter the circle. The leader ejects stationary balls in the circle.


name: Cat and Mouse
variations: If the mouse is too good, add an extra cat.
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 51
source_excerpt: Both can go in and out of the circle but the circle’s role is to help the mouse but hinder the cat.
materials_list: Chalk
keywords: cat and mouse, tag, circle
language: en
normalized_name: cat and mouse
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle is marked with scouts loosely around it. One scout is the cat starting outside the circle, another the mouse starting inside. The cat tries to tag the mouse; both can move in and out of the circle, whose role is to help the mouse and hinder the cat.

rules:
Once the mouse has been tagged the mouse returns to the circle, the cat becomes the mouse and a new cat is chosen for a new round.


name: Cat and Mouse
variations: If the mouse is too good, add an extra cat.
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 51
materials_category: simple
materials_list: Chalk
difficulty_level: usor
keywords: chasing, tag
tags: ["chasing game"]
language: en
normalized_name: cat and mouse
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle is marked on the ground with scouts gathered loosely around it. One scout is the cat, starting outside the circle, and another is the mouse, starting inside. The cat tries to tag (eat) the mouse. Both may move in and out of the circle, but the circle of scouts helps the mouse and hinders the cat. Once the mouse is tagged, it returns to the circle, the cat becomes the mouse and a new cat is chosen.

rules:
The circle's role is to help the mouse but hinder the cat. Once tagged, the mouse rejoins the circle, the cat becomes the mouse, a new cat is chosen.

source_excerpt:
One scout is the cat and starts outside the circle. Another is the mouse and starts inside. The cat eats the mouse by tagging it.


name: Cat and Mouse
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 51
source_excerpt: The cat must try to catch the mouse by tagging her. The mouse must do her best to evade the cat!
difficulty_level: usor
keywords: circle, tag, classic
language: en
normalized_name: cat and mouse
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A classic circle game where a cat tries to catch a mouse who weaves under the arms of a circle of players, while the circle helps the mouse and hinders the cat.

rules:
The girls stand in a circle holding hands. Two girls are chosen: one cat and one mouse. The cat tries to catch the mouse by tagging her, while the mouse evades the cat. The mouse may go under the arms of the circle; every time the cat tries to catch up, the circle does its best to stop her.


name: Cat and Mouse
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 51
source_excerpt: The cat must try to catch the mouse by tagging her. The mouse must do her best to evade the cat!
difficulty_level: usor
keywords: tag game, circle game, chasing
language: en
normalized_name: cat and mouse
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle tag game. The girls stand in a circle holding hands. Two girls are chosen, one the 'cat' and the other the 'mouse'. The cat tries to catch the mouse by tagging her, while the mouse evades the cat. The mouse may go under the arms of the people in the circle; every time the cat tries to catch up, the circle players try their best to stop her.

rules:
Stand in a circle holding hands. Choose a cat and a mouse. The cat tries to tag the mouse; the mouse evades and can pass under the arms of the circle. The circle players try to block the cat.


name: Cat and Mouse I
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 51
keywords: cat and mouse, tag, circle
language: en
normalized_name: cat and mouse i
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
One scout is the mouse, another the cat; the rest form a circle holding hands. The cat tries to tag the mouse. On "Raise!" the circle raises their arms so cat and mouse can run underneath; on "Lower!" they lower their arms blocking passage.

rules:
When you shout "Raise!" the scouts raise their arms and cat and mouse can run underneath; on "Lower!" they lower their arms and neither can run underneath. When the mouse is caught, or after a set time, swap cat and mouse with two new scouts.

source_excerpt:
When you shout “Raise!” the scouts must raise their arms whereupon the cat and mouse can run underneath. When you shout “Lower!” the scouts must lower their arms whereupon neither cat or nor mouse can run underneath.


name: Cat and Mouse I
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 51
materials_category: none
difficulty_level: usor
keywords: chasing, tag, circle
tags: ["chasing game"]
language: en
normalized_name: cat and mouse i
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
One scout is the mouse, another the cat. The rest form a circle holding hands, with cat and mouse standing opposite each other outside. On "Go!" the cat tries to catch the mouse by tagging. When the leader shouts "Raise!" the circle scouts raise their arms so cat and mouse can run underneath; when "Lower!" is shouted they lower their arms so neither can pass.

rules:
On "Raise!" arms go up and runners may pass underneath; on "Lower!" arms go down and they cannot. Swap cat and mouse when the mouse is caught or after a time.

source_excerpt:
When you shout “Raise!” the scouts must raise their arms whereupon the cat and mouse can run underneath.


name: Cat and Mouse II
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 51-52
keywords: cat and mouse, tag, grid
language: en
normalized_name: cat and mouse ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
One scout is the mouse, another the cat; the rest form a square grid with raised horizontal arms, fingertips touching, forming rows. The cat chases the mouse along the rows. On "Change!" all scouts turn 90 degrees clockwise, shifting the rows.

rules:
Cat and mouse can run up and down the rows or round the outside of the square but not under the outstretched arms. When you shout "Change!" all scouts turn 90 degrees clockwise, changing the rows. When the mouse is caught, or after a set time, swap cat and mouse with two new scouts.

variations:
Gaps placed in the rows provide added excitement. Use an extra cat and / or mouse, and play for team points.

source_excerpt:
When you shout “Change!” all scouts must turn 90 degrees clockwise. This changes the rows by 90 degrees and can seriously disrupt a cat who may have been almost on top of a mouse.


name: Cat and Mouse II
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 51-52
materials_category: none
difficulty_level: mediu
keywords: chasing, tag, grid
tags: ["chasing game"]
language: en
normalized_name: cat and mouse ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
One scout is the mouse, another the cat. The rest form a square with equal lines, all facing the same direction with both arms raised horizontally and finger tips touching. The mouse must avoid being tagged by the cat. Both may run up and down rows or around the outside of the square but not under the arms. When the leader shouts "Change!" all scouts turn 90 degrees clockwise, which disrupts the rows.

rules:
Cat and mouse cannot pass under outstretched arms. On "Change!" all scouts turn 90 degrees clockwise. Swap cat and mouse when caught or after a time.

variations:
Gaps placed in the rows will provide added excitement. Use an extra cat and / or mouse, and play for team points.

source_excerpt:
When you shout “Change!” all scouts must turn 90 degrees clockwise. This changes the rows by 90 degrees and can seriously disrupt a cat.


name: Catch a P
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 52
materials_list: Plenty of 1p or 2p coins
skills_developed: coordination, reflexes
keywords: coins, reflexes, coordination
language: en
normalized_name: catch a p
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts roll up their sleeves, bend their elbows up so fingertips almost touch their shoulder, and place a coin on the end of their elbow. They then lower the elbow while scooping the palm forward to catch the coin very quickly.

rules:
Those who succeed try with two coins, one on top of the other. Continue to see who can succeed with the most coins; that scout is the winner.

source_excerpt:
Scouts then need to lower their elbow, whilst at the same time scooping the palm of their hand forward, round and down to catch the coin - very quickly!


name: Catch a P
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 52
materials_category: simple
materials_list: Plenty of 1p or 2p coins
skills_developed: coordination, dexterity
difficulty_level: mediu
keywords: coordination, skill
tags: ["individual game"]
language: en
normalized_name: catch a p
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts roll up their sleeves and bend their elbows so their fingertips almost touch their shoulders, placing a 1p coin on the end of the elbow. They then lower the elbow while scooping the palm forward, round and down to catch the coin very quickly. Successful scouts try again with two coins stacked, continuing to see who can catch the most coins.

rules:
Successful scouts try again with two coins, one on top of the other; continue to see who succeeds with the most coins.

source_excerpt:
Scouts then need to lower their elbow, whilst at the same time scooping the palm of their hand forward, round and down to catch the coin - very quickly!


name: Catch the Snake
variations: To catch the snake the hunter has a large sponge ball that he has to throw at the head and hit 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 52
materials_list: Sponge ball
skills_developed: teamwork
keywords: tag, snake, teamwork, teams
language: en
normalized_name: catch the snake
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams of six form a line, each scout holding the waist of the one in front except the back scout. The front scout is the snake's head and the back scout is the hunter. On "Go!" the hunter tries to tag the head while the body twists and squirms to protect it.

rules:
When the hunter tags the head, the head becomes the hunter and the hunter joins the back of the snake ready for the next round.

source_excerpt:
On “Go!” the hunter has to grab the snake’s head by tagging it. The scouts that form the scout’s body have to twirl and squirm so that the hunter can’t reach it.


name: Catch the Snake
variations: To catch the snake the hunter has a large sponge ball that he has to throw at the head and hit 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: pages 52-53
source_excerpt: On “Go!” the hunter has to grab the snake’s head by tagging it.
materials_category: simple
materials_list: Sponge ball
skills_developed: teamwork
difficulty_level: usor
keywords: chasing, tag
tags: ["team game"]
language: en
normalized_name: catch the snake
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams of six. Each team forms a line, each scout grabbing the waist of the scout in front except the one at the back. The front scout is the snake's head, the back scout is the hunter. On "Go!" the hunter must tag the snake's head while the body scouts twirl and squirm to protect it. When the hunter tags the head, the head becomes the hunter and the old hunter joins the back.

rules:
The hunter tags the snake's head; the body scouts twirl and squirm to block. On a catch, roles rotate for the next round.


name: Catch the Thief
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 53
materials_category: simple
materials_list: Scout mascot or similar
skills_developed: observation
difficulty_level: mediu
keywords: stealth, chasing
tags: ["team game"]
language: en
normalized_name: catch the thief
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scout mascot or similar item is placed prominently in the hall. As scouts arrive, the leader whispers to each "There's a thief in the scout hut"; to one chosen scout he adds the destination they must reach with the item. Scouts are then told a thief will steal the item, but not who, when or where. When a scout notices the item missing, he raises the alarm and scouts search for the thief. The thief wins if he reaches his destination untagged.

rules:
The item cannot be hidden on the thief's person; he must hold it in his hand. The thief wins by reaching the destination without being tagged; he loses if tagged first.

source_excerpt:
If the thief gets to, in this example the camp fire circle, without being tagged then he’s won, if he’s tagged before he gets to his destination then he’s lost.


name: 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 53
source_excerpt: It throws the ball to scouts at random, calling, “catch!” each time.
materials_category: simple
materials_list: 1 tennis ball
difficulty_level: usor
keywords: ball, catching
tags: ["group game"]
language: en
normalized_name: catch!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a semi-circle facing the scout who is "It", about six metres away. It throws a tennis ball to scouts at random, calling "catch!" each time. A scout who catches cleanly throws it back; one who drops it moves to the right-hand end of the semi-circle. If It drops it, It also moves to the right end and the scout on the left end becomes It. Play continues for ten minutes.

rules:
Play continues for ten minutes. At the end the scout who is "It" is the winner, with placings counted from the right-hand end.


name: Caterpillar Race
rules: Each scout grabs the ankles of the scout in front. The first team completely over the line wins.
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 53-54
source_excerpt: Each scout, apart from the lead scouts, stoops forward and grabs the ankles of the scout in front.
materials_category: simple
materials_list: Chalk
skills_developed: teamwork
difficulty_level: usor
keywords: relay, race
tags: ["team game"]
language: en
normalized_name: caterpillar race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams and lined up behind one another behind a marked line. Each scout, apart from the lead scout, stoops forward and grabs the ankles of the scout in front. On "Go!" the teams race in this position to the other end of the hall, or round a chair and back. The first team completely over the line wins.


name: Caterpillar Relay
rules: Penalise any surreptitious shuffling.
variations: Once the whole team has been through the caterpillar, scouts turn round and go back to the start.
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 54
materials_category: simple
materials_list: Four marker cones
skills_developed: teamwork
difficulty_level: usor
keywords: relay, race
tags: ["team game"]
language: en
normalized_name: caterpillar relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams behind a start line, each scout holding the waist of the scout in front with legs apart. On "Go!" the scout at the back of each team crawls on hands and knees through the legs of the others, pops up at the front and gets their waist held. The next back scout repeats. The first caterpillar over the finishing line wins.

source_excerpt:
On “Go!” the scouts at the back of each team get down on hands and knees and crawl through the legs of the other scouts in the team, pop up at the front and gets their waist held.


name: Centipede Caper
rules: Broken "legs" must be repaired before the centipede can continue.
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 54
source_excerpt: Broken “legs” must be repaired before the centipede can continue.
materials_category: simple
materials_list: Chalk, marker cones - 1 per team
skills_developed: teamwork
difficulty_level: usor
keywords: relay, race
tags: ["team game"]
language: en
normalized_name: centipede caper
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams and lined up one behind another behind a start line. Scouts bend over and hold the ankles of the scout in front, while the lead scouts put their hands on the ground. On "Go!" the centipedes march up and round their marker cone and back again. The first centipede completely back over the line wins.


name: Centipede 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 54
materials_category: simple
materials_list: One broom stick per team, chalk, 1 marker cone per team
skills_developed: teamwork
difficulty_level: usor
keywords: relay, race
tags: ["team game"]
language: en
normalized_name: centipede relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams of nine or twelve. The first three boys in each team straddle a broom stick behind the start line, holding it in their left hand. On "Go!" they run up and round the marker cone and back, then pass the broom stick to the next three scouts who repeat. The first team to complete the relay wins.

rules:
If a scout lets go of the broom stick, stop their relay and send them back five paces before restarting.

source_excerpt:
The first three boys in each team straddle the broom stick behind the start line with the broom stick in their left hand.


name: Chain Circle
rules: Any unlinking means the circle has to sit down and start again.
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 54-55
source_excerpt: On “Go!” scouts have to get up without unlinking. The first team up is the winner.
materials_category: none
skills_developed: teamwork, cooperation
difficulty_level: mediu
keywords: cooperation, challenge
tags: ["team game"]
language: en
normalized_name: chain circle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams and each team forms a circle, sitting cross-legged with elbows linked. On "Go!" the scouts must get up without unlinking their elbows. The first team standing is the winner.


name: Chain Tag
rules: No tagging can be undertaken when the chain is broken, so only the end scouts can 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 55
materials_category: none
difficulty_level: usor
keywords: chasing, tag
tags: ["chasing game"]
language: en
normalized_name: chain tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
All scouts run around the hall with one made "It". When It tags another scout, that scout holds It's hands and they go off together tagging more scouts, who join the ends of the chain. The last scout to be tagged is the winner and becomes It.

variations:
Its hold the shoulder of the It on the left of them which allows any of the Its to tag with their right hand.

source_excerpt:
When It tags another scout he holds It’s hands and off they go, tagging more and more scouts who join an end each time.


name: Chair Shoe
variations: Play with four chairs and four scouts and a maximum of thirteen shoes. Play without blindfolds.
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 55
materials_category: simple
materials_list: 2 chairs with legs, 2 blindfolds
difficulty_level: mediu
keywords: blindfold, skill
tags: ["group game"]
language: en
normalized_name: chair shoe
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a large circle with two chairs facing each other inside. Scouts take off their shoes and put them behind themselves. Two scouts are blindfolded and sit on the chairs, and seven shoes are piled between them. On "Go!" the blindfolded scouts must locate one shoe at a time and put it under a free leg of their chair, taking shoes from the pile or the other scout's chair. The first to get four shoes under four legs while sitting on his chair wins.

rules:
A shoe can come from the pile or the other scout's chair so long as he is not sitting on it. The first scout to get four shoes under four legs and sitting on his chair is the winner.

source_excerpt:
On “Go!” the blindfolded scouts have to locate one shoe at a time and put it under a free leg of their chair.


name: Change Place Circle 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: pages 55-56
source_excerpt: He then calls out two numbers and the two scouts so numbered have to change places.
materials_category: none
difficulty_level: usor
keywords: circle, tag
tags: ["group game"]
language: en
normalized_name: change place circle tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout is numbered and placed in a circle in any order. One scout is "It" and stands in the middle, calling out two numbers. The two scouts so numbered must change places while It tries to take one of their gaps. If unsuccessful, It calls two different numbers; if successful, the scout left without a place becomes It.

rules:
Whilst the two scouts change places, It tries to get into one of their gaps. If successful, the displaced scout becomes It.


name: Channel 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 56
materials_category: simple
materials_list: Large sponge ball
difficulty_level: usor
keywords: circle, ball, tag
tags: ["group game"]
language: en
normalized_name: channel tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a large circle, facing right with legs apart, and one scout is "It" in the middle. On "Go!" scouts pass a large sponge ball with their hands between their legs, forwards or backwards, as It tries to touch or grab it. When It succeeds, the scout nearest the ball is It and swaps places with the middle scout.

rules:
Scouts pass the ball between their legs; when It grabs it, the nearest scout becomes It and swaps to the middle.

source_excerpt:
On “Go!” scouts pass the ball with their hands between their legs, forwards or backwards, as It tries to touch / grab it.


name: Chatterbox
rules: The first one in each pair to hesitate, stop or giggle is out.
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 56
materials_category: none
skills_developed: communication
difficulty_level: usor
keywords: talking, knockout
tags: ["paired game"]
language: en
normalized_name: chatterbox
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are paired off facing each other. Each pair must talk to each other at the same time, as quickly as possible. The first one in each pair to hesitate, stop or giggle is out. A knockout is run with all the winners going through until two scouts remain for a final on two different subjects.

source_excerpt:
They have to talk to each other at the same time and as quickly as possible. The first one in each pair to hesitate, stop or giggle is out.


name: Chatterbox I
rules: The first to laugh or stop talking loses.
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 56
materials_category: none
skills_developed: communication
difficulty_level: usor
keywords: talking, knockout
tags: ["paired game"]
language: en
normalized_name: chatterbox i
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two scouts face each other and must talk about a subject given by the leader, as quickly as they can, for example Scouts, Guides, Gardening, Music, Camping, Going to bed, Homework or Holidays. The first to laugh or stop talking loses.

source_excerpt:
Two scouts face each other and have to talk about a subject that you give them as quickly as they can.


name: Chieftain Coup
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 56-57
source_excerpt: On “Go!” the enemy has to creep towards the chieftain and tap him on the shoulder.
materials_category: simple
materials_list: Chalk, 1 blindfold, small paper discs (1 per scout) and pen, 1 chair
skills_developed: stealth, listening
difficulty_level: mediu
keywords: stealth, blindfold
tags: ["group game"]
language: en
normalized_name: chieftain coup
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout is given a small disc with their name on it. Scouts form a large circle around a blindfolded chieftain. The leader taps one scout (the enemy) on the shoulder, who must creep towards the chieftain and tap him. If successful, the enemy becomes chieftain. If the chieftain shouts "Halt!", the enemy stops while the chieftain points to where he thinks the enemy is; if correct, the enemy places his disc by his nearer foot and rejoins the circle; if incorrect, the enemy becomes chieftain.

rules:
If the chieftain correctly points out the enemy's location the enemy is out and places his disc; if incorrect the enemy becomes chieftain. After several rounds with no successful tap, the nearest marker wins.


name: Chinese Handball
variations: Play in teams or with more than one ball. Have various numbers of lives.
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 57
materials_category: simple
materials_list: Tennis ball
difficulty_level: mediu
keywords: ball, dodging
tags: ["group game"]
language: en
normalized_name: chinese handball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts scatter amongst the playing area and the leader places a tennis ball in front of one. He must flick the ball against another scout below the knee; if successful that scout is out. A scout is also out if he flicks the ball above waist height and it is caught. The ball cannot be touched twice in a row by the same scout.

rules:
Hits must be below the knee to count. Flicking the ball above waist height and having it caught puts the flicker out. The same scout cannot touch the ball twice in a row. Scouts must remain on their feet.

source_excerpt:
He then has to flick the ball against another scout - below the knee. If he succeeds the hit scout is out.


name: Chinese Ladders
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 57
source_excerpt: At “Go!” the lead scouts jump up, run between the legs of their teammates without missing any out.
materials_category: none
difficulty_level: usor
keywords: relay, race
tags: ["team game"]
language: en
normalized_name: chinese ladders
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into two teams facing each other in a line, sitting with legs out straight so pairs of feet touch all the way down. At "Go!" the lead scouts jump up, run between the legs of teammates without missing any, run to the far wall, return to the end of the line and sit down. The new lead scout repeats. The game can stop after one go each or be reversed in the other direction. The winning team finishes first.

rules:
Scouts must run between the legs without missing any out, or be called back to redo the run. The winning team is the one that finishes first.


name: Chinese Laundry
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 57-58
materials_category: found
materials_list: Items that can be found where you are located
skills_developed: teamwork
difficulty_level: usor
keywords: scavenger hunt, items
tags: ["team game"]
language: en
normalized_name: chinese laundry
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into two teams and each team designates a runner. The leader calls for certain items in turn and the teams must find the correct item, with only the runners bringing them to the leader. The first team to succeed scores one point. Play continues for a set time or number of items, and the team with the most points wins.

rules:
Only the designated runners may bring items to the leader. The first team to bring the correct item scores one point.

variations:
Call for actions as well as, or instead of, items. If actions the runner has to bring the scout to you. On camp it can be played like a scavenger hunt with natural items.

source_excerpt:
Call for certain items in turn and the teams have to find the correct item and the runners, and only the runners, bring them to you.


name: Chinese Whispers
variations: Make it a long sentence or a tongue-twister.
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 58
materials_category: simple
materials_list: Pen and paper
skills_developed: communication, listening
difficulty_level: usor
keywords: whispering, communication
tags: ["team game"]
language: en
normalized_name: chinese whispers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams in a well-spaced line, each team needing a leader. At "Go!" the leader whispers a sentence to the first scout, who repeats it to the next scout and so on down the line. The last scout writes it down and brings the sentence to the leader. The team whose sentence is closest to the original wins.

rules:
Each scout whispers the sentence to the next; the last scout writes it down. The closest sentence to the original is the winner.

source_excerpt:
At “Go!” the leader whispers a sentence to the first scout who then has to repeat it to the next scout and so on down the line.


name: Chislehurst Caves
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 58-59
materials_category: simple
materials_list: Large sponge ball
difficulty_level: usor
keywords: ball, rolling
tags: ["team game"]
language: en
normalized_name: chislehurst caves
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form two teams, numbered, lined up a good distance opposite each other with legs around fifty centimetres apart and feet touching. The leader calls a number; the first scout to answer gets the first throw, then the other. The scout rolls the ball trying to get it between the legs of any opposing team member, who cannot block it. If successful, that "cave" is out and sits down, with scouts shuffling up to close the gap.

rules:
The opposing team cannot block the ball. A scout the ball passes between is out. Continue until only one team has scouts left.

source_excerpt:
The scout rolls the ball at the other team and tries to get it between the legs of any one of the opposing team, who can’t block the ball.


name: Chislehurst Couriers
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 59
source_excerpt: On “Go!” the lead scout from every team turns over the first card and runs to the appropriate box.
materials_category: simple
materials_list: 4 boxes, pack of cards, marker pen
skills_developed: teamwork
difficulty_level: usor
keywords: relay, cards, sorting
tags: ["team game"]
language: en
normalized_name: chislehurst couriers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Four boxes are marked with a heart, spade, club and diamond and placed spaced out at one end of the playing area with tops open. Shuffled cards are dealt face down to teams at the other end, each team getting three times as many cards as scouts. On "Go!" the lead scout turns over the first card and runs it to the appropriate box, then returns for the next scout to go. The first team to deliver all their cards wins.

rules:
Cards must be delivered to the correct suit box. A leader by the boxes ensures cards are correctly delivered. The first team to finish wins.

variations:
Give each scout five cards which they deliver one card at a time but the scouts all go together. This causes mayhem, but you will end up with one winner.


name: Chislehurst's Burning
rules: The first team to finish having lost less than two centimetres of water is the winner.
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 59-60
source_excerpt: The first team to finish having lost less than two centimetres of water is the winner.
materials_category: simple
materials_list: 1 very full bucket of water per team, 4 marker cones, ruler
skills_developed: teamwork, coordination
difficulty_level: usor
keywords: relay, water, race
tags: ["team game", "outdoor"]
language: en
normalized_name: chislehurst's burning
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams lined up behind marker cones, with a more-than-full bucket of water for each team at least ten metres away. On "Go!" the lead scout runs to the bucket, picks it up and runs it back to the second scout, then runs it back to its position. Each subsequent scout fetches it again until all have run the course. The first team to finish having lost less than two centimetres of water wins.


name: Choosing Teams
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 60-62
materials_category: simple
materials_list: Blindfolds and benches
skills_developed: communication, cooperation
difficulty_level: usor
keywords: team selection, lining up
tags: ["group game"]
language: en
normalized_name: choosing teams
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A family of methods for splitting scouts into teams by getting them to arrange themselves in a line according to some measure, then dividing the line in half, or numbering them "1, 2, 1, 2..." to form a team of ones and a team of twos. As a game, scouts are put into two teams and asked to rearrange themselves, the quicker team winning. Variety is added by requiring silence, blindfolds, or not telling the scouts which order to line up in.

rules:
To choose teams, put the scouts in one line first; to make it a game, put them into two teams that race to rearrange themselves correctly. Lining up can be made harder by requiring silence or blindfolds.

variations:
Sort criteria used: number of brothers and sisters; number of letters in the name of the road you live in; number of letters in your name (Christian plus surname); age (then by date of birth); height (great done blindfolded); a randomly assigned number; shoe size; day and month of birthday; house or flat number; surname alphabetically; or, in "Woof, Neigh, Meow", scouts pick an animal name from a bag and sort by the height of the animal, no talking but animal noises allowed.

source_excerpt:
To choose teams put the scouts in one line first, to make it a game put the scouts into two teams through a different method and get them to line up with each team facing each other.


name: CHRISTMAS
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: pages 62-63
source_excerpt: Give each scout / team a piece of paper with CHRISTMAS written vertically down it.
materials_category: simple
materials_list: 1 Pen and sheet of paper per scout / team
skills_developed: vocabulary, creativity
difficulty_level: usor
keywords: word game, christmas
tags: ["pen and paper"]
language: en
normalized_name: christmas
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout or team is given a piece of paper with CHRISTMAS written vertically. On "Go!" scouts write words starting with each Christmas letter that are things expected to be seen in the home, especially at Christmas. Once the first scout or team finishes, everyone stops and the first reads out their list. Points are deducted for irrelevant answers, and the scout or team with the most points wins.

rules:
Deduct points for irrelevant answers. Unless the first scorer scores nine, mark the others' lists. Most points wins.


name: Christmas Card Pairs
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 63
materials_category: simple
materials_list: 5+ Christmas cards per scout
skills_developed: observation
difficulty_level: usor
keywords: matching, christmas
tags: ["group game"]
language: en
normalized_name: christmas card pairs
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
The backs are cut off Christmas cards and the pictures cut in half with varied cuts. One half of each card is kept and the others scattered around the playing area. Each scout is given a half-card. On "Go!" they find the matching half and bring the correct pair to the leader, who then gives them another half. Play continues until all halves are given out, and the scout with the most complete cards wins.

rules:
When a scout brings a correct matching pair to the leader, they receive another half. The winner is the scout with the most complete cards.

variations:
Play as a team and aggregate the individuals' scores within a team, or give a team one half. Put all the cards face down. Cut the cards into quarters.

source_excerpt:
On “Go!” they have to find the other half to match their card. When they bring the correct pair to you give them another half.


name: Christmas Dinner
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 63
materials_category: simple
materials_list: 1 pen and paper per scout / team
skills_developed: vocabulary, creativity
difficulty_level: usor
keywords: word game, christmas
tags: ["pen and paper"]
language: en
normalized_name: christmas dinner
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout or team is given a piece of paper with CHRISTMAS written vertically. On "Go!" scouts write words starting with each Christmas letter that are things expected to be seen on the Christmas Dinner table. Once the first scout or team finishes, everyone stops and reads out their list. Points are deducted for irrelevant answers, and the scout or team with the most points wins.

rules:
Deduct points for irrelevant answers. Unless the first scorer scores nine, mark the others' lists. Most points wins.

source_excerpt:
On “Go!” scouts have to write words starting with the Christmas letters that are things that you would expect to see on the Christmas Dinner table.


name: Christmas Message
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: pages 63-64
source_excerpt: Give them five minutes to compose a message to a named person using these letters.
materials_category: simple
materials_list: Pen and paper per scout
skills_developed: creativity, writing
difficulty_level: usor
keywords: word game, christmas, acrostic
tags: ["pen and paper"]
language: en
normalized_name: christmas message
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout is given a sheet of paper and pen and writes "To CHRISTMAS" vertically down the sheet. They are given five minutes to compose a message to a named person using these letters as the first letters of each line, possibly on a particular topic such as scouting. Scouts then read out their compositions, and the funniest, most original, cleverest, stupidest or most boring can be the winners.

rules:
Each line of the message must begin with the successive letters of "To Christmas". Scouts are given five minutes to compose.


name: Christmas Tree
variations: Scouts could be asked to draw a Nativity scene.
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 64
materials_category: simple
materials_list: 1 pen and paper plate per scout
skills_developed: creativity
difficulty_level: usor
keywords: drawing, christmas
tags: ["individual game"]
language: en
normalized_name: christmas tree
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout holds a paper plate on top of his head and, with a pen in the other hand, draws on it a line for the floor, then a tree, then a star, then decorations. The leader can ask for extra items such as a fireplace, stocking, Father Christmas or relatives arguing. Points are awarded for the best picture, with extra points for elements touching correctly. The scout with the most points wins.

rules:
Drawing is done on a paper plate held on the head. Award extra points for a tree touching the floor, the star touching the tree and so on.

source_excerpt:
Each scout holds a paper plate on the top of his head. With a pen in his other hand he draws a line for the floor, then a tree, then adds a star, then adds some decorations.


name: Christmas Tree Decorating
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 64
source_excerpt: On “Go!” the lead scouts run to their sheet of paper, draw a tree base and run back.
materials_category: simple
materials_list: 1 sheet of paper, pen and table per team, chalk
skills_developed: creativity, teamwork
difficulty_level: usor
keywords: relay, drawing, christmas
tags: ["team game"]
language: en
normalized_name: christmas tree decorating
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams behind a line, with a sheet of paper and pen on a table at the other end of the hall for each team. On "Go!" the lead scout runs to the sheet, draws a tree base and runs back; successive scouts draw a tree, presents, ornaments, candles, a fire extinguisher and a star, with the last writing "Happy Christmas" across the top. The win can go to a team that drew carefully rather than the first to finish.

rules:
Each scout draws one element of the picture in turn as a relay. The first team back is not necessarily the winner, as the drawing has to look as though it has been drawn carefully.


name: Chubby Bunny
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: pages 64-65
materials_category: simple
materials_list: Large marshmallows
difficulty_level: usor
keywords: deadly game, warning, marshmallows
tags: ["safety warning"]
language: en
normalized_name: chubby bunny
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts take it in turns to shove as many large marshmallows as possible into their mouths. The winner is the scout who stuffs in the most and can then say "Chubby bunny". The book explicitly warns this is one of the deadly games leaders should be aware of, as marshmallows do not break down quickly unless chewed and the game can lead to suffocation.

rules:
The winner is the scout who fits the most marshmallows in his mouth and can still say "Chubby bunny". This is a deadly game that can lead to suffocation.

source_excerpt:
This is one of the deadly games that leaders should be aware of. Marshmallows are easy to get hold of but do not break down quickly unless chewed. This game can lead to suffocation.


name: Cinnamon Challenge
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 65
source_excerpt: This is one of the deadly games that should never be attempted, but sometimes is.
materials_category: simple
materials_list: 1 spoon per scout, cinnamon
difficulty_level: usor
keywords: deadly game, warning, cinnamon
tags: ["safety warning"]
language: en
normalized_name: cinnamon challenge
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts each take a spoonful of cinnamon and put it in their mouths at the same time, the first to swallow it without drinking any water being the winner. The book explicitly states this is one of the deadly games that should never be attempted, because cinnamon dries out the mouth, and children have been known to get cinnamon down their windpipe and need a ventilator.

rules:
The book strongly warns against playing this game: if any scout suggests it, do not let them. It is presented as a deadly game that should never be attempted.


name: Cinnamon Challenge
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 65
materials_list: 1 spoon per scout, cinnamon
language: en
normalized_name: cinnamon challenge
extraction_confidence: med
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts each take a spoonful of cinnamon and put it in their mouths all at the same time. The first to swallow the cinnamon without drinking any water is the winner. The book lists this as a deadly game that should never be attempted, warning that cinnamon dries out the mouth and can be inhaled into the windpipe, requiring medical intervention.

rules:
Scouts each take a spoonful of cinnamon and put it in their mouths all at the same time. The first to swallow the cinnamon without drinking any water is the winner.

source_excerpt:
Scouts each take a spoonful of cinnamon and put it in their mouths
all at the same time. The first to swallow the cinnamon without
drinking any water is the winner.


name: Circle Bean Bag
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 65
materials_category: simple
materials_list: Bean bag
difficulty_level: usor
keywords: circle, kicking
tags: ["group game"]
language: en
normalized_name: circle bean bag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a circle holding hands with a bean bag in the middle. The scouts must try to kick the bean bag out of the circle. A scout whose legs the bean bag passes between is out, as are both scouts if it passes between two of them. Any two scouts who let go of each other are out, as is anyone who kicks another scout.

rules:
The scout whose legs the bean bag goes between is out. Any two scouts who let go of each other are out. Anyone kicking another scout is out. Scouts may pull or attempt to pull other scouts over the bag.

variations:
Try playing with a large sponge ball. A tennis ball can be used but not for kicking, just for pulling over; anyone touching the tennis ball is out.

source_excerpt:
The scouts must now attempt to kick the bean bag out of the circle. The scout whose legs the bean bag goes between is out.


name: Circle 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: page 65
materials_list: Bean bag
language: en
normalized_name: circle bean bag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts stand in a circle holding hands with a bean bag in the middle. They must attempt to kick the bean bag out of the circle. The scout whose legs the bean bag goes between is out, or both scouts if it passes between two of them. Scouts may pull others over the bag.

rules:
Put the scouts into a circle with a bean bag in the middle. The scouts hold hands. The scouts must attempt to kick the bean bag out of the circle. The scout whose legs the bean bag goes between is out, or both scouts if the bean bag passes between two of them. Any two scouts who let go of each other are out. Anyone kicking another scout is also out.

variations:
Try playing with a large sponge ball. A tennis ball can also be used but not for kicking, just for pulling over; anyone touching the tennis ball is out.

source_excerpt:
Put the scouts into a circle with a bean bag in the middle. The scouts
hold hands. The scouts must now attempt to kick the bean bag out of
the circle.


name: Circle Chair Dodge
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 65-66
source_excerpt: On “Go!” the scouts must push and pull to try to get the other scouts to hit the chair.
materials_category: simple
materials_list: Chair
difficulty_level: usor
keywords: circle, pushing
tags: ["group game"]
language: en
normalized_name: circle chair dodge
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a circle holding hands with a chair in the middle. On "Go!" the scouts push and pull to try to make other scouts hit the chair. Any scout that hits the chair, or any pair that let go of each other, is out and leaves the circle. The last scout left in the circle is the winner.

rules:
Put the scouts into a circle, holding hands, with a chair in the middle. On 'Go!' the scouts must push and pull to try to get the other scouts to hit the chair. Any scout that hits the chair, or any pair that let go of each other, is out and must leave the circle. The last scout left in the circle is the winner.


name: Circle Cricket I
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 66
materials_category: simple
materials_list: Tennis ball
skills_developed: teamwork
difficulty_level: usor
keywords: ball, running, cricket
tags: ["team game"]
language: en
normalized_name: circle cricket i
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into two teams, one forming a circle and the other a line. The circle scouts pass a tennis ball round the circle five times while the line scouts run around the circle in turn. When the ball has gone round five times, the leader shouts "Stop" and records the number of perimeter runs. The teams swap and repeat, and the team with more perimeter runs wins.

rules:
One team forms a circle, the other a line. On 'Go!' the circle scouts pass the ball round the circle five times. Whilst they are doing that, the line scouts run around the circle in turn. When the ball has been passed round five times, shout 'Stop' and record the number of perimeter runs. Swap teams and repeat.

source_excerpt:
On “Go!” the circle scouts pass the ball round the circle five times. Whilst they are doing that, the line scouts have to run around the circle in turn.


name: Circle Cricket II
variations: Every time the ball is dropped, the number of runs is reset to zero.
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 66
materials_category: simple
materials_list: Tennis ball
skills_developed: teamwork
difficulty_level: usor
keywords: ball, running, cricket
tags: ["team game"]
language: en
normalized_name: circle cricket ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into two teams, one forming a circle with one scout in the middle holding the ball, the other a line. On "Go!" the middle scout throws the ball to each circle scout in turn, who throws it back to score one run, while the line scouts run once around the circle in turn. When the line scouts have all run, the leader shouts "Stop" and records the runs. Teams swap and repeat, and the team with more runs wins.

rules:
The middle scout throws to each circle scout in turn to score runs while the line scouts run the perimeter once each.

source_excerpt:
On “Go!” the middle scout throws the ball to each of the circle scouts in turn, who must throw it back to score one run.


name: Circle Cricket II
variations: Every time the ball is dropped, the number of runs is reset to zero.
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 66
materials_list: Tennis ball
language: en
normalized_name: circle cricket ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams: one forms a circle with a scout in the middle holding the ball, the other a line. The middle scout throws the ball to each circle scout in turn who throws it back to score a run, while the line scouts run once around the circle in turn. Teams swap and repeat; the team with more runs wins.

rules:
On 'Go!' the middle scout throws the ball to each of the circle scouts in turn, who must throw it back to score one run. Whilst they do that, the line scouts run once around the circle in turn. When the line scouts have all run round, shout 'Stop' and record the runs. Swap teams and repeat.

source_excerpt:
On “Go!” the middle
scout throws the ball to each of the circle scouts in turn, who must
throw it back to score one run.


name: Circle 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: page 66
materials_category: simple
materials_list: 1 sponge ball
difficulty_level: usor
keywords: dodging, ball
tags: ["group game"]
language: en
normalized_name: circle dodge ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts run around the perimeter of the hall in one direction while the leader throws a sponge ball to try to hit them on any part of the body. A scout who is hit is out. The last one in wins.

rules:
Scouts run around the perimeter of the hall in one direction. The leader throws the ball to try to hit them on any part of their body. If they are hit they are out. Last one in wins.

variations:
The leader can get the scouts to change from running to walking, walking or running backwards, hopping, skipping, jumping, on all fours or kneeling.

source_excerpt:
The leader throws the ball to try to hit them on any part of their body. If they are hit they are out. Last one in wins.


name: Circle Dodge Ball I
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 67
materials_category: simple
materials_list: Large sponge ball
skills_developed: teamwork
difficulty_level: usor
keywords: dodging, ball
tags: ["team game"]
language: en
normalized_name: circle dodge ball i
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into two teams, one forming a large circle, the other standing inside it. The circle team attempts to hit the inside team by throwing the ball, which must hit below the knee to count. A scout who is hit must leave the circle. Once all scouts have been hit, the teams change places, and the team that gets the other team out quicker wins.

rules:
Hits must be below the knee to count. When a scout is hit he leaves the circle. The team that gets the other team out quicker wins.

source_excerpt:
The circle team attempts to hit the other team by throwing the ball which must hit below the knee to count.


name: Circle Dodge Ball I
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 67
materials_list: Large sponge ball
language: en
normalized_name: circle dodge ball i
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams: one forms a large circle, the other stands inside it. The circle team tries to hit the inside team by throwing the ball, which must hit below the knee to count. Hit scouts leave the circle. Once all are hit, teams change places. The team that gets the others out quicker wins.

rules:
The circle team attempts to hit the other team by throwing the ball which must hit below the knee to count. When a scout is hit he must leave the circle. Once all scouts have been hit the teams change places. The team that gets the other team out quicker is the winner.

source_excerpt:
The
circle team attempts to hit the other team by throwing the ball which must hit below the knee to
count.


name: Circle Heads
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 67
materials_category: simple
materials_list: Large sponge ball
skills_developed: concentration
difficulty_level: usor
keywords: ball, concentration, reaction
tags: ["group game"]
language: en
normalized_name: circle heads
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put in a circle with the leader in the middle. The leader throws a large sponge ball to random scouts saying either "Catch" or "Head". Scouts have to do the opposite of what is said, or else they are out and sit down. As fewer scouts remain, any move in the wrong direction is an out.

rules:
Scouts must do the opposite of the leader's call ("Catch" or "Head"); doing what is said puts them out.

source_excerpt:
Throw the ball to random scouts and say, “Catch” or “Head”. Scouts have to do the opposite or else they’re out and have to sit down.


name: Circle Heads
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 67
materials_list: Large sponge ball
language: en
normalized_name: circle heads
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts stand in a circle with the leader in the middle. The leader throws the ball to random scouts saying 'Catch' or 'Head'. Scouts have to do the opposite or they are out and sit down.

rules:
Throw the ball to random scouts and say, 'Catch' or 'Head'. Scouts have to do the opposite or else they're out and have to sit down.

source_excerpt:
Throw the ball to
random scouts and say, “Catch” or “Head”. Scouts have to do the
opposite or else they’re out and have to sit down.


name: Circle Juggling
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 67
materials_category: simple
materials_list: Tennis balls
skills_developed: coordination, concentration
difficulty_level: mediu
keywords: ball, coordination
tags: ["group game"]
language: en
normalized_name: circle juggling
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into a circle and numbered, with the numbering alternating backwards and forwards across the circle. A ball is given to "One" who throws it to "Two" and so on, the last numbered scout throwing it back to "One". While the ball is going round, another ball is given to "One" to throw, and with enough scouts and practice several balls can be on the go at once.

rules:
Have some practice runs and anyone who keeps dropping the balls is out. The ball follows the numbered sequence around the circle.

source_excerpt:
Give a ball to “One” who throws it to “Two” and so on. The last numbered scout throws it to “One” and off you go again.


name: Circle Juggling
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 67
materials_list: Tennis balls
language: en
normalized_name: circle juggling
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts stand in a circle and are numbered, with numbering alternating backwards and forwards across the circle. A ball is given to 'One' who throws it to 'Two' and so on. The last scout throws to 'One' to start again. More balls are introduced so several are in play at once.

rules:
Number the scouts, alternating the numbering backwards and forwards across the circle. Give a ball to 'One' who throws it to 'Two' and so on. The last numbered scout throws it to 'One'. Whilst the ball is doing the rounds, give another ball to number 'One'. Anyone who keeps dropping the balls is out.

source_excerpt:
Give a ball to “One” who throws it to “Two” and so on. The last
numbered scout throws it to “One” and off you go again.


name: Circle Jump
rules: Scouts jump the spinning rope; any scout the rope hits becomes 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 67
materials_category: simple
materials_list: Rope with weight (rolled up sock) attached
skills_developed: coordination, timing
difficulty_level: usor
keywords: jumping, rope
tags: ["group game"]
language: en
normalized_name: circle jump
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a circle with plenty of room. "It" stands in the middle with a rope that has a weight, such as a rolled-up sock, attached, and spins it so the end is just off the ground. At "Go!" scouts move into reach of the rope and jump as it comes round. Each time a scout misses and the rope hits him, he becomes It.

source_excerpt:
At “Go!” scouts move into the circle so that they are within the reach of the rope and jump as the rope comes round.


name: Circle Jump
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 67
materials_list: Rope with weight (rolled up sock) attached
language: en
normalized_name: circle jump
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts stand in a circle with plenty of room. 'It' stands in the middle with a weighted rope and spins it so the end is just off the ground. Scouts move within reach of the rope and jump as it comes round. Each time a scout misses and the rope hits him, he becomes It.

rules:
'It' stands in the middle with the rope stretched out and starts to spin it so that the end is just off the ground. At 'Go!' scouts move into reach of the rope and jump as the rope comes round. Each time a scout misses and the rope hits him, he becomes It.

source_excerpt:
At “Go!” scouts
move into the circle so that they are within the reach of the rope and
jump as the rope comes round.


name: Circle Pull
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 67-68
materials_category: simple
materials_list: Chalk
difficulty_level: usor
keywords: circle, pulling
tags: ["group game"]
language: en
normalized_name: circle pull
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a circle and hold hands, with a smaller circle drawn on the ground inside. On "Go!" scouts pull their neighbours into the smaller circle. Anyone who steps into the inner circle is out and leaves the scout circle. Play continues until only one scout, the winner, is left.

rules:
Scouts form a circle and hold hands. A smaller circle is drawn on the ground inside the scout circle. On 'Go!' scouts have to pull their neighbours into the smaller circle. Anyone who steps into this circle is out and leaves the scout circle. Play continues until there is only one scout left who is the winner.

source_excerpt:
On “Go!” scouts have to pull their neighbours into the smaller circle. Anyone who steps into this circle is out and leaves the scout circle.


name: Circle 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 68
materials_category: none
difficulty_level: usor
keywords: running, race
tags: ["group game"]
language: en
normalized_name: circle race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a large circle. At "Go!" all scouts run round the circle to the right and try to overtake the scout in front of them on the outside. Each time this is successful, the overtaking scout pats the overtaken scout on the shoulder, and the patted scout is out and leaves the circle. The last scout left in the circle is the winner.

rules:
An overtaken scout, once patted on the shoulder, is out. The last scout left in the circle is the winner.

variations:
Occasionally shout, "Reverse!" which means everyone has to stop, turn around and run in the other direction.

source_excerpt:
At “Go!” all the scouts run round in a circle to the right and attempt to overtake the scout on the outside in front of them.


name: Circle 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 68
language: en
normalized_name: circle race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a large circle. At 'Go!' all run round to the right trying to overtake the scout in front. When successful, the overtaking scout pats the overtaken scout on the shoulder, who is then out and leaves the circle. The last scout left is the winner.

rules:
At 'Go!' all the scouts run round in a circle to the right and attempt to overtake the scout on the outside in front of them. Every time successful the overtaking scout pats the overtaken scout on the shoulder. Once patted, that scout is out and leaves the circle.

variations:
Occasionally shout, 'Reverse!' which means everyone has to stop, turn around and run in the other direction.

source_excerpt:
At “Go!” all the scouts run round in a circle
to the right and attempt to overtake the scout on the outside in front
of them.


name: Circle Skittles
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 68
materials_category: simple
materials_list: 12 plastic bottles
difficulty_level: usor
keywords: circle, skittles, pulling
tags: ["group game"]
language: en
normalized_name: circle skittles
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Twelve plastic bottles are arranged in a triangle on the floor in the middle of the hall, with scouts in a circle around them. Rather than holding hands, each scout grips the left wrist of the scout to his right with his right hand. Scouts pull and push others onto the bottles. Anyone who knocks a bottle over is out, as is anyone who breaks grip. When all bottles are down, any remaining scouts are reset and play continues until one scout is left.

rules:
Anyone who knocks a bottle over is out, as is anyone who breaks grip. The wrist grip means a broken circle has only one culprit instead of two.

source_excerpt:
Scouts now have to pull and push others onto the bottles. Anyone who knocks a bottle over is out, as is anyone who breaks grip.


name: Circle Skittles
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 68
materials_list: 12 plastic bottles
language: en
normalized_name: circle skittles
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Twelve plastic bottles are arranged in a triangle in the middle of the hall. Scouts form a circle around them, each gripping the left wrist of the scout to his right. Scouts pull and push others onto the bottles. Anyone who knocks a bottle over is out, as is anyone who breaks grip.

rules:
Arrange twelve plastic bottles in a triangle on the floor. Put the scouts in a circle around the bottles, each gripping with his right hand the left wrist of the scout to his right. Scouts pull and push others onto the bottles. Anyone who knocks a bottle over is out, as is anyone who breaks grip. When all bottles are down, reset and continue until one scout is left.

source_excerpt:
Scouts now have to pull and
push others onto the bottles. Anyone who knocks a bottle over is out,
as is anyone who breaks grip.


name: Circle 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: pages 68-69
source_excerpt: Put the scouts into a circle and have an “It” and an escaping scout.
language: en
normalized_name: circle tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a circle with an 'It' and an escaping scout. When the escaping scout joins the circle, the scout to his left becomes the new escaping scout. As soon as the escaping scout is tagged, he becomes It and It becomes the escaping scout.

rules:
As soon as the escaping scout can get to be part of the circle the scout immediately to his left becomes the escaping scout and has to go into and come out of the circle before trying to get back in. As soon as the escaping scout is tagged, he becomes It and It becomes the escaping scout.


name: Circle Tag
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 275
difficulty_level: usor
keywords: tag, running, circle, pairs
language: en
normalized_name: circle tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An active running game needing lots of space. Girls form a circle holding hands except for two who are 'it'. The pair runs around the circle and the inside runner tags a pair of joined hands; those two girls come out and run the opposite way around the circle, trying to return to their spot before the first pair. If they fail, they become 'it'. Pairs must keep holding hands throughout.

rules:
Arrange the girls in a circle holding hands, except for two who are 'it'. The 'it' pair runs around the circle; the inside runner tags a pair of joined hands. Those two girls come out and run the opposite way around the circle, trying to get back to their spot before the first pair. If they fail they become 'it'. All pairs must keep holding hands throughout.

source_excerpt:
The runner on the inside tags a pair of hands, and these two girls come out of the circle run in the opposite direction around the circle, trying to get back into their spot before the first pair gets there.


name: Circle Tag
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 275
source_excerpt: Arrange the girls in a circle with everyone holding hands, except for two. This pair is "it".
skills_developed: coordonare, viteza
difficulty_level: usor
keywords: prinselea, cerc, alergare
tags: ["tag-game"]
language: en
normalized_name: circle tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A tag game that needs lots of space. The girls form a circle holding hands, except for two who are 'it'. The 'it' pair runs around the circle until they tag a pair of joined hands. The two tagged girls leave the circle and run in the opposite direction, trying to get back to their spot before the first pair. If they fail, they become 'it'. Everyone keeps holding hands throughout.

rules:
Arrange the girls in a circle holding hands except for two, who are 'it'. The pair runs around the circle and tags a pair of joined hands. The two tagged girls run in the opposite direction around the circle, trying to return to their spot before the first pair. If they don't succeed, they become 'it'. Hands must be held throughout.


name: Clap....p!
variations: If you're left with some really good clappers introduce two or three claps.
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 69
language: en
normalized_name: clap....p!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
The leader holds his hands out and tells scouts they must clap when he does. The last to clap each time is out. Scouts cannot start clapping until the leader has clapped, and the leader may fake a clap to catch scouts out.

rules:
Tell scouts they have to clap when you do. Last one to clap each time is out until you have a winner. Scouts can't start to clap until you have clapped. If you start a clap you don't have to finish it and any scout that claps ahead of you is out.

source_excerpt:
Hold your hands out in front of you and tell scouts that they have to
clap when you do. Last one to clap each time is out until you have a
winner.


name: Clap & Catch
variations: Introduce 'kneel on one knee' as an interim action.
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 69
source_excerpt: Throw the ball to one of the scouts who must clap before catching it.
materials_list: Large sponge ball
language: en
normalized_name: clap & catch
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts stand in a large circle with the leader in the middle. The leader throws the ball to a scout who must clap before catching it. Failing means standing on one leg, then kneeling, then being out. Play continues until one scout is left.

rules:
Throw the ball to one of the scouts who must clap before catching it. If he drops the ball or fails to clap then he has to stand on one leg. Those on one leg who fail have to kneel. Those kneeling who fail are out. Play continues until you have only one scout left.


name: Clap
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 69
language: en
normalized_name: clap
extraction_confidence: med
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are told that when the leader claps his hands above his head they have to follow, and the last to do so is out. Scouts are also out if they clap when the leader doesn't. The leader may fake a clap to catch scouts out.

rules:
Scouts are told that when you clap your hands above your head they have to follow and the last to do so will be out. Scouts will also be out if they clap when you don't. Sometimes stop your clap just before you actually do clap. The last to be out is the winner.

source_excerpt:
Scouts are told that when you clap your hands above your head they
have to follow and the last to do so will be out.


name: Clap Challenge
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 69-70
source_excerpt: On “Go!” teams have to send a clap round their circle, one after the other.
language: en
normalized_name: clap challenge
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams and into circles. On 'Go!' teams send a clap round their circle, one scout after the other. The team that sends their clap round quickest is the winner.

rules:
Put the scouts into teams and then into circles. On 'Go!' teams have to send a clap round their circle, one after the other. The team that sends their clap round quickest is the winner.


name: Clappers - Clappy
variations: Try sending more than one clap round. Scouts have to shout 'Clappy!' as they make their clap.
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 70
language: en
normalized_name: clappers - clappy
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts stand in a circle. One starts by clapping, followed by the scout to their right all the way round and round, as quickly as they can. Can be played as a timed challenge with scouts in separate teams.

rules:
One scout starts by clapping, followed by the scout to their right all the way round, and round. Try to get the scouts to clap as quickly as they can. You could have a timed challenge with the scouts in separate teams.

source_excerpt:
One starts by clapping, followed by the
scout to their right all the way round, and round, and round.


name: Clappers - Table
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 70
materials_list: Tables and chairs
language: en
normalized_name: clappers - table
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts sit round a table and hold out their arms at forty-five degrees so they overlap their neighbours' wrists. One scout starts by slapping the table; play continues clockwise with the next hand slapping. A double slap reverses direction. Hesitation or wrong slapping puts that hand out. The winner is the scout with the last hand in.

rules:
Get the scouts to hold out their arms at forty-five degrees so they over/underlap their neighbours' wrists. One scout slaps the table; play continues clockwise with the next hand slapping. When a hand slaps twice, the direction is reversed. Any hesitation or wrong slapping means that hand is out. Out hands remain in situ. The winner is the scout with the last hand in.

source_excerpt:
One scout starts by keeping his wrist resting on
the table, raising one of his hands and slapping the table.


name: Clapping Hot and Cold
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 70-71
language: en
normalized_name: clapping hot and cold
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
One scout leaves the room and the rest are given an action (e.g. writing a letter, frying an egg). The scout returns and guesses the task by performing it. The remaining scouts clap slower or faster depending on how close he is.

rules:
One scout goes out of the room and you give the remaining scouts an action. Bring the scout back in and he has to guess the task by performing it. The remaining scouts clap slower or faster depending on how close the scout is. Can the scout guess the action within one minute?

source_excerpt:
The remaining scouts
start to clap, slower or faster depending on how close the one scout
is to the action.


name: Clock Balloon
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 71
materials_list: 1 x 2 metre stick per team, 1 balloon per team
language: en
normalized_name: clock balloon
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in teams of five arrange around a stick held at shoulder height. One scout pats a balloon over the stick then rotates positions; each successful pat scores one point. The first team to a set number of points, or the team with most points after a set time, wins.

rules:
Scouts two and four hold their stick at shoulder height, scouts one and three stand either side of the stick, scout five stands between one and four. One holds the balloon and on 'Go!' pats it over the stick, then takes Two's place; positions rotate. Every successful pat scores one point. Points can be deducted for lowering or dropping the stick.

source_excerpt:
One
holds the balloon and on “Go!” has to pat it over the stick. Once he
has successfully done so he takes Two’s place.


name: Clothes Peg Clip
variations: Use coloured pegs and 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 71-72
materials_list: 6 clothes pegs per scout, pen and paper
language: en
normalized_name: clothes peg clip
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout is given six clothes pegs. On 'Go!' scouts clip their pegs onto the shirt hem of other scouts while avoiding having their own clipped. When a scout has clipped all six pegs he leaves the area. After five minutes the scout with the lowest score (pegs on his shirt plus pegs in hand) is the winner.

rules:
Give each scout six clothes pegs. On 'Go!' scouts clip their pegs onto the shirt hem of other scouts whilst avoiding having their own clipped. Clipped pegs must not be removed. When a scout clips all six he leaves the area and has his shirt inspected. After five minutes stop the game; the scout with the lowest score is the winner.

source_excerpt:
On “Go!” scouts have to successfully clip
their clothes pegs onto the shirt hem of the other scouts whilst
avoiding having their own shirts clipped.


name: Clothes Peg Collection
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 72
materials_list: 5 or 10 clothes pegs per scout
language: en
normalized_name: clothes peg collection
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout is given the same number of clothes pegs and pegs them to their clothing. On 'Go!' scouts grab as many pegs as they can from other scouts and peg them on themselves. After a fixed time the scout with most pegs wins. Scouts can only grab one peg at a time.

rules:
Give the same quantity of clothes pegs to each scout who pegs them to their clothing. On 'Go!' scouts grab as many pegs as they can from other scouts and peg them on their own clothing. Scouts can only grab one peg at a time and must have pegged it before going after another. After a fixed time the scout with most pegs is the winner.

variations:
Once a scout has lost all his pegs he is out. Pegs are all attached to the back of shirts and grabbed pegs are pocketed. Whilst attaching a grabbed peg a scout can stand on one leg which means he cannot be grabbed. Broken pegs don't count.

source_excerpt:
On “Go!”
scouts have to grab as many clothes pegs as they can from other
scouts and peg them on their own clothing.


name: Clothes Peg 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 72
materials_list: 50 clothes pegs, length of string, chalk
language: en
normalized_name: clothes peg relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A string is set across the hall at shoulder height with clothes pegs clipped along it. Teams line up behind a line; the lead scout runs to unclip a peg with his teeth, runs back and tags the next scout. When all pegs are unclipped the team with most pegs wins.

rules:
Put the string across the hall at shoulder height. Clip the clothes pegs along it. On 'Go!' the lead scout from each team runs and unclips a clothes peg with his teeth, runs back and tags the next scout who repeats. Once all pegs are unclipped the game ends. The team with most pegs is the winner.

source_excerpt:
On “Go!” the lead scout from each team
has to run and unclip a clothes peg with his teeth, run back and tag
the next scout who repeats the process.


name: Clothes Peg Unclip
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 72-73
materials_list: 6 clothes pegs per scout, pen and paper
language: en
normalized_name: clothes peg unclip
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout is given six clothes pegs clipped on the back of their untucked shirts. On 'Go!' scouts unclip as many pegs as they can from other scouts while keeping their own. Scouts score one point per peg unclipped and two points per peg still on their own shirt.

rules:
Give each scout six clothes pegs and clip them on the back of their untucked-in shirts. On 'Go!' scouts unclip as many pegs as they can from other scouts' shirts whilst leaving their own intact. Scouts score one point for every peg unclipped and two points for every clip still on the back of their own shirt. The winner is the scout with most points.

source_excerpt:
On “Go!” scouts have to unclip as many pegs as
they can from other scouts’ shirts whilst leaving their own intact.


name: Clove Hitch - Human
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 73
source_excerpt: Then ask them to tie themselves in to a clove hitch around a tree without letting go.
language: en
normalized_name: clove hitch - human
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts stand in a long line holding hands and must tie themselves into a clove hitch around a tree without letting go. It can be done with enough scouts, including natural leaders, and everyone listening.

rules:
Get the scouts to stand in a long line holding hands. Then ask them to tie themselves into a clove hitch around a tree without letting go.


name: Clove Hitch - Quarantined
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 73
materials_list: 1 long length of rope per pair, 1 tree per pair
language: en
normalized_name: clove hitch - quarantined
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into pairs, each given a length of rope. Each pair must tie a clove hitch round a tree without getting any nearer than one pace to the tree. The first pair to succeed wins.

rules:
Put the scouts into pairs and give each pair a length of rope. Each pair must tie a clove hitch round a tree without getting any nearer than one pace to the tree. First pair to succeed wins.

source_excerpt:
Tell
them that each pair must tie a clove hitch round a tree without
getting any nearer than one pace to the tree.


name: Clucky Wucky Ducky
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 73
language: en
normalized_name: clucky wucky ducky
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
One scout is 'It' and goes up behind another scout and says 'Ducky'. The scout must respond 'Quack' without smiling, otherwise the quacking duck becomes It. It can also say 'Clucky Ducky' (response 'Quack, Quack') or 'Clucky Wucky Ducky' (response 'Quack, Quack, Quack').

rules:
One scout is 'It' and goes up behind another scout and says 'Ducky'. The scout must respond 'Quack' without smiling, otherwise the quacking duck is It. If there is no smiling It moves onto another scout.

source_excerpt:
One scout is “It” and has to go up behind another scout and say
“Ducky”. The scout has to respond, “Quack,” without smiling
otherwise the quacking duck is It.


name: Cock Fight
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 73-74
source_excerpt: From this position scouts have to bump the other scouts off balance. No grabbing allowed.
materials_list: One stick per scout
language: en
normalized_name: cock fight
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts crouch with elbows bent below their knees, a stick fed over the elbows and under the knees. From this position scouts bump others off balance. No grabbing allowed. The last one 'standing' is the winner.

rules:
Scouts crouch down with their elbows bent below their knees on the outside. Feed a stick over the elbows and under the knees. From this position scouts have to bump the other scouts off balance. No grabbing allowed. The last one 'standing' is the winner.


name: Cockles, Cockerels and Cockroaches
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 73
materials_list: 6 marker cones
language: en
normalized_name: cockles, cockerels and cockroaches
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A rectangle is marked with a centre line. Two teams (cockles and cockerels) line up facing each other. When a team name is shouted, that team runs back to its base line pursued by the other. Tagged scouts switch teams. If 'cockroaches' is called, any scout who moves switches teams.

rules:
If you shout one of these names that team has to turn and run back to its base line, pursued by the other team. Any scout tagged is moved to the other team. If cockroaches is called then any scout that moves a muscle is moved to the other team. The game continues until there is no one left on one team.

source_excerpt:
If you shout one of
these names that team name has to turn and run back to its base line,
pursued by the other team, and vice-versa


name: Coin Target
variations: Scouts have to flick their coin off the back of their thumbnail. 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: page 74
source_excerpt: Coins in the cup score 2, in the bowl score 1 and 0 for everyone else.
materials_list: 1 x 1p or 2p coin per scout, chalk, washing-up bowl, cup, marker pens, pen and paper
language: en
normalized_name: coin target
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A large circle is marked with scouts standing outside holding an initialled coin. A washing-up bowl with a cup inside is placed in the centre. Scouts throw their coins aiming for the cup: 2 points in the cup, 1 in the bowl, 0 elsewhere. The highest score over several rounds wins.

rules:
Scouts throw their coin, aiming for the cup. Coins in the cup score 2, in the bowl score 1 and 0 for everyone else. Keep a score and have several rounds. The scout with the highest score is the winner.


name: Collapsing Crabs
variations: Play in teams so that scouts can work together.
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 74-75
source_excerpt: On “Go!” scouts push each other to try to get others to put their bottoms on the floor.
language: en
normalized_name: collapsing crabs
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts get into the crab position (hands and feet with bottom underneath). On 'Go!' scouts push each other to get others' bottoms on the floor. Any scout whose bottom touches the floor is out. The last scout with his bottom off the floor wins.

rules:
Scouts all get into the crab position. On 'Go!' scouts push each other to try to get others to put their bottoms on the floor. Any scout whose bottom touches the floor is out. The last scout with his bottom off the floor is the winner.


name: Collapsing Ladder
variations: Any scout stepping on a peg has to go back to the start of his go.
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 75
source_excerpt: On “Go!” the lead scouts have to hop over the tent pegs in turn.
materials_list: 12 tent pegs per team, chalk
language: en
normalized_name: collapsing ladder
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Tent pegs are laid across the ground at 30 cm intervals to make a ladder shape in front of each team. On 'Go!' lead scouts hop over the tent pegs, pick up the last peg, hop back and tag the next scout. The first team to pick up all pegs wins.

rules:
On 'Go!' the lead scouts hop over the tent pegs in turn. Once they've hopped over the last peg they pick it up and hop back to their second scout who repeats. Keep going until all pegs are picked up. The first team to pick up all the pegs is the winner.


name: Compass Freeze
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 75
materials_list: 1 compass
language: en
normalized_name: compass freeze
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts spread around the hall, with the four walls named as cardinal points. All face north, then the leader calls out compass points including intercardinals and finer divisions. After each, scouts freeze. The scout furthest from the correct direction is out; the last scout remaining wins.

rules:
Name the four hall walls as cardinal points. Get all scouts to face north. Call out compass points, including intercardinal directions and further divisions. After each give a few seconds, then 'Freeze!' The scout furthest from the correct direction is out. The last scout to remain is the winner.

source_excerpt:
After each compass point
give them a few seconds, then “Freeze!” Scouts must keep still. The
scout who is furthest away from the correct direction is out.


name: 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 75-76
materials_list: Chalk or 16 staves (if outside)
language: en
normalized_name: compass points
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Sixteen lines are marked from a centre point with north marked. The leader calls compass points and scouts stand at the named point. Once everyone is placed, two points are called and those scouts swap places. Hesitation, wrong moves or moving when not called puts a scout out.

rules:
Call out the sixteen compass points in random order and one scout in turn stands at it. Once every scout is on a point, call out two points; scouts on those points immediately swap places. Any hesitation and they're out. Anyone else who moves is out. Anyone moving to the wrong point is out. The last remaining scout wins.

variations:
If you have some really good players introduce a rule that the last of each pair of scouts to a new point is out.

source_excerpt:
Once every scout is on
a point, call out two points, e.g. south and north north west. Scouts
on those points have immediately to swap places with each other.


name: Compass Putting
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 76
materials_list: 1 tin can, 4 tent pegs, 1 mallet, 4 putters, 4 golf balls, pen and paper
language: en
normalized_name: compass putting
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A tin can is sunk into the ground with tent pegs marking north, south, east and west three metres out. Four teams take it in turns to putt a golf ball at the can. Scouts score two points for sunk balls and one point for the nearest of the rest in each round.

rules:
Give one scout from each team a putter, a ball and one of the compass positions. Scouts take it in turns to have one shot at sinking their ball. Scouts score two points for any balls sunk and one point for the nearest of the rest in each round. Play until all scouts have had a putt. The team with the highest score wins.

source_excerpt:
Scouts score two points for any balls that are sunk and one
point for the nearest of the rest in each round.


name: Conker Relay
variations: Use ping pong balls, lemons, limes, potatoes, hard boiled eggs. Instead of a stick use a broom.
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 76
materials_list: 1 stick per team, 1 marker cone per team, 3 conkers per team, chalk
language: en
normalized_name: conker relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams line up behind a start line. On 'Go!' lead scouts use a stick to push conkers up and round a marker cone and back over the line, then other team members do the same. The first team to finish wins.

rules:
On 'Go!' the lead scouts use their stick to push the conkers up and round a marker cone and back over the line. Other team members do the same. The first team to finish is the winner.

source_excerpt:
On “Go!” the lead
scouts have to use their stick to push the conkers up and round a
marker cone and back over the line.


name: Connect the Dots
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 76
materials_list: Paper and pen
language: en
normalized_name: connect the dots
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A square grid of dots is drawn (ten by ten is a good start). Scouts pass the grid and pen round, each drawing one line joining two dots. A scout who draws the fourth line of a box claims it with his initials and draws another line. The scout with the most boxes wins.

rules:
Make a square grid of dots. Scouts pass the grid and pen round, each time drawing one line joining two dots, vertical or horizontal. When a scout draws the fourth line of a box, that is his and he initials it and draws another line. Once all dots are connected the scout with the most boxes is the winner.

variations:
Have more dots, or for a quicker game have fewer. The winner is the scout with the fewest boxes completed.

source_excerpt:
Scouts sit round a table and pass the grid and pen round, each time
drawing one line, joining two dots.


name: Cops and Robbers
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 77
materials_list: 1 bean bag
language: en
normalized_name: cops and robbers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams line up at opposite ends of the hall with a bean bag in the middle. A number is called; the robber moves and the cop copies everything he does. The cop must tag the robber after copying his actions before he returns to his team. Points are scored depending on a successful tag or escape.

rules:
Call a number and the robber starts moving. The cop has to copy everything he does. When the robber grabs the bean bag the cop needs to tag him, after copying his actions, before he gets back to his team, otherwise the robber's team scores. If the cop tags successfully, the cop's team scores. The team with more points wins.

source_excerpt:
Call a number
and the robber starts moving. The cop has to copy him in everything
he does, be it a twirl, a hop, lifting a leg etc.


name: Copy Cat Cub
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 77-78
source_excerpt: This leader is has to instigate an action which everyone else must copy.
language: en
normalized_name: copy cat cub
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts scatter through the hall and one leaves. A leader is secretly chosen who instigates actions everyone else copies. The scout returns and must work out who is instigating the actions. When he chooses correctly the pair swap.

rules:
Whilst the scout is out you choose a scout to be leader who instigates an action everyone else copies. The scout is called back and has to work out who is instigating the actions. When he chooses the correct scout the pair swap and a new leader is chosen.


name: CopyCub
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 78
language: en
normalized_name: copycub
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts stand or sit in a large circle. The starting scout turns to the scout on his right and does something to them (e.g. pinches their nose or pats their head). The action is passed from scout to scout around the circle. Anyone who smiles, giggles or laughs is out.

rules:
The scout who starts turns to the scout on his right and does something to them. This action is passed from scout to scout round the circle. Anyone who smiles, giggles or laughs is out until you only have one scout left who is the winner.

source_excerpt:
This action
is then passed from scout to scout round the circle. Anyone who
smiles, giggles or laughs is out


name: Cossack Conquest
variations: Alternatively the winner stays and plays a three-way round thereinafter.
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 78
language: en
normalized_name: cossack conquest
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into two teams and numbered. A number is called and the two so-numbered scouts approach each other hopping with arms folded. They bump into each other to try to push the other over or get them to put the other foot down. The first to lose triggers a new number.

rules:
Call a number at random and the two so-numbered scouts approach each other hopping with their arms folded. They bump into each other to push the other over or get them to put the other foot down. The first to be pushed over or put the other foot down is the loser.

source_excerpt:
Call a number
at random and the two so-numbered scouts must approach each other
hopping and with their arms folded.


name: Cotton Reel Construction
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 78
source_excerpt: The first team to stack up all eight reels in this way wins.
materials_list: Loads of cotton reels
language: en
normalized_name: cotton reel construction
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams are given around eight cotton reels each. On 'Go!' the first team member places one reel on its end, the second balances a reel on top, and so on. The first team to stack all eight reels wins; a collapse means starting again.

rules:
On 'Go!' the first team members put one cotton reel on its end on the floor. The second team members balance a second reel on top, and so on. The first team to stack up all eight reels wins. If the tower collapses the team starts again.


name: Cotton Wool Collection
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 78-79
source_excerpt: On “Go!” teams have to get the balls from the centre to their corner using just their spoons.
materials_list: Loads of cotton wool balls, 1 spoon per scout
language: en
normalized_name: cotton wool collection
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Four teams compete around a pile of cotton wool balls in the middle of the hall. On 'Go!' teams transport balls from the centre to their corner using only spoons. Hands cannot be used once a ball is on a spoon. The team that moves the most balls wins.

rules:
On 'Go!' teams have to get the balls from the centre to their corner using just their spoons. Once a ball is on a spoon, hands cannot be used. One ball at a time. Dropped balls must be picked up before continuing. Count up which team moved most.


name: Count to 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 79
source_excerpt: Scouts have to throw the ball to members of their team counting “one,” “two,” etc with each throw.
materials_list: 1 sponge ball
language: en
normalized_name: count to ten
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams spread out in the playing area. The ball is thrown in and scouts throw it to team-mates counting 'one,' 'two,' etc with each throw. If the other team intercepts, counting restarts at one. The first team to reach ten wins.

rules:
Scouts throw the ball to members of their team counting with each throw. If another team intercepts or catches it they do the same. Each time the other team gets the ball counting starts again at one. First team to ten wins. The scout with the ball cannot move but can turn on his spot. No physical contact.


name: Cowboys and Indians
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 79
materials_list: 4 marker cones
language: en
normalized_name: cowboys and indians
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A large playing area is marked with two ends. Two teams are positioned at each end and moved within a few paces of each other by called instructions. When 'attack' is announced, the named team chases the other back to its line. Tagged scouts join the attacking team.

rules:
Get the two teams within a few paces of each other by calling forward or back paces. Then announce '[Name of team] - attack!' whereupon the named team chases the other team back to its line. Scouts who tag others take them into their team. The winner is the team that gets the other team onto its side.

source_excerpt:
Then announce,
“[Name of team] - attack!” whereupon the named team has to chase
the other team back to its line.


name: Crab Balloonball
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 79-80
source_excerpt: On “Go!” scouts have to use their feet, whilst remaining in the crab position, to score a goal.
materials_list: 2 tables, 1 balloon
language: en
normalized_name: crab balloonball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Tables are used as goals at either end of the hall. Two teams start on their goal lines with a balloon in the centre. Scouts form the crab position and use their feet to score goals, staying in the crab position. The first team to a set number of goals, or with most goals after a set time, wins.

rules:
On 'Go!' scouts have to use their feet, whilst remaining in the crab position, to score a goal. They can sit down to kick the balloon but can't use their hands. The first team to a set number of goals, or the team with most goals after a set time, is the winner.


name: Crab Crawl Tea-Break
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 80
materials_list: 1 tennis ball per team, 4 marker cones or chalk
language: en
normalized_name: crab crawl tea-break
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams line up behind a line; lead scouts assume the crab position with a tennis ball on their chest or stomach. On 'Go!' they transport the ball across the far line, then get up and run back to tag the next player. The first team to finish wins.

rules:
On 'Go!' lead scouts transport their ball across the far line whereupon they get up, grab their ball and run back to their team for the next player. The first team to finish is the winner. Dropped balls must be replaced.

variations:
Some scouts find this impossible so try getting them to push up first and then someone puts the ball onto them. Or use teacakes, which won't roll off so easily.

source_excerpt:
On
“Go!” they have to transport their ball across the far line whereupon
they can get up, grab their ball, and run back to their team


name: Crab Football
variations: Use hands, but no picking-up or scooping.
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 80
source_excerpt: Scouts have to play by sitting on their bottoms or knees and hands. Only feet can be used.
materials_list: 1 large sponge ball, 2 tables
language: en
normalized_name: crab football
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams play football with tables on their sides as goals at either end of the hall. Scouts hit the table to score. Scouts play sitting on their bottoms or on knees and hands, using only their feet. Using hands, standing or crouching gives a free goal to the opposition.

rules:
Scouts have to hit the table to score a goal. Scouts play sitting on their bottoms or knees and hands. Only feet can be used. Any hands, standing or crouching results in a free goal to the opposing team. First team to five or ten wins, or the team with more goals after a set time.


name: Crab Scuttle
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 80-81
materials_list: Chalk
language: en
normalized_name: crab scuttle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams line up at the start line. On 'Go!' the lead scout puts his left hand between his legs and the second scout grabs it; the pair run up to and over the far line, then return facing backwards to link with the next scout. Play continues until the whole team has crossed. The first team to do so wins.

rules:
On 'Go!' the lead scout puts his left hand between his legs and the second scout grabs it with his right hand. The pair run up to and over the far line, then return facing backwards and link the next scout. The whole team must cross over the far end line. The first team to do so is the winner. Broken links must be rectified before continuing.

source_excerpt:
On “Go!” the
lead scout puts his left hand between his legs and the second scout
grabs it with his right hand.


name: Crack the Cream 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: page 81
materials_list: Broom stick or stave, 4 x 2m lengths of string, 24 cream crackers
language: en
normalized_name: crack the cream crackers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Cream crackers are tied along lengths of string hung from a horizontal broom stick. Four teams line up facing a line of crackers. On 'Go!' lead scouts come forward and, using only their mouths with hands behind their backs, remove a cracker, then tag the next scout. The team that clears their string first wins.

rules:
On 'Go!' the lead scouts come forward and, using their mouths only with hands behind their backs, remove one cracker from their string. Once all the cracker is removed, scouts run back and tag scout number two who does the same. The winner is the team that completely clears their string of crackers first.

variations:
Scouts have to destroy crackers in a certain order, going up or down the string. Bring some cheese along and, at the end, break it all up over the floor and shout 'Go!' to clear the mess.

source_excerpt:
On “Go!” the
lead scouts come forward and, using their mouths only (with hands
behind their backs), remove one cracker from their string.


name: Crack the Cream 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: page 81
source_excerpt: This is the messiest game that we play that doesn’t involve mud or water!
materials_list: broom stick or stave, 4 x 2m lengths of string, 24 cream crackers
keywords: relay, messy, crackers
language: en
normalized_name: crack the cream crackers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A very messy relay game. Crackers are tied along lengths of string hung from a horizontal broom stick. Teams line up behind a line facing a line of crackers, and scouts in turn remove crackers using only their mouths.

rules:
Make a small hole in the centre of the crackers and tie one to the end of each length of string, repeating with five more per string spaced fifteen centimetres apart. Tie the strings to a horizontal broom stick. Put the scouts into four teams lined up behind a line. On "Go!" the lead scouts come forward and, with hands behind their backs, remove one cracker from their string using their mouths only, then run back and tag scout number two. The winner is the team that completely clears their string of crackers first.

variations:
Scouts have to destroy crackers in a certain order - going up or down the string. Bring some cheese along and, at the end of the game, break it all up over the floor and shout "Go!"


name: Crash, Bang, Wallop
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 81-82
materials_list: 4 empty baked bean cans, 4 wooden spoons
language: en
normalized_name: crash, bang, wallop
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Four empty bean cans are placed in the corners of an imaginary square with four teams lined up in a '+' shape. Lead scouts run round the square banging the cans with wooden spoons, then pass the spoon to the next scout. The first team whose members have all done the square wins.

rules:
On 'Go!' the lead scouts run round the square (two teams opposite each other travel clockwise, the other two anti-clockwise) banging the cans with their wooden spoons. They pass the spoon to the next scout and go to the back of the line. The first team whose members have all done the square is the winner. The can being hit must be heard to count.

variations:
With fewer scouts the game can be played with three teams round a triangle with each scout allowed to turn in either direction.

source_excerpt:
On “Go!” the lead
scouts have to run round the square (two teams opposite each other
travel clockwise, the other two travel anti-clockwise) banging the
cans with their wooden spoons as they go past.


name: Crash, Bang, Wallop
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 81-82
materials_list: 4 empty baked bean cans, 4 wooden spoons
keywords: relay, noisy
language: en
normalized_name: crash, bang, wallop
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A noisy and manic relay where four teams run around a square of baked bean cans, banging the cans with wooden spoons as they pass.

rules:
Put cans into the four corners of an imaginary square at least two metres apart, with four teams lined up between two cans forming a "+" shape. On "Go!" lead scouts run round the square (two teams clockwise, two anti-clockwise) banging the cans with their wooden spoons, then pass the spoon to the next scout. The first team whose members have all done the square is the winner. You have to be able to hear the can being hit for it to count.

variations:
With fewer scouts the game can be played with three teams round a triangle with each scout allowed to turn in either direction.

source_excerpt:
This is a noisy and manic game. Although a relay the teams are all trying to play around each other which just adds to the tension.


name: Crazy Game
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 82-83
language: en
normalized_name: crazy game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
The leader and scouts stand in a big circle. The leader walks to a scout pretending to hold a large object, says 'This large ball is for you' and mimes handing it over. The scout thanks the leader and carries the object to another scout, repeating the routine. The game continues with various imaginary objects until nearly everyone is carrying something.

rules:
Walk to a scout pretending to hold an object, say 'Hi, [name]. This [object] is for you,' and mime handing it over. The scout says 'Thank you, Skip, for the [object]' and takes it to another scout, repeating the routine, whilst you take their place. The game continues with various imaginary objects.

source_excerpt:
When you get to the scout look at
them and say, “Hi, Rose. This large ball is for you,” and mime
handing it over.


name: Crazy Game
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 82-83
source_excerpt: Not so much a game, more an attempt to get everyone actively participating all at the same time.
keywords: mime, circle
language: en
normalized_name: crazy game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A miming circle game where the leader and scouts pass imaginary objects around, encouraging everyone to participate at the same time.

rules:
Put the scouts and yourself in a big circle. Walk over to a scout pretending to hold a large ball and say, "Hi, Rose. This large ball is for you," and mime handing it over. The scout says, "Thank you, Skip, for the large ball," then takes it to another scout repeating the action while you take their place. The game continues with various imaginary objects until nearly everyone is carrying objects around the circle.


name: Creative Campers
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 82
materials_list: 1 bag per team containing leaves, twigs, nuts, seeds, cones etc
language: en
normalized_name: creative campers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in small teams are given a bag of scavenged natural items (leaves, twigs, nuts, seeds, cones). They are asked to make various items such as a face, a house, a car, letters or numbers. Points are awarded for the best, with extra points for originality and humour.

rules:
Give the teams a bag of scavenged items and ask them to make various items. Give five points for the best, three points for second place and extra points for originality and humour. The team with most points after several rounds is the winner.

source_excerpt:
Put the scouts into small teams and give them a bag of scavenged
items. Ask them to make various items.


name: Creative Campers
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 83
materials_list: 1 bag per team containing leaves, twigs, nuts, seeds, cones etc
skills_developed: creativity
keywords: creative, nature
language: en
normalized_name: creative campers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A creative team game where scouts use scavenged natural items to make various objects, scored for quality, originality and humour.

rules:
Put the scouts into small teams and give them a bag of scavenged items (leaves, twigs, nuts, seeds, cones). Ask them to make various items such as a face, a house, a car, letters or numbers. Give five points for the best, three points for second place and extra points for originality and humour. The team with most points after several rounds is the winner.

source_excerpt:
Put the scouts into small teams and give them a bag of scavenged items. Ask them to make various items.


name: Creeping Scouts
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 82
materials_list: 4 chairs, blindfolds
language: en
normalized_name: creeping scouts
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Four teams sit at one end of the hall. Halfway down, blindfolded scouts sit on chairs. They are told a number of scouts will walk between them in one minute and must guess how many did. The nearest guess scores a point; the team with most points wins.

rules:
One scout from each team sits on a chair with a blindfold on. Tell them a number of scouts will walk between them in one minute and they have to guess how many. Take their guesses after a minute; the nearest gets a point. Continue until everyone has guessed. The team with most points is the winner.

source_excerpt:
Tell the blindfolded scouts that a number of scouts will walk
between them in one minute and they have to guess how many did
so.


name: Creeping Scouts
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 83
materials_list: 4 chairs, blindfolds
keywords: blindfold, guessing
language: en
normalized_name: creeping scouts
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A guessing game where blindfolded scouts must estimate how many scouts walked past them within a minute.

rules:
Put the scouts into four teams at one end of the hall. Halfway down, put four chairs, two facing the other two. One blindfolded scout from each team sits on a chair. Tell them that a number of scouts will walk between them in one minute and they have to guess how many did so. Take guesses after a minute; the nearest gets a point. Continue until everyone has had a go at guessing. The team with most points is the winner.

source_excerpt:
Tell the blindfolded scouts that a number of scouts will walk between them in one minute and they have to guess how many did so.


name: Crocket
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 83-84
materials_list: 4 stumps, 1 tennis ball, 1 bat (cricket, rounders, baseball)
language: en
normalized_name: crocket
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A cricket-style game using stumps. Two stumps form a wicket, with stumps for the bowler and for the batsman to run round. The batsman hits a ball bowled underarm and runs around the running stump and back to score. The batsman is out if hit on the leg, bowled or caught. The scout with the highest number of runs wins.

rules:
Bowl the ball underarm from the bowler's stump. When the batsman hits the ball he must run around the stump to the left and back to score one run. The batsman is out if hit on the leg, the ball passes between the wicket, or the ball is caught. Then change bowler and batsman. The winner is the scout with the highest number of runs.

variations:
Play as a team (which could be out in its entirety if someone is caught), have more than one innings.

source_excerpt:
When the batsman hits the ball
he must run. He runs around the stump to the left and back and
scores one run.


name: Crocket
variations: Play as team (which could be out in its entirety if someone is caught), have more than one innings.
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 83-84
source_excerpt: Bowl the ball underarm from the bowler’s stump. When the batsman hits the ball he must run.
materials_list: 4 stumps, 1 tennis ball, 1 bat (cricket, rounders, baseball)
keywords: cricket, ball
language: en
normalized_name: crocket
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A cricket-style game using stumps, a tennis ball and a bat, where a batsman scores runs by hitting the ball and running around a stump.

rules:
Place two stumps a metre apart for the wicket, one stump eight metres in front for the bowler, and another seven metres to the left for the batsman to run round. Bowl the ball underarm; when the batsman hits the ball he must run around the left stump and back to score one run. The batsman is out if he is hit on the leg, the ball passes between the wicket, or the ball is caught. Then change bowler and batsman. The winner is the scout with the highest number of runs.


name: Crocodile River
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 84
materials_list: 3 chairs per team, chalk
language: en
normalized_name: crocodile river
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two parallel lines mark a river about three metres wide. Teams must get across the river always standing on chairs. The idea is for a team to all get on two chairs and pass the third chair to the front. The first team to succeed wins.

rules:
Teams have to get across the river standing on a chair at all times. The first team to succeed is the winner. The idea is for a team to all get on two chairs and then pass the third to the front.

source_excerpt:
These are the river banks and the teams
have to get across the river standing on a chair at all times.


name: Crocodile River
description: A teamwork challenge where teams must cross a marked river using only chairs as stepping stones.
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 84
materials_list: 3 chairs per team, chalk
skills_developed: teamwork
keywords: teamwork, chairs
language: en
normalized_name: crocodile river
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams at one side of the hall. Mark two parallel lines about three metres apart as the river banks. Teams have to get across the river standing on a chair at all times. The idea is for a team to all get on two chairs and then pass the third to the front. The first team to succeed is the winner.

source_excerpt:
These are the river banks and the teams have to get across the river standing on a chair at all times.


name: Crocodiles!
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 84
materials_list: 4 hoops
language: en
normalized_name: crocodiles!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Four teams each stand in a hoop (their stepping stone). One scout is the crocodile walking around. On 'Go!' scouts leave their hoops and wander until 'Crocodiles!' is shouted, when they must return to their hoop without being tagged. Tagged scouts are out; the number of hoops is reduced as the game progresses.

rules:
On 'Go!' scouts leave their stepping stones and wander round until you shout 'Crocodiles!' Then scouts must make it back to their hoop without being tagged by the crocodile. Tagged scouts are out. As the game progresses, limit the number of scouts on a stone and take stones away. The first to make it back or the last one tagged is the winner.

source_excerpt:
On “Go!” the scouts must all leave their
stepping stones and wander round until you shout “Crocodiles!”


name: Crocodiles!
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 84
materials_list: 4 hoops
keywords: tag, hoops
language: en
normalized_name: crocodiles!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A tag game where scouts wander away from hoop stepping stones and must return when "Crocodiles!" is called, avoiding the crocodile.

rules:
Put the scouts into four teams, each standing in a hoop (their stepping stone). One scout is the crocodile, walking around. On "Go!" scouts leave their stones and wander until you shout "Crocodiles!", at which point they must make it back to their hoop without being tagged. Tagged scouts are out. As the game progresses, limit the number of scouts on a stone and remove stones. The first one back or the last one tagged is the winner.

source_excerpt:
On “Go!” the scouts must all leave their stepping stones and wander round until you shout “Crocodiles!”


name: Cross 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 84
language: en
normalized_name: cross tag
extraction_confidence: low
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
One scout is 'It' and the others scatter, each given a number. It calls out a number whose scout identifies himself, and It runs to tag him. Once tagged the tagged scout becomes 'It', and the scout who just tagged cannot be tagged straight back.

rules:
It calls out a number who identifies himself. It then runs after him to tag him. Once tagged the tagged scout becomes 'It' and the scout that has just tagged cannot be tagged straight back.

source_excerpt:
One scout is "It" and the other scouts scatter having all been given a
number. It calls out a number who identifies himself.


name: Cross Tag
description: A numbered tag game where any scout crossing the path of the chase becomes the new "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: pages 84-85
keywords: tag
language: en
normalized_name: cross tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
One scout is "It" and the others scatter, each given a number. It calls out a number, who identifies himself, then It runs after him to tag him. Once tagged the tagged scout becomes "It". Any scout who runs across the path of It and the numbered scout becomes It and calls out a new number.

source_excerpt:
any scout who runs across the path of It and the numbered scout becomes It and calls out a new number.


name: Crossed/Uncrossed
category: escape-room-puzzle
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 85
materials_list: scissors
keywords: puzzle, secret
language: en
normalized_name: crossed/uncrossed
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle puzzle game where scouts pass scissors and must guess whether they are "crossed" or "uncrossed" - the secret being the position of the holder's legs.

rules:
Scouts sit in a circle. Give the first scout scissors. That scout shows the scissors and says "Crossed" or "Uncrossed". You confirm whether they are right and pass the scissors to the next scout. The secret is not whether the scissors are open or closed but whether the scout with the scissors has his legs crossed or uncrossed.

variations:
The crossed or uncrossed could be changed to the scout who is just about to hold the scissors or who has just passed them on. You could sit in the circle yourself and the crossed or uncrossed could relate to your legs.

source_excerpt:
The secret is not whether the scissors are open or closed but whether the scout with the scissors has his legs crossed or uncrossed.


name: Cubs! Brownies! Scouts! Guides!
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 85
skills_developed: creativity, storytelling
keywords: storytelling, circle
language: en
normalized_name: cubs! brownies! scouts! guides!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A storytelling game where scouts take over an ongoing story by shouting their section name, accumulating points for continuing it plausibly.

rules:
Scouts sit in a circle. One scout starts a story. At any time a scout can interrupt by shouting "Scouts!" and takes over the story. If he continues it plausibly he gets accumulating points until another scout shouts "Scouts!". If a scout who has taken over hesitates or talks nonsense he is out and the story passes to the scout on his right. The first scout to a certain number of points, or the most points after a set time, wins.

source_excerpt:
One of the scouts is chosen to start a story. At any time one of the scouts can interrupt by shouting “Scouts!” whereupon he takes over the story.


name: Cumulus Clouds I
description: A relay where teams pass cotton wool balls down a line on dessertspoons from one table to another.
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 85-86
source_excerpt: Dropped balls have to go, with the spoon, back to the beginning of the line.
materials_list: 1 bag of cotton wool and 1 dessertspoon per team, 2 tables
keywords: relay, cotton wool
language: en
normalized_name: cumulus clouds i
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams lined up between two tables, with a pile of cotton wool balls in front. On "Go!" the lead scouts put a cotton wool ball on their spoon and pass it down the row. The last scout deposits it on the end table and passes the spoon back. Play continues until one team has transported all its balls, or for a set time with the winner having passed most. Dropped balls go back to the beginning with the spoon.


name: Cumulus Clouds 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 86
materials_list: 1 bag of cotton wool per team, 1 dessertspoon per scout, 2 tables
keywords: relay, cotton wool
language: en
normalized_name: cumulus clouds ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay where each scout has a dessertspoon and cotton wool balls are transferred spoon-to-spoon down the line without being touched by hand.

rules:
Put the scouts into teams lined up between two tables, each scout with a dessertspoon and a pile of cotton wool balls at the front. On "Go!" the lead scout puts a ball on their spoon and transfers it spoon to spoon down the row; after pick-up it cannot be touched again unless dropped. The last scout deposits it on the end table. Only one ball can be passed from spoon to spoon at a time. Play continues until one team has transported all its balls, or for a set time, with the winner having passed most.

source_excerpt:
the lead scouts put a cotton wool ball on their spoon and then transfers it to the next scout’s spoon on so on down the row.


name: Cumulus Clouds III
category: team-building
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 86
source_excerpt: give them five minutes to build the tallest structure using just the balls.
materials_list: 1 bag of cotton wool per team, 2 tables
skills_developed: teamwork
keywords: construction, cotton wool
language: en
normalized_name: cumulus clouds iii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A construction challenge where teams build the tallest structure using only cotton wool balls within a time limit.

rules:
This game can be played straight after one of the other Cumulus Cloud relays. Give each team a bag of cotton wool balls and five minutes to build the tallest structure using just the balls. The team with the tallest structure when time is up is the winner.


name: Cup Challenge
variations: Don’t reset the cups each round to give the losing team in any one round an advantage in the next.
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 86-87
materials_list: 8 plastic cups, 3 chairs
keywords: race, cups
language: en
normalized_name: cup challenge
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A two-team race where numbered scouts run to a central chair and bring plastic cups back upright to their team's chair.

rules:
Two teams stand at either end of the hall with a chair next to them. Place a third chair in the middle with eight cups upright on it. Number the scouts and call a number; the two scouts run to the middle chair, pick up one cup each, run back and put it upright on their chair, then repeat with the other cups. When one scout has all four cups upright shout "Stop!" and give a point. Repeat for the next pair returning the cups to the centre. The team with more points wins.

source_excerpt:
The two scouts have to run to the middle chair, pick up one cup each, run back to their team’s chair and put it upright on that chair.


name: Cup Crushers
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 87
materials_list: 1 disposable plastic / polystyrene cup per scout, tape
keywords: active, elimination
language: en
normalized_name: cup crushers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An active game where scouts have a cup taped to their backside and try to crush each other's cups using their hips.

rules:
Tape a cup to the backside of each scout by running tape round their groin and over the bottom of the cup. On "Go!" scouts try to crush other scouts' cups using their hips while avoiding getting their own crushed. When a scout's cup is crushed he is out and retires from the playing area. The last one or two scouts left are the winners.

source_excerpt:
scouts have to try to crush the other scouts’ cups by using their hips while avoiding getting their own cups crushed.


name: Cup Relay
description: A relay where scouts blow a paper cup threaded on a string between two chairs.
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 87
source_excerpt: On “Go!” the lead scout has to blow the cup along the string to the other chair.
materials_list: 1 paper cup, length of string, 2 chairs per team
keywords: relay, blowing
language: en
normalized_name: cup relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams. Make a hole in the paper cup, thread it on a long piece of string and tie the string between two chairs. On "Go!" the lead scout blows the cup along the string to the other chair, then brings it back with his hand for the next scout. The team that finishes first is the winner.


name: Curling
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 87-88
source_excerpt: We love this as the stones will easily slide the length of the hall!
keywords: curling, ice
language: en
normalized_name: curling
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An indoor version of curling where teams slide frozen blocks of ice down a length of plastic sheeting toward concentric scoring circles.

rules:
Freeze coloured water in empty yoghurt pots to make "stones", one colour per team. Put plastic sheeting on the floor and draw concentric circles at the far end scoring fifty in the smallest, then forty, thirty, twenty and ten. Put the scouts into teams and get one member from each team to curl a stone down the sheeting. Record scores after each round; the team with the highest total after everyone has had a go is the winner. Keep a little surface water on the sheeting and have a different team start each round.

materials_list:
length of plastic sheeting, marker pen, pen and paper, blocks of ice, yoghurt pots, food colouring, cool box


name: Cut the Pack
variations: The lowest score wins. The winning team is the one with most cards removed.
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 88
source_excerpt: Hold up one of your large cards whereupon the team leaders run up to their cards and cut the Pack.
materials_list: 1 pack of cards per team, tables, 4 large cards - one for each suit
keywords: relay, cards
language: en
normalized_name: cut the pack
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay where teams run to a pack of cards and cut it, keeping cards that match the suit held up by the leader.

rules:
Put the scouts into teams at one end of the hall with their pack of cards at the other end on a table. Hold up one of the large suit cards; team leaders run to their cards and cut the pack. If the cut card is the same suit they remove it and return so the next member goes. Change the suit at any time. After a set time, count the numeric values of the cards put aside; the team with the highest numeric score wins.


name: Deer-Stalking
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 88-89
materials_list: blindfold
skills_developed: stealth
keywords: stalking, stealth, blindfold
language: en
normalized_name: deer-stalking
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A stealth game where scouts try to approach a blindfolded leader silently and tap him on the shoulder, played progressively in a hall, a field and woods.

rules:
Stand in the middle of a large area and shut your eyes or be blindfolded. Scouts circle you and try to approach slowly and silently to tap you on the shoulder. Any scout that succeeds remains in. If you hear a noise, point in that direction; the scout pointed at is out. Repeat in a field with scouts starting fifty metres away, and finally in woods in daylight with a five minute time limit. Any scout that succeeds on all three occasions is a winner.

source_excerpt:
Scouts circle you and have to try to approach you slowly and, without being heard, tap you on the shoulder.


name: Defend the Castle
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 89
materials_list: large sponge ball
skills_developed: teamwork
keywords: ball, teams
language: en
normalized_name: defend the castle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A ball game where attackers try to throw a sponge ball into a castle formed by defenders holding hands in a circle.

rules:
Scouts are split into defenders and attackers. Defenders hold hands in a circle facing out with one teammate in the middle. Attackers surround the castle and try to throw the ball into the castle and onto the floor. Defenders can use any part of their body to prevent the ball landing but cannot let go of hands. If the ball touches the floor inside, the attackers capture the castle and teams swap. Play for up to ten minutes, timing how long each team defends; the team defending longer wins.

variations:
Play with more than two teams with only one team at a time being the defenders, the other teams combined attackers. Attackers may also kick the ball through the defenders’ legs to get a capture.

source_excerpt:
The defenders hold hands in a circle, facing out, with one of their team in the middle of their castle.


name: Deportment
description: A relay where scouts walk round a marker cone while balancing a paper cup on their head.
variations: Try using a book instead of a cup. For a difficult, much slower game put the cup on the book.
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 89-90
materials_list: 1 paper cup or book per team, chalk, 1 marker cone per team
skills_developed: balance
keywords: relay, balance
language: en
normalized_name: deportment
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams behind a start line and give each lead scout a paper cup. On "Go!" he balances it upturned on his head, walks round his cone at the other end and back, then passes the cup to the next scout. Every time the cup falls off the scout must stop and put it back. The first team to finish is the winner.

source_excerpt:
On “Go!” he balances it upturned on his head, runs - or more likely walks - round his cone at the other end of the hall and back again.


name: Dib, Dob
description: An elimination word game where scouts must respond with the opposite of what the leader says.
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 90
source_excerpt: say “Dib” to one of them. The response is always the opposite, i.e. “Dob”.
keywords: word game, elimination
language: en
normalized_name: dib, dob
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Stand in the middle of a circle of standing scouts and say "Dib" to one of them. The response is always the opposite, "Dob". If they get it wrong they are out and sit down. Try another scout and so on. Progress to "Dib, Dob," "Dob, Dib," etc. For smart ones make it harder with longer sequences.


name: Dice Relay
description: A relay where scouts throw a dice and tick off matching numbers from a list of ten.
variations: Use two dice and have ten numbers from two to twelve.
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 90
materials_list: 1 dice, pens and paper per team, tables
keywords: relay, dice
language: en
normalized_name: dice relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Divide the scouts into teams at one end of the hall. At the other end they have a dice and a list of ten numbers from one to six (some duplicated). On "Go!" lead scouts run up, throw the dice, and if their number matches a number on the list, tick it off and run back so the next scout sets off. Continue until one team has ticked off all ten numbers and wins.

source_excerpt:
the lead scouts run up to the dice, throw it, and if their number matches one of the numbers that’s on the list, tick it off and run back to their team


name: Dice Throw
description: A game where scouts throw dice into a washing-up bowl to score points equal to the dice value.
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 90
materials_list: 1 washing-up bowl per team, 1 dice per scout, chalk
keywords: dice, throwing
language: en
normalized_name: dice throw
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams behind a line, each with a washing-up bowl about three metres away. Scouts throw their dice into the washing-up bowl for it to count, scoring the value shown. The team with the highest score is the winner. Have several rounds and aggregate the points.

source_excerpt:
Scouts have to throw their dice into the washing-up bowl for it to count. The score is the score on the dice.


name: Dinosaur Egg
description: An outdoor game where scouts find a hidden watermelon and try to carry it back to base unseen.
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 90-91
source_excerpt: The scout who finds it then has to get it back to base without anyone seeing it.
materials_list: large watermelon
keywords: outdoor, hiding
language: en
normalized_name: dinosaur egg
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Hide a watermelon outside in the playing area. On "Go!" scouts go and find it. The scout who finds it has to get it back to base without anyone seeing it. If a scout is caught with it by another scout he must give the watermelon to a leader who hides it again.


name: Dirty or Clean 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 91
materials_list: football, preferably a bouncy one
keywords: football, catching
language: en
normalized_name: dirty or clean football
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An outdoor game where scouts score points by catching a football kicked high into the air, with fewer points if the ball bounces first.

rules:
Send the scouts into a large open space and kick the football high into the air, shouting a number such as "two hundred". The scout who catches the football cleanly gets that number of points, half if it bounced once, half again if it bounces twice or has to be picked up. Retrieve the football and repeat. The first scout to reach or beyond one thousand points is the winner.

variations:
The first scout to one thousand points becomes the kicker, with scores reset or accumulating. When the kicker shouts "Bonus" the catcher gets one thousand points and is automatically the winner and becomes the kicker.

source_excerpt:
The scout who catches the football cleanly gets that number of points, half if the ball has bounced once


name: Dirty or Clean Frisbee
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 91
materials_list: Frisbee or Aerobie
keywords: frisbee, catching
language: en
normalized_name: dirty or clean frisbee
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An outdoor game where scouts catch a thrown Frisbee for points, with clean catches worth more than catches after the Frisbee has hit the ground.

rules:
Send the scouts into a large open space and throw the Frisbee, shouting out two numbers such as "four hundred clean, one hundred dirty" (clean must be higher). The scout who catches the Frisbee scores clean points if caught cleanly, dirty points if it hit the ground. Retrieve and repeat. The first scout to reach or beyond two thousand points is the winner.

variations:
The first scout to two thousand points becomes the thrower, with scores reset or accumulating. Play with two Frisbees.

source_excerpt:
The scout who catches the Frisbee scores that number of points - clean points if the Frisbee has been caught cleanly, dirty if the Frisbee has hit the ground.


name: Disappearing Island
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 91-92
materials_list: tarpaulin
skills_developed: teamwork
keywords: teamwork, tarpaulin
language: en
normalized_name: disappearing island
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A teamwork challenge where all scouts must stand on a tarpaulin that is progressively folded smaller each round.

rules:
Put a huge piece of tarpaulin on the floor, big enough for all scouts to stand on. Once they have managed that they all get off, then fold part of it underneath and get them to stand on it again, giving one minute each time. Any scout not standing on the island after a minute is out. Each time make the island smaller, eventually moving to a towel or flannel. The winner is the last scout left on the island; require both feet on the tarpaulin to stay in.

source_excerpt:
Each time make the island smaller. To get one winner, later on in the game, you may have to move to a very small island, such as a towel or even a flannel


name: Dissolving Necklaces Game
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 92
source_excerpt: On “Go!” scouts have to squirt each other’s necklace to dissolve the Refresher.
keywords: water, wet
language: en
normalized_name: dissolving necklaces game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A wet game where scouts wear necklaces of Refresher sweets and squirt water at each other to dissolve the sweets.

rules:
Drill a hole through Refresher sweets and thread onto string to make a necklace for each scout, worn on display. Give each scout a washing-up liquid bottle filled with water. On "Go!" scouts squirt each other's necklaces to dissolve the Refresher. Scouts with dissolved Refreshers are out. The winner is the one who keeps his Refresher, or part of it, intact the longest.

variations:
Scouts cannot be attacked whilst refuelling with water. Scouts whose Refreshers have dissolved can still play on. Play in teams. Have some roving scouts / leaders without necklaces armed with more substantial water pistols.

materials_list:
1 length of string per scout, 1 Barratt Refresher sweet per scout, 1 washing-up liquid bottle per scout, 1 drill, water in washing-up bowls


name: Do I Know You?
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 92-93
source_excerpt: The blindfolded scout turns round a few times, points at a scout and asks, “Do I know you?”
materials_list: blindfold
keywords: blindfold, voice
language: en
normalized_name: do i know you?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A voice-recognition guessing game where a blindfolded scout tries to identify another scout by their disguised voice.

rules:
Blindfold a scout and put the others in a circle. The blindfolded scout turns round a few times, points at a scout and asks, "Do I know you?" The pointed-at scout replies, disguising his voice, "No, you don't know me," three times. The blindfolded scout has one guess at who it is. If wrong he turns and tries again; if correct, the pointed-at scout becomes the blindfolded scout.


name: Dodge Ball
description: A simple and popular game where the leader throws a sponge ball to hit running scouts.
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 92
materials_list: sponge ball
keywords: ball, elimination
language: en
normalized_name: dodge ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Scouts run around and the leader tries to hit them by throwing the ball. If they are hit they are out. Last one out wins.

variations:
Only certain parts of the body count, e.g. below the knee. Use more than one ball. Those that are out can become throwers. Confine scouts to a marked off area. Have more than one life. Use a cricket ball if you want to practice first aid later.

source_excerpt:
Scouts run around and the leader tries to hit them by throwing the ball. If they are hit they are out.


name: Dodge Ball Circle
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 93
materials_list: up to 5 large sponge balls, chalk, stopwatch, pen and pencil
keywords: ball, circle, timed
language: en
normalized_name: dodge ball circle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A timed dodge ball game where teams take turns inside a marked circle while others throw balls at them from outside.

rules:
Mark a large circle on the floor big enough for plenty of running. Put the scouts into four teams and put one team into the circle. On "Go!" scouts throw balls from outside the circle to hit those inside below the knee or waist. Scouts hit are out and leave. Once all are out, record the time taken. Repeat with the other teams. The team that stayed in the longest is the winner.

variations:
The four team winners go into the circle to find a supreme winner. Scouts play individually, starting with two scouts as throwers; as scouts are out they join the throwing. Last one in is the winner.

source_excerpt:
On “Go!” scouts throw the balls from outside the circle into the circle in an attempt to hit the scouts below the knee or waist.


name: Dodge Sock
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 93-94
materials_list: 1 long sock, 1 small soft ball
keywords: sock, ball, elimination
language: en
normalized_name: dodge sock
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A game using a ball tied inside a sock, thrown at other scouts who are out if hit but can put the thrower out by catching it.

rules:
Put a ball in a sock and tie it up. Throw the sock high in the air; the scout who catches it throws it at another scout. If it hits him the hit scout is out. If he catches it before it hits the ground the thrower is out. If it hits a scout and another catches it before it lands, both thrower and hit scout are out. Once the sock hits the ground no one can be out until it is thrown again. The last scout in is the winner and starts the next game.

source_excerpt:
The scout that catches it throws it at one of the other scouts. If it hits him then the hit scout is out.


name: Dodge the Blind Corner
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 94
materials_list: 1 blindfold
keywords: blindfold, corners, elimination
language: en
normalized_name: dodge the blind corner
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An elimination game where a blindfolded "It" points at corners and the scouts standing in the nearest corner are out.

rules:
"It" is blindfolded and the rest of the scouts choose a corner. It rotates, stops and points. All scouts in the corner nearest to where It pointed are out and sit down. The remaining scouts can stay or move corners. Each time It points the scouts in the nearest corner are out. When one scout is left he is the winner and becomes It.

source_excerpt:
It rotates, stops, and points. All the scouts in the corner nearest to where It has pointed are out and sit down.


name: Don't Spill a Drop
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 94
source_excerpt: Each lead scout is given a plastic pint beer glass filled with water up to the rim.
materials_list: 1 plastic pint beer glass per team, chalk, 1 marker cone per scout
keywords: relay, water
language: en
normalized_name: don't spill a drop
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay where scouts run round a marker cone carrying a pint glass filled with water to the rim, scored on how much water remains.

rules:
Scouts form teams at one end of the hall. Each lead scout gets a plastic pint glass filled with water to the rim. On "Go!" the lead scouts run round the marker cone and back, then pass the glass to the next scout. Score teams (for four teams) one for fourth up to four for first. Deduct one point for every centimetre of water lost and add two points for the team with most water left. The team with the most points wins.


name: Don't Spill the Water
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 94-95
source_excerpt: The team with most water in the jug at the end of the line is the winner.
materials_list: 2 water jugs per team, 1 plastic cup per scout, scales
keywords: relay, water
language: en
normalized_name: don't spill the water
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay where teams pour water from cup to cup down a line, aiming to keep the most water by the end.

rules:
Put the scouts into teams in lines, each with a paper cup. The lead scout has a jug full of water and the end scout an empty jug. On "Go!" the lead scout pours water into the next scout's cup, which is poured down the line and finally into the jug at the end. When one team is close to using up its water, stop the game. The team with most water in the end jug wins. Use measuring jugs or weigh them.


name: Dot to Dot
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 95
materials_list: paper or whiteboard, 4 different coloured pens, chalk
keywords: indoor, grid, puzzle
language: en
normalized_name: dot to dot
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An indoor team game where teams race to join dots on a grid, aiming for the longest unbroken line of their colour.

rules:
Put the scouts into teams behind a line and give each lead scout a different coloured pen. Mark a grid using dots. On "Go!" teams take turns sending one scout up to join two dots together, horizontally or vertically, that haven't been joined before. Each scout has five seconds to draw a line or returns empty. Once all dots are joined, the winning team is the one with the most lines joined together without a break. Each coloured line can only go in one direction at a time, with no tributaries, and cannot cross itself.

source_excerpt:
teams take it in turn to send one scout up to the grid to join two dots together, either horizontally or vertically, that haven’t been joined up before.


name: Double Circle
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 95
keywords: tag, circle
language: en
normalized_name: double circle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A tag game played with two concentric circles of scouts, where an escaping scout can take refuge in front of a pair to swap places.

rules:
Divide the scouts into two teams in two circles, one outside the other so each outer scout has a scout in front. Make one scout "It" who chases an escaping scout. If the escaping scout gets in front of one of the sets of two scouts, the outer scout becomes the escaping scout. Play continues until the escaping scout is tagged, at which point he becomes It and It becomes the escaping scout.

source_excerpt:
If the escaping scout gets into the middle of the circle and in front of one of the sets of two scouts then the scout on the outside becomes the escaping scout


name: Double 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: pages 95-96
source_excerpt: The scout at the front tags the other pairs who then retire from the game.
keywords: tag, pairs
language: en
normalized_name: double tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A tag game played in pairs, where the back scout holds the front scout's waist and the front scout tags other pairs.

rules:
Put the scouts into pairs, one behind the other, with the back scout holding the front scout's waist. One pair is "It" and on "Go!" they chase the other pairs. The front scout tags other pairs, who then retire. Tagging cannot be done if the back scout is not holding on. Last pair to be tagged wins.

variations:
When a pair is tagged they become "It". Each time a pair is tagged they join the "It" pair at the back to make an ever-increasing line with only the original front scout allowed to tag.


name: Draughts Relay
description: A relay where scouts run round a marker cone balancing five draughts on the back of one hand.
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 96
source_excerpt: Put five draughts on the back of one hand of the lead scouts.
materials_list: 5 draughts and 1 marker cone per team, chalk
skills_developed: balance
keywords: relay, balance
language: en
normalized_name: draughts relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams behind a start line. Put five draughts on the back of one hand of the lead scouts. On "Go!" they go up and round the marker cone and back, then give the draughts to the next scout. If any draughts are dropped the scout must stop and pick them all up or go back and start again. Scouts cannot touch the draughts while running. The first team to complete the relay wins.


name: Dried Pea Flick
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 96
source_excerpt: From between the marker cones scouts flick a dried pea with a plastic spoon as far as they can.
materials_list: 1 plastic spoon and 1 dried pea per scout, 2 marker cones
keywords: flicking, distance
language: en
normalized_name: dried pea flick
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A simple competition where scouts flick a dried pea with a plastic spoon to see who can send it furthest.

rules:
From between the marker cones scouts flick a dried pea with a plastic spoon as far as they can. After each flick the individual scouts go and stand by their pea and keep their heads down. The scout who flicks his pea the furthest is the winner.


name: Duck on a Rock
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 96-97
keywords: throwing, tag, traditional
language: en
normalized_name: duck on a rock
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A traditional throwing game where scouts try to knock a stone "duck" off a tree stump while a guard tries to tag them as they retrieve their stones.

rules:
Scouts form a large circle round the tree stump and throw stones at the duck to knock it off, while one scout (the guard) looks on. If no one succeeds, stones are retrieved for another attempt. Once the duck is knocked off, shout "Stop!", everyone retrieves stones and tries to get back behind the throwing circle. The guard must retrieve the duck, place it back on the stump, then tag a scout before he gets behind the circle. A tagged scout becomes the guard. No scout can be tagged until he has retrieved a stone, unless already holding an unthrown one.

variations:
The guard does not have to wait until a scout has retrieved a stone, he can start tagging as soon as he’s replaced the duck. Play indoors with a large circle on the floor, using a plastic bottle or match box and tennis balls. Indoors or outdoors, play from behind a line.

source_excerpt:
Scouts form a large circle round the tree stump and throw their stones at the duck to knock it off whilst one scout, the guard, looks on.

materials_list:
tree stump or upturned large billy can with a large stone (the “duck”) on top, 1 stone per scout, or 1 matchbox and 1 tennis ball per scout


name: Duck on a Rock
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 97
materials_list: stones, duck, tree stump
skills_developed: aim, agility
difficulty_level: mediu
keywords: tagging, throwing, circle
tags: ["scout games"]
language: en
normalized_name: duck on a rock
extraction_confidence: med
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a large circle round a tree stump and throw their stones at a duck placed on the stump to knock it off, while one scout acts as the guard. If no one is successful, stones are retrieved for another attempt. Once the duck is knocked off, the leader shouts 'Stop!', everyone stops throwing, stones are retrieved, and scouts must make it back behind the throwing circle. As soon as the duck is knocked off, the guard must retrieve it, place it back on the stump, and only then tag a scout before he gets back behind the circle. Any successfully tagged scout becomes the new guard.

rules:
No scout can be tagged until he has retrieved a stone, unless he is already holding one that he hasn't yet thrown.

variations:
The guard does not have to wait until a scout has retrieved a stone; he can start tagging as soon as he's replaced the duck. Play indoors with a large circle on the floor, placing a plastic bottle or matchbox in the middle and giving each scout a tennis ball. Indoors or outdoors, play from behind a line.

source_excerpt:
Scouts form a large circle round the tree stump and throw their stones at the duck to knock it off whilst one scout, the guard, looks on.


name: Dump your Dough
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 97-98
materials_list: 4 chairs, 20 bean bags
keywords: bean bags, teams
language: en
normalized_name: dump your dough
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A lively game where numbered scouts try to empty their chair of bean bags (representing stolen money) one at a time onto another chair.

rules:
Put the scouts into four teams, each in a corner with a chair holding five bean bags. Number the scouts. Call out a number and those four scouts take bean bags from their chair, one at a time, and place them on another chair before coming back for another. The first scout to empty his chair is the winner and gets a point for his team. Reset and play more rounds until all numbers have been called. The team with most points wins.

variations:
If rounds take too long, reduce the bean bags to four per chair. Play with ten bean bags per team kept in a cardboard box so no one can see how many each team has; set a time limit and the team with fewest bean bags gets the points.

source_excerpt:
Call out a number and those four scouts have to take bean bags from their chair, only one at a time, and place it on another chair before coming back for another one.


name: Dump your Dough
rules: Bean bags must be moved one at a time. The first scout to empty his chair wins the round.
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 97-98
materials_list: 4 chairs, 20 bean bags
skills_developed: speed, teamwork
difficulty_level: usor
keywords: relay, teams, bean bags
tags: ["scout games"]
language: en
normalized_name: dump your dough
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A very lively game, especially with cardboard boxes. Scouts are put into four teams, each in a corner with a chair holding five bean bags. The scouts are numbered so there are four number ones etc. The bean bags represent stolen money that scouts are trying to get rid of as quickly as possible. The leader calls out a number and those four scouts take bean bags from their chair, only one at a time, placing each on another chair before returning for another. The first scout to empty his chair, even if the last bean bag is still in his hand, is the winner and gets a point for his team. Reset and play more rounds until all numbers are called; the team with most points wins.

variations:
If rounds take too long, reduce to four bean bags per chair. Play with ten bean bags per team kept in a cardboard box so no one can see how many each team has; set a time limit of a minute or two and the team with fewest bean bags gets the points.

source_excerpt:
A very lively game, especially with cardboard boxes as you can risk throwing the balls in order to gain some time.


name: Dungeon 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: page 98
source_excerpt: On “Go!” scouts, staying on their side, have to hit the other team’s scouts below the waist.
materials_list: 2 large sponge ball, 2 benches or chairs, chalk
keywords: ball, teams
language: en
normalized_name: dungeon dodge ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A two-team dodge ball variant where scouts hit below the waist are sent to a dungeon and can only be released by retrieving a ball.

rules:
Put the scouts into two teams either side of a centre line, with a bench or chair in diagonally opposite corners as each team's dungeon. Give each team a ball. On "Go!" scouts stay on their side and hit opponents below the waist; scouts hit cross the centre line into their opponents' dungeon. Scouts may also be sent to the dungeon for arguing or hitting someone in the head. The only way to be released is to get hold of a ball and carry it back to their side before throwing. The winner is the team that gets all its opponents into their dungeon.


name: Dungeon 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: page 98
materials_list: 2 large sponge balls, 2 benches or chairs, chalk
skills_developed: throwing, agility
difficulty_level: mediu
keywords: dodgeball, teams
tags: ["scout games"]
language: en
normalized_name: dungeon dodge ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into two teams either side of a centre line, with a bench or chair marking each team's dungeon in diagonally opposite corners. Each team gets a ball. On 'Go!' scouts, staying on their side, must hit the other team's scouts below the waist. Scouts hit must cross the centre line into their opponents' dungeon. Scouts can also be sent to the dungeon for arguing or hitting someone in the head. If anyone argues about being sent to the dungeon, send one of his teammates too. Dungeoned scouts can only be released if they get hold of a ball, which they must carry back to their side before throwing. The winner is the team that gets all of its opponents into the dungeon.

rules:
Hit scouts below the waist only. Scouts hit go to the opponents' dungeon. Released scouts must carry a ball back to their side before throwing.

source_excerpt:
Put the scouts into two teams, either side of a centre line. In diagonally opposite corners put a bench or chair to mark that team's dungeon.


name: Electric Circuit
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 98
keywords: circle, guessing
language: en
normalized_name: electric circuit
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle game where one scout must work out who the "generator" is by observing a hand-squeeze pulse passing around the circle.

rules:
One scout leaves the hall. The rest stand in a circle holding hands; one is chosen as the generator, others as a toaster, radio, microwave and alarm clock. Bring the scout back into the middle. The generator squeezes the left hand of the scout to his right, passing the pulse on. When the current passes through an electrical object, that scout makes an appropriate noise. When the pulse returns to the generator he reverses it. Play continues until the scout in the middle works out who the generator is.

source_excerpt:
The generator starts by squeezing the left hand of the scout to his right who passes it on to the next scout.


name: Electric Circuit
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 98
source_excerpt: One scout leaves the hall. The remaining scouts stand in a large circle holding hands.
skills_developed: observation, deduction
difficulty_level: usor
keywords: circle, guessing
tags: ["scout games"]
language: en
normalized_name: electric circuit
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
One scout leaves the hall. The remaining scouts stand in a large circle holding hands. One scout is chosen as the generator, one a toaster, one a radio, one a microwave and one an alarm clock. The outside scout is brought back into the middle of the circle. The generator starts by squeezing the left hand of the scout to his right, who passes it on. When the current passes through an electrical object, that scout makes an appropriate noise. When the pulse returns to the generator, he reverses it by squeezing the right hand of the scout to his left. Play continues until the middle scout works out who the generator is.

rules:
The pulse passes by hand squeeze around the circle; electrical-object scouts make noises. The middle scout must identify the generator.


name: Electric Feet
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 98
source_excerpt: they have to lift both their feet off the floor otherwise they’ll be electrocuted.
keywords: elimination, endurance
language: en
normalized_name: electric feet
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An elimination game where scouts lie on their backs and must keep both feet off the floor or be "electrocuted".

rules:
Get the scouts to lie on their backs on the floor. Tell them they have to lift both feet off the floor or be electrocuted, and cannot rest them on anything. As soon as a scout puts one foot on the ground he is dead and stretches his feet out. The last scout left with his feet in the air is the winner.


name: Electric Feet
rules: Both feet must stay off the floor with no support. A scout touching the floor with a foot is out.
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 98
skills_developed: endurance, core strength
difficulty_level: usor
keywords: endurance, elimination
tags: ["scout games"]
language: en
normalized_name: electric feet
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts all lie on their backs on the floor. They are told they must lift both their feet off the floor or they'll be electrocuted, and they can't rest them on anything. As soon as a scout puts one foot on the ground he is dead and has to stretch his feet out. The last scout left with his feet in the air is the winner.

source_excerpt:
Get the scouts to all lie on their backs on the floor. Then tell them that they have to lift both their feet off the floor otherwise they'll be electrocuted.


name: Elephant Hunt
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 98-99
materials_list: 4 coloured stickers, loads of white plant markers with various amounts written on them
skills_developed: teamwork
keywords: wide game, hunt, teams
language: en
normalized_name: elephant hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A wide game where coloured teams must find a hidden leader "elephant" of their colour, collect pretend money to free it, and return it to base.

rules:
Tell the scouts that elephants have escaped from the local zoo and need to be found. Split the scouts into four coloured teams; each must find the elephant wearing a sticker matching their team colour. When found and correctly identified, the elephant says it has been poached and held captive, and needs £2000 to be released. The money is on white plant markers hidden around the play area. Teams find the money, give it to the elephant, and elephant and team return to the zoo at the main base. The first team back is the winner.

source_excerpt:
Tell the scouts that some elephants have escaped from the local zoo and that they need to go and find them and bring them back to base.


name: Elephant Hunt
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 98-99
materials_list: 4 coloured stickers, white plant markers with various amounts written on them
skills_developed: searching, teamwork, initiative
difficulty_level: mediu
keywords: hunt, teams, wide game
tags: ["scout games"]
language: en
normalized_name: elephant hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are told that some elephants have escaped from the local zoo and need to be found and brought back to base. Scouts are split into four coloured teams, each finding the elephant (a leader) wearing a sticker matching their team's colour. The elephants are hidden suitably for the age group. When an elephant is found and correctly identified, it tells the team it has been poached and is held in captivity, and £2000 must be found to release it. The money is on white plant markers secreted around the play area. Teams find the money and bring it to the elephant, then elephant and team return to the zoo at the main base. The first team back is the winner.

rules:
Each team finds only their colour-matched elephant. They must collect £2000 worth of plant markers and return to base with the elephant.

source_excerpt:
Tell the scouts that some elephants have escaped from the local zoo and that they need to go and find them and bring them back to base.


name: Err, Hugo?
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 99
materials_list: 1 large tarpaulin
keywords: names, reaction
language: en
normalized_name: err, hugo?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A fast-reaction name game played across a lowered tarpaulin, where two scouts must shout each other's name as quickly as possible.

rules:
Scouts form two teams either side of the hall. Across the middle hold up a large tarpaulin above scout height. One scout from each team comes up and puts their face no more than one centimetre from it. Lower the tarpaulin quickly and the two scouts shout the other's name as quickly as possible. The first to call out the correct name wins and takes the losing scout to his team. After everyone has had a go, the team with most scouts wins.

source_excerpt:
Lower the tarpaulin quickly and the two scouts have to shout the other’s name as quickly as possible.


name: Err, Hugo?
rules: First scout to correctly shout the opponent's name wins and claims the loser for their team.
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 99
materials_list: 1 large tarpaulin
skills_developed: recall, quick thinking
difficulty_level: usor
keywords: name game, teams
tags: ["scout games"]
language: en
normalized_name: err, hugo?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form two teams either side of the hall. Across the middle a large tarpaulin is held up above scout height. One scout from each team comes up to the tarpaulin and puts their face no more than one centimetre from it. The tarpaulin is lowered quickly and the two scouts must shout the other's name as quickly as possible. The first to call out the other's name correctly is the winner and takes the losing scout over to his team. The tarpaulin is raised for the next go. After everyone has had a go, the team with most scouts is the winner.

source_excerpt:
Scouts form two teams either side of the hall. Across the middle hold up a large tarpaulin above scout height.


name: Exercise 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: pages 99-100
source_excerpt: The team members all then have to do five of the exercise before the next scout gets another slip.
skills_developed: fitness
keywords: relay, exercise
language: en
normalized_name: exercise relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay where scouts draw a slip of paper naming an exercise and the whole team must perform it before the next scout goes.

rules:
Put the scouts into teams at one end of the room. On "Go" the lead scouts run to a bag on a table, take a slip of paper, read the exercise on it, put it back and run back to call out the exercise. The team members all do five of the exercise before the next scout gets another slip. The first team to complete all the exercises is the winner.

materials_list:
1 table, 1 bag, slips of paper with exercises (sit-ups, press-ups, squats, jumping jacks, toe touches, side lunges, one-legged hops, run on the spot, leg lifts)


name: Exercise Relay
rules: Each scout reads a slip and the whole team does five repetitions before the next slip is taken.
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 99-100
materials_list: 1 table, 1 bag, slips of paper with exercises
skills_developed: fitness, teamwork
difficulty_level: usor
keywords: relay, exercise, teams
tags: ["scout games"]
language: en
normalized_name: exercise relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams at one end of the room. On 'Go' the lead scouts run to a bag on a table, take a slip of paper, read the exercise on it, put it back and run back to their teams to call out the exercise. All team members then do five of the exercise before the next scout gets another slip. The first team to complete all the exercises is the winner. Exercises include sit-ups, press-ups, squats, jumping jacks, toe touches, side lunges, one-legged hops, running on the spot for ten seconds, and leg lifts.

source_excerpt:
On “Go” the lead scouts run to the bag on the table, take a slip of paper, read what's on it, put it back and run back to their teams and call out the exercise.


name: Exploding Chair
description: A relay where scouts run to a chair, place an inflated balloon on it and sit on it until it bursts.
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 100
materials_list: 1 balloon per scout, 1 chair per team
keywords: relay, balloon
language: en
normalized_name: exploding chair
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams at one end of the hall and give each an inflated balloon. Put a chair at the other end. On "Go!" the lead scouts run to the chair, put the balloon on it and sit on it until it bursts, then run back and tag the second team member. The first team to burst all balloons wins. If a scout bursts his balloon out of turn or not on the chair, he must return and get another balloon.

source_excerpt:
the lead scouts run up to the chair, put the balloon on the chair and sit on the balloon until it bursts.


name: Exploding Chair
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 100
materials_list: 1 balloon per scout, 1 chair per team
skills_developed: speed, teamwork
difficulty_level: usor
keywords: relay, balloons, teams
tags: ["scout games"]
language: en
normalized_name: exploding chair
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams at one end of the hall and given an inflated balloon each. A chair is placed at the other end. On 'Go!' the lead scouts run to the chair, put the balloon on it and sit on the balloon until it bursts, then run back and tag the next team member who repeats the exercise. The first team to burst all of the balloons is the winner. If a scout bursts his balloon out of turn or not on the chair, they must return to their team and get another balloon.

rules:
Balloons must be burst by sitting on them on the chair. Bursting out of turn or off the chair requires a new balloon.

source_excerpt:
On “Go!” the lead scouts run up to the chair, put the balloon on the chair and sit on the balloon until it bursts.


name: Famous Pairings
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 100
materials_list: pen and paper
keywords: brainstorming, quiz
language: en
normalized_name: famous pairings
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team brainstorming game where scouts write down as many famous pairings as they can within a time limit.

rules:
Put the scouts into teams and give them five minutes to write down as many famous pairings as they can think of, either humans or animals, such as Romeo and Juliet, Tom and Jerry or Ben and Jerry. The team with the most pairings wins.

source_excerpt:
give them five minutes to write down as many famous pairings as they can think of, either humans or animals


name: Famous Pairings
rules: Teams have five minutes to list famous pairs. Most pairings wins.
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 100
materials_list: pen and paper
skills_developed: general knowledge, teamwork
difficulty_level: usor
keywords: quiz, teams
tags: ["scout games"]
language: en
normalized_name: famous pairings
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams and given five minutes to write down as many famous pairings as they can think of, either humans or animals, such as Romeo and Juliet, Tom and Jerry or Ben and Jerry. The team with the most pairings wins.

source_excerpt:
Put the scouts into teams and give them five minutes to write down as many famous pairings as they can think of, either humans or animals.


name: Fan the Balloon
description: A relay where scouts fan a balloon round a marker cone using a fan or concertinaed card.
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 100
source_excerpt: scouts in turn have to fan their balloon round their marker cone and back.
materials_list: 1 balloon per team, 1 fan per team, 1 marker cone per team, chalk
keywords: relay, balloon
language: en
normalized_name: fan the balloon
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put the scouts into teams behind a line with a marker cone per team at the other end of the hall. Give each lead scout a balloon and fan. On "Go!" scouts in turn fan their balloon round their marker cone and back. The first team to complete the relay is the winner. Have spare balloons to replace those that burst.


name: Fan the Balloon
rules: Scouts must move the balloon only by fanning it around the cone and back.
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 100
source_excerpt: On “Go!” scouts in turn have to fan their balloon round their marker cone and back.
materials_list: 1 balloon per team, 1 fan per team, 1 marker cone per team, chalk
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: relay, balloons
tags: ["scout games"]
language: en
normalized_name: fan the balloon
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into teams behind a line with a marker cone per team at the other end of the hall. Each lead scout is given a balloon and a fan (or concertinaed card). On 'Go!' scouts in turn must fan their balloon round their marker cone and back. The first team to complete the relay is the winner. Spare balloons should be kept to replace any that burst.


name: Fast Patience
rules: Cards must be turned in ascending order. A wrong card is turned back and the scout returns.
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 100-101
source_excerpt: Split the cards into four suits and the scouts into four teams.
materials_list: pack of playing cards, 4 tables
skills_developed: memory, speed, teamwork
difficulty_level: mediu
keywords: relay, cards, teams
tags: ["scout games"]
language: en
normalized_name: fast patience
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
The cards are split into four suits and the scouts into four teams. One suit is placed on each table at the far end of the hall, shuffled and face down but all visible (not stacked). At 'Go!' the first scout from each team runs to his pack and turns one card over; if it's the Ace he leaves it turned up and runs back. The next scout must turn over a 2, and play continues through the suit ending with Jack, Queen, King. The first team to turn over their King wins. If a wrong card is turned over, the scout turns it back and runs back to his team.

variations:
Play with cards marked with compass positions (North, South, East, West and the intermediate points), laying them in the correct order and the correct position. Scouts who turn the correct card over can have another go without running back.


name: Feather Blowing
rules: Feathers must be moved across the line by blowing only.
variations: Play as a relay, blowing the feather up and down the hall.
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 101
materials_list: 1 feather per scout, chalk
skills_developed: breath control
difficulty_level: usor
keywords: race, feathers
tags: ["scout games"]
language: en
normalized_name: feather blowing
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A start and finish line are marked and each scout is given a feather behind the start line. On 'Go!' they put their feathers on the floor and blow them across the finish line at the far end of the hall. The scout that is first with his feather over the line is the winner.

source_excerpt:
On “Go!” they have to put their feathers on the floor and blow them across the finish line at the far end of the hall.


name: Feather Toss Game
rules: The feather is thrown each time from where it lands; it must go round the cone and back.
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 101
materials_list: 1 feather per team, chalk, marker cones
skills_developed: throwing, teamwork
difficulty_level: usor
keywords: relay, feathers
tags: ["scout games"]
language: en
normalized_name: feather toss game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into a team behind a line at one end of the hall. The lead scouts are given a feather each and on 'Go!' they must throw the feathers up and round the marker cone and back again. Once over the line the next scout takes over. The first team to complete the relay is the winner. The throwing scout must throw the feather each time from where it lands; thrown like a dart it can sometimes go quite a long way.

source_excerpt:
Give the lead scouts a feather each and on “Go!” they have to throw the feathers up and round the marker cone and back again.


name: Fickle Flies
rules: No hole used more than once; touching the string sides means being trapped.
category: team-building
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 102
materials_list: string
skills_developed: teamwork, problem solving
difficulty_level: mediu
keywords: spider web, teamwork
tags: ["scout games"]
language: en
normalized_name: fickle flies
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A rough grid pattern is made with string between two trees about three metres apart, going side to side then up and down to make three or four sided shapes. Scouts are put into teams and told they are flies trying to get through a spider's web. No hole can be used more than once and they can't touch the sides or they're trapped. It can be timed with the fastest team being the winner, but is more an exercise in teamwork. With several teams previously used holes can be reset for each new team. Scouts can go through unaided or be helped through by their team.

source_excerpt:
Tell them that they're flies trying to get through a spider's web. However, no hole can be used more than once and they can't touch the sides otherwise they're trapped.


name: Fill Santa's Sack
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 102
source_excerpt: A great game to play in the run up to Christmas.
materials_list: 4 black bin bags, 1 balloon per scout
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: christmas, balloons, teams
tags: ["scout games", "seasonal"]
language: en
normalized_name: fill santa's sack
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A great game to play in the run up to Christmas. Scouts are put into four teams and one member from each team holds open a bin bag in a corner. All scouts get a balloon (a present) and spread out around the playing area. Each team is given a bin bag to aim for that is not the one held by their own team member. On 'Go!' scouts pat their balloon into the designated bin bag. Anyone seen pushing or holding their balloon has it confiscated. The order in which teams get all their balloons in is noted. Once all balloons are in, count them; the team with most balloons in their sack is the winner. In a tie, the team that got all their balloons in first wins.

rules:
Balloons must be patted, not pushed or held. Each team aims for a sack not held by their own member.


name: Fill the Bowls
variations: Vary the number of teams, bowls, balls or time period.
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 102-103
source_excerpt: Place the bowls around the hall and divide the scouts into four teams.
materials_list: six washing-up bowls, small balls or bean bags
skills_developed: speed, teamwork
difficulty_level: usor
keywords: teams, bowls
tags: ["scout games"]
language: en
normalized_name: fill the bowls
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Washing-up bowls are placed around the hall and the scouts divided into four teams. Balls are deposited on the floor and when the whistle blows one team has to put as many balls as they can, one at a time, into any of the bowls. The other three teams have to get them out, one at a time, and throw them as far away as possible. After a minute the whistle blows, play stops and the balls in the bowls are counted. Repeat with each of the other three teams. The winner is the team that has collected the most balls in the bowls.

rules:
Balls moved one at a time. One team fills while the others empty; rotate so each team has a turn filling.


name: Fill 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 103
skills_developed: speed, agility
difficulty_level: usor
keywords: circle, race
tags: ["scout games"]
language: en
normalized_name: fill the gap
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a large circle. One scout walks around the back of the circle and when he taps another on the shoulder, those two scouts run round the outside of the circle in opposite directions to fill the gap left by the tapped scout. The last one round starts again. It is best not to start with the slowest scout.

rules:
The tapper and the tapped scout race round the circle in opposite directions; the last back starts the next round.

source_excerpt:
When he taps one on the shoulder these two scouts have to run round the outside of the circle in opposite directions and fill the gap left by the tapped scout.


name: Fill the Jug
rules: Water must be carried from the bucket to the jug using cups.
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 103
source_excerpt: On “Go!” they have to transport the water from the bucket to the jug in the cups.
materials_list: 1 bucket per team, 1 water jug per team, 1 plastic cup per scout
skills_developed: teamwork, speed
difficulty_level: usor
keywords: water, relay, teams
tags: ["scout games"]
language: en
normalized_name: fill the jug
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A row of buckets filled with water is placed at one end of the playing area, one bucket per team, with water jugs at the other end. Scouts are put into teams and given a plastic cup each. On 'Go!' they transport water from the bucket to the jug in the cups. It is up to the scouts how they go about it; the winner is the team that fills its water jug up quickest.


name: Find North
rules: Each scout points their stave at magnetic north; the closest to north (per compass) wins.
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 103
source_excerpt: Then ask them to point their stave in the direction of magnetic north.
materials_list: one stave or long stick per scout
skills_developed: orienteering, navigation
difficulty_level: usor
keywords: compass, north, navigation
tags: ["scout games"]
language: en
normalized_name: find north
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts line up outside, day or night, each with a stave or long stick. They are asked to point their stave in the direction of magnetic north. After a few minutes they walk back from their stick while the leader compares each one with a compass. The scout with their stick closest to magnetic north wins.


name: Find the Circle
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 103-104
source_excerpt: Turn the lights off and count to ten. As you turn the lights back on again, shout “Freeze!”
materials_list: chalk
skills_developed: spatial awareness, speed
difficulty_level: usor
keywords: dark, freeze, elimination
tags: ["scout games"]
language: en
normalized_name: find the circle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A two metre diameter circle is marked in the middle of the floor. Scouts walk around the side of the hall. The lights are turned off and the leader counts to ten. As the lights are turned back on the leader shouts 'Freeze!' Any scouts still moving when the lights come on, or who are standing completely outside the circle, are out. The winner is the last scout out. With only a couple of scouts left the winner may be the one with a foot nearest the centre of the circle. As the game progresses the circle can be made smaller or less time given.

rules:
Scouts must reach the circle and stop moving before the lights come on. Moving or being outside the circle means elimination.


name: Find the Farm Animal
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 104
source_excerpt: Put the scouts into one large circle with one blindfolded scout (the farmer) in the middle.
materials_list: blindfold
skills_developed: listening, voice recognition
difficulty_level: usor
keywords: circle, blindfold, guessing
tags: ["scout games"]
language: en
normalized_name: find the farm animal
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form one large circle with one blindfolded scout (the farmer) in the middle. The farmer turns round and points at a scout, giving them a farm animal name. The scout who has been pointed at makes the noise that that animal makes and the farmer has one, two or three guesses at who is making the noise. If the farmer is correct they swap places. If incorrect, the farmer turns round and starts again.

rules:
The blindfolded farmer points at a scout, names an animal, and guesses the scout's identity by the noise made.


