# activities

name: Find the Scout Leader
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 104
materials_list: maps, envelope
skills_developed: navigation, map reading, teamwork
difficulty_level: mediu
keywords: navigation, wide game, map
tags: ["scout games"]
language: en
normalized_name: find the scout leader
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 an envelope they must not open until told. The leader goes off and hides in the local area, be that woods, estate or town. After a few minutes another leader tells the scouts to open their envelope and use the information to find the hidden leader. Each envelope has an outline map, a mark showing roughly where the leader is, and a route that must be taken. The first team to find the leader is the winner. The different routes must be of similar length and difficulty unless handicapping an older or more able team.

rules:
Teams use the map, marked location and prescribed route in the envelope to locate the hidden leader.

source_excerpt:
Each envelope will have an outline map, a mark showing roughly where you are, and a route that must be taken.


name: Find the Stamp
rules: Scouts must spot the stamp without moving anything and report quietly to the leader.
variations: Use several stamps and scouts have to find all of 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: pages 104-105
materials_list: one postage stamp
skills_developed: observation
difficulty_level: usor
keywords: observation, hidden object
tags: ["scout games"]
language: en
normalized_name: find the stamp
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A postage stamp is stuck somewhere in the hall, visible without moving anything but hard to spot. Each time a scout finds it they come and tell the leader quietly and then sit down. Once all the scouts have sat down, the leader announces that the first scout to have found it is the winner.

source_excerpt:
Stick the stamp somewhere in the hall. It needs to be visible without moving anything but hard to spot.


name: Find the Thimble
rules: Scouts must spot the thimble without moving anything; first to find it 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 105
materials_list: thimble
skills_developed: observation
difficulty_level: usor
keywords: observation, hidden object
tags: ["scout games"]
language: en
normalized_name: find the thimble
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts leave the room while a thimble is placed somewhere perfectly visible but in a spot not likely to be noticed. The scouts are called back and asked to find it without moving anything. The first to do so is the winner. It can sometimes take quite a while.

variations:
To make it harder, repeat with a coin. If the coin is placed above head height, such as on top of a whiteboard or door frame with just the edge showing, it can keep them busy all evening.

source_excerpt:
Scouts leave the room whilst you put a thimble somewhere that is perfectly visible, but in a spot where it is not likely to be noticed.


name: Find your 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 105
materials_list: chalk or hoops
skills_developed: spatial awareness, speed
difficulty_level: usor
keywords: dark, freeze, teams
tags: ["scout games"]
language: en
normalized_name: find your 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 one two-metre diameter circle is drawn on the floor per team with plenty of space between. Each circle is one team's Home Circle. Scouts stand in any circle that isn't their Home Circle. The lights are turned off and the leader counts to ten. As the lights come back on the leader shouts 'Freeze!' Any scouts still moving, or standing completely outside their Home 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 their Home Circle.

rules:
Scouts must reach their team's Home Circle and stop before the lights come on; moving or being outside means elimination.

source_excerpt:
Each circle is designated one team's Home Circle. Scouts stand in any circle that isn't their Home Circle.


name: Find your Flock
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 105-106
materials_list: slips of paper with a bird name written on each
skills_developed: interaction, teamwork
difficulty_level: usor
keywords: grouping, icebreaker, teams
tags: ["scout games"]
language: en
normalized_name: find your flock
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 folded slip of paper with a bird name (chicken, turkey, goose, swan, duck, heron, stork etc.) written on it, aiming for at least four names in play and at least three scouts per bird name. Scouts are told how many of each bird there are in circulation. On 'Go!' scouts wander around exchanging their slip with as many other scouts as possible without looking at it. When the leader shouts 'Find your flock!' scouts look at their bird and try to find the others with the same bird, get together and sit down. The first team to do so is the winner.

rules:
Slips are exchanged without looking. On the call, scouts group by matching bird and sit down; first complete flock wins.

variations:
For a longer game the last team is out and their bird removed from play, continuing rounds until one team remains. Instead of calling bird names, scouts can only make bird noises.

source_excerpt:
Give a folded slip of paper to each scout with a bird name (chicken, turkey, goose, swan, duck, heron, stork etc.) written on it.


name: Finger Wrestling
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 106
skills_developed: dexterity, reflexes
difficulty_level: usor
keywords: pairs, wrestling
tags: ["scout games"]
language: en
normalized_name: finger wrestling
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 and set their arms up as in arm wrestling but with index fingers extended. On 'Go!' scouts must touch their opponent with their own index finger anywhere other than on the arm being used. The winner is the first to succeed. To win, the scout has to keep his elbow on the table.

rules:
The elbow must stay on the table. Touch the opponent with the index finger anywhere except the wrestling arm.

source_excerpt:
On “Go!” scouts have to touch their opponent with their own index finger anywhere other than on the arm being used.


name: Fire Lighter Failure
rules: Scouts locate the silent leader using sight, smell and sound before his matches run out.
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 106
source_excerpt: They are to go into the woods and find him before his matches run out!
materials_list: matches
skills_developed: observation, concentration
difficulty_level: mediu
keywords: woods, search, outdoor
tags: ["scout games"]
language: en
normalized_name: fire lighter failure
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A leader is sent into the woods with a box of matches and has to strike one every minute and let it burn out. The scouts are told there is a scout leader in the woods having trouble lighting his camp fire and lighting a match every minute. They must go into the woods and find him before his matches run out. They can use sight, smell and sound, but the leader will not call out so plenty of concentration is needed. The first scout to find the leader is the winner.


name: Fire!
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 106-107
materials_list: chalk, 1 tennis ball
skills_developed: throwing, catching
difficulty_level: mediu
keywords: ball, teams, elimination
tags: ["scout games"]
language: en
normalized_name: fire!
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. Two parallel lines about ten metres apart are marked and the teams stand on these, with no gaps between scouts, facing each other. The tennis ball is given to the lead scout on one line, who throws it at the other team shouting 'Fire!' If it hits a scout, that scout is out. If a scout catches it, the thrower is out. The ball is retrieved and passed to the lead scout on the other team, alternating between teams and down the lines. Any scout coming off the line or leaving a gap is out. The winner is the last scout left on a line.

rules:
Hit scouts are out; a catch puts the thrower out. Coming off the line or leaving a gap means being out.

source_excerpt:
Give the tennis ball to the lead scout on one line which he throws at the other team, shouting “Fire!”


name: Five Rope Race
rules: Scouts may not take ropes from each other. One point per rope grabbed.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 107
materials_list: 5 x 30 cm lengths of rope, pen and paper
skills_developed: speed, agility
difficulty_level: usor
keywords: race, teams
tags: ["scout games"]
language: en
normalized_name: five rope race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
The scouts are divided into two teams placed at either end of the hall. Five short lengths of rope are placed on the ground side by side in the middle. The scouts are numbered. A number is called and the two scouts run to the far wall, touch it and return to their team, grabbing as many ropes as they can on the way back. They cannot take any from the other scout. One point is awarded per length of rope grabbed. All numbers are called in turn; the team with more points wins.

source_excerpt:
Call out a number and the two scouts have to run to the far wall, touch it and return to their team, grabbing as many ropes as they can on the way back.


name: Five Scouts
rules: Scouts fill a 5x5 grid with names, mark off called names, and win by completing a line of five.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 107-108
source_excerpt: A great bingo-style game to play during dark nights or on camp.
materials_list: pens and paper, billy can
skills_developed: interaction
difficulty_level: usor
keywords: bingo, camp
tags: ["scout games"]
language: en
normalized_name: five scouts
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A bingo-style game to play during dark nights or on camp. Each scout is given a pen and a sheet of paper with a five by five grid of twenty-five squares. Each scout has to get twenty-five scouts to write their name in one of the boxes at random. If there are fewer than twenty-five scouts, some can write their names in two boxes. Each scout writes their own name on a small square and puts it in the billy can. Names are drawn from the billy can one at a time and called out; scouts mark off matching names with a cross. As soon as a scout has crossed off five names in a straight line (vertically, horizontally or diagonally) he shouts 'Five Scouts!' If the crossed-off names have all been called he is the winner.


name: Flip a P
rules: A hit scores one point; flipping the coin scores three. First to fifteen points 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: pages 107-108
materials_list: 1 x 1p coin per pair, one tennis ball per pair
skills_developed: aim, throwing
difficulty_level: usor
keywords: pairs, throwing, coin
tags: ["scout games"]
language: en
normalized_name: flip a p
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 and each pair is given a 1p coin and a tennis ball. Pairs toss a coin to see who goes first, put the coin on the ground between them and stand either side about two metres apart. They take turns throwing the ball down on the coin to try to hit it. A hit scores one point; if the coin flips over it scores three points. The first of each pair to get at least fifteen points is the winner. Winners can play each other to eventually get one overall winner.

variations:
Because scouts police each other, a hit only counts if the coin moves; put the coin on a round sticker so it's easier to see if it has moved.

source_excerpt:
They then take it in turns in throwing the ball down on the coin to try to hit it. A hit scores one point, if the coin flips over it scores three points.


name: Floating Bomb
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 108
source_excerpt: Scouts have to keep it out of their corner by blowing it over to another quarter.
materials_list: 1 balloon, chalk
skills_developed: teamwork, breath control
difficulty_level: usor
keywords: balloon, teams
tags: ["scout games"]
language: en
normalized_name: floating bomb
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
The playing area is marked into four quarters. Scouts are put into four teams and given a quarter each to stand in. A large balloon is thrown into the playing area. Scouts have to keep it out of their corner by blowing it over to another quarter. Every time the balloon touches a scout or lands on the floor, the team in whose quarter the scout or floor belongs gets a point. After a fixed amount of time, the team with the least points is the winner.

rules:
The balloon is moved by blowing only. A team gets a point each time the balloon touches a scout or the floor in their quarter.


name: Flying Balloons
rules: Scouts release uninflated-tied balloons; nearest to the bucket 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 108
materials_list: 1 balloon per scout, marker pens, bucket
skills_developed: aim
difficulty_level: usor
keywords: balloon, target
tags: ["scout games"]
language: en
normalized_name: flying balloons
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 balloon (sausage-shaped ones are best) which they inflate but do not tie. Scouts stand at one end of the hall with a bucket on the floor a few metres away. They write their initials on their balloon, then let go of their balloons. The scout whose balloon lands nearest the bucket is the winner. Alternatively, have several rounds scoring for first, second and third place. It can also be played with the balloons tied up and thrown like darts.

variations:
Have several rounds scoring for first, second and third place, or play with the balloons tied up and thrown like darts.

source_excerpt:
They then have to let go of their balloons. The scout whose balloon lands nearest to the bucket is the winner.


name: Flying Saucers
rules: Ten points for landing in the bucket, five for within fifty centimetres.
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 109
materials_list: 2 paper plates per scout, sticky tape, bucket, coloured pens, paper and pen
skills_developed: craft, aim
difficulty_level: usor
keywords: craft, throwing, target
tags: ["scout games"]
language: en
normalized_name: flying saucers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout makes a flying saucer by turning one paper plate upside down and sticking it to the other plate round the rims. A bucket is placed at the other end of the hall. Once scouts have decorated their saucers they take turns throwing them at the bucket. Score ten points for any that go in the bucket and five points for any within fifty centimetres. The first team to a certain number of points, or the scout with the most points after a set time, is the winner.

source_excerpt:
Each scout makes a flying saucer by turning one of his plates upside down and sticking it to the other plate round the rims.


name: Foot Race
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 109
source_excerpt: Scouts have to walk round the outside of, or alongside, the rope using as few steps as possible.
materials_list: long length of rope made into a circle or a line
skills_developed: balance, coordination
difficulty_level: usor
keywords: balance, race
tags: ["scout games"]
language: en
normalized_name: foot race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts have to walk round the outside of, or alongside, a long length of rope made into a circle or line, using as few steps as possible. The scout that takes the fewest steps is the winner. For a step to count, one foot must remain on the ground at all times, i.e. no jumping, and if someone does the splits they cannot use their hands to get back up.

rules:
No jumping; one foot must always remain on the ground. No using hands to recover from the splits. Fewest steps wins.


name: Foot Relay
rules: Scouts must move heel to toe each step; failing to do so means starting again.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 109
materials_list: chalk, marker cones
skills_developed: balance, teamwork
difficulty_level: usor
keywords: relay, teams
tags: ["scout games"]
language: en
normalized_name: foot 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 the start line. On 'Go!' the lead scouts put one foot in front of the other so that heel touches toe each time, go round the cone or over the line, and back. Once they cross the finish line, the second scout repeats the exercise. The first team to complete the relay is the winner. Any scout not putting heel to toe is sent back to start again.

source_excerpt:
On “Go!” the lead scouts have to put one foot in front of the other so that heel touches toe each time, go round the cone or over the line, and back.


name: Football Bounce
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 109
source_excerpt: Scouts throw a football to one another, but it must bounce on the way.
materials_list: football
skills_developed: throwing, catching
difficulty_level: usor
keywords: circle, ball
tags: ["scout games"]
language: en
normalized_name: football bounce
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 one scout in the middle. Scouts throw a football to one another, but it must bounce on the way. Once the scout in the middle gets hold of the ball he changes places with the scout who has just thrown it. Any scout who fails to bounce the ball is also swapped with the middle scout.

rules:
The ball must bounce on the way between scouts; a failed bounce or an intercepted ball swaps the scout into the middle.


name: Football Run around Circle
rules: The ball is passed to the left after each scout runs round the outside of the 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: pages 109-110
materials_list: 1 football per team
skills_developed: speed, teamwork
difficulty_level: usor
keywords: relay, circle, ball
tags: ["scout games"]
language: en
normalized_name: football run around 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 facing out. A scout in each team is given a football. On 'Go!' the scouts with the ball run clockwise around the outside of their circle back to their place and give the ball to the scout on their left. Each scout repeats the action and the first team to finish is the winner.

variations:
Instead of holding the ball, try having the ball sandwiched between the knees and waddling round, or between the feet and hopping round.

source_excerpt:
On “Go!” the scouts with the ball have to run clockwise around the outside of their circle back to their place and give the ball to the scout on their left.


name: Forest!
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 110
source_excerpt: It then shouts out one of the team names, such as “Yew!” and all team yew members must swap trees.
materials_list: sticky labels
skills_developed: speed, agility
difficulty_level: usor
keywords: woods, tag, trees
tags: ["scout games"]
language: en
normalized_name: forest!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
In a wood with plenty of space, scouts are divided into teams and given tree names. Each scout stands touching a tree onto which he has stuck a label, one tree per scout. 'It' stands in the middle of the area and shouts out one of the team names, such as 'Yew!', and all members of that team must swap trees. If It gets to a vacant tree before one of the named team, the scout without a tree becomes It. If It doesn't get to a tree he remains It.

rules:
On a team name call, that team swaps trees; a scout left without a tree (or beaten to a tree by It) becomes It.

variations:
It calls out two team names and each scout has to go to a different team name tree to the one they're on. If 'forest' is called, all scouts change trees. To end the game call 'forest' every time, first removing a sticky label from a tree; with two scouts left remove both labels and put one on another tree before calling 'forest'.


name: Fortunately, Unfortunately Report
category: jocuri-cercetasesti
content_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 110-111
skills_developed: creativity, storytelling
difficulty_level: usor
keywords: storytelling, circle
tags: ["scout games"]
language: en
normalized_name: fortunately, unfortunately report
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts sit in a circle and report an event. The first scout starts with 'Fortunately', the next scout starts with 'Unfortunately', and so it continues until a scout cannot think of anything to say, at which point they are out. A new report then starts with the next scout. For example, 'Fortunately it was scouts tonight.' 'Unfortunately, when I arrived it had been cancelled.' 'Fortunately, no one had told me...' and so on.

rules:
Scouts alternate sentences beginning 'Fortunately' and 'Unfortunately'; a scout who cannot continue is out.

source_excerpt:
First scout starts with “Fortunately”, next scout starts with, “Unfortunately” and so it continues until a scout cannot think of anything to say. OUT!


name: Four Queens
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 111
materials_list: 4 chairs, slips of paper and pen, bag
skills_developed: strategy, teamwork
difficulty_level: mediu
keywords: circle, teams, strategy
tags: ["scout games"]
language: en
normalized_name: four queens
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. All scouts' names are placed on slips of paper in a bag. Two names from each team are pulled out and those scouts sit on four chairs (the thrones). The rest form a circle including the four chairs and a vacant space. Each scout is given a slip of paper from the bag. The scout on the right of the vacant space calls out the name of another scout, who goes to fill the vacant space and swaps slips with the caller. This repeats with the new vacant space and the scout to its right. Play continues until four members of the same team occupy the thrones, winning that round.

rules:
Scouts move to the vacant space when their name on the slip is called, swapping slips with the caller. Four thrones held by one team wins the round.

source_excerpt:
Play continues until there are four members of the same team on the four thrones which makes that team the winner of that round.


name: Four Squares
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 111-112
materials_list: 1 volleyball, chalk
skills_developed: coordination, reflexes
difficulty_level: mediu
keywords: four square, ball, teams
tags: ["scout games"]
language: en
normalized_name: four squares
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A square six by six metres is marked then divided into four quarters of three by three metres. Four teams stand in line, one by each corner, with a team member in each quarter and one given the ball. He serves the ball using the palm of his hand so it lands in one of the other three quarters, then goes to the back of his team while the next member takes his place. When the ball lands in a square it must be hit after one bounce only, and cannot be returned to the square it came from. Each time the ball is hit that player goes to the back of his team. Each mishit penalises the hitter's team one point. The team with the least points after a fixed time or number of rounds wins.

rules:
Hit with the palm after one bounce; don't return to the square it came from. Mishits cost a point. Lowest score wins.

source_excerpt:
When the ball lands in a square it has to be hit after one bounce only, and it cannot be returned to the square that it has just come from.


name: Four-Legged Race
rules: Inside legs and feet must stay together; failing to do so disqualifies the team.
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 112
source_excerpt: Threes have to keep their inside legs and feet together when running or they're disqualified.
materials_list: marker cones
skills_developed: coordination, teamwork
difficulty_level: mediu
keywords: race, teams
tags: ["scout games"]
language: en
normalized_name: four-legged 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 of three with a start and finish line marked with cones. The threes stand beside each other with arms round each other's waists. They must keep their inside legs and feet together when running or they're disqualified. On 'Go!' they run down the course; the first team of three over the finish line wins. Tying thighs or calves together with a scarf can help, especially with the middle scout who must keep both legs next to his neighbours'.


name: French 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: pages 112-113
materials_list: 1 cricket bat, 1 tennis ball
skills_developed: hand-eye coordination, reflexes
difficulty_level: mediu
keywords: cricket, ball, circle
tags: ["scout games"]
language: en
normalized_name: french cricket
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 in the middle holding the bat; the scout opposite is given the ball. The batsman must face the first bowler throughout but may turn his head and hands. The bowler can bowl the ball underarm at the batsman (aiming to hit his legs or have him caught) or throw it to another scout to bowl. The batsman may move his bat to protect his legs. Bowlers always bowl from the original circle, which may mean retrieving the ball and returning. When the batsman's legs are hit he swaps places with the scout who bowled or caught the ball.

rules:
Batsman faces the first bowler; bowling is underarm from the circle. The batsman is out when his legs are hit or he is caught.

variations:
Use a baseball bat or stump instead of a cricket bat. Scouts can position themselves anywhere to bowl (no running while holding the ball). The batsman can move his feet on the spot if using a narrow bat.

source_excerpt:
The scouts stand in a large circle. One is put in the middle of the circle and given the bat; the scout opposite is given the ball.


name: Frisbee Football
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 113
source_excerpt: The Frisbee is thrown from scout to scout, the object being to score goals.
materials_list: 1 Frisbee, 2 goals or 3 staves and rope per goal
skills_developed: throwing, teamwork
difficulty_level: mediu
keywords: frisbee, teams, goals
tags: ["scout games"]
language: en
normalized_name: frisbee football
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Goals are placed at either end of the playing area, scouts are put into two teams and the Frisbee is thrown into the playing area. The Frisbee is thrown from scout to scout with the object of scoring goals. No scout is allowed less than two metres from the goal, the scout with the Frisbee can't run or walk with it, no scout is allowed nearer than one metre to the scout holding the Frisbee, there is no offside, and once a goal is scored the kick off starts from the goal mouth. The winning team is the one with the most goals after a set time, or the first to a fixed number of goals.

rules:
No running with the Frisbee; keep two metres from goals and one metre from the Frisbee holder; no offside.


name: Frisbee Football
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 113
materials_list: 1 Frisbee, 2 goals or 3 staves and rope per goal
difficulty_level: usor
keywords: frisbee, football, team game
language: en
normalized_name: frisbee 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 a Frisbee instead of a ball. Goals are placed at either end and the Frisbee is thrown into the playing area. The Frisbee is passed from scout to scout, the object being to score goals. The winning team has the most goals after a set time, or is the first to a fixed number of goals.

rules:
No scout is allowed less than two metres from the goal, the scout with the Frisbee can't run (or walk) with it, no scout is allowed nearer than one metre to the scout holding the Frisbee, there is no offside, and once a goal is scored the kick off starts from the goal mouth.

source_excerpt:
Put the goals at either end, put the scouts into two teams and throw the Frisbee into the playing area. The Frisbee is thrown from scout to scout, the object being to score goals.


name: Frisbee Golf
rules: Teams count throws per hole; fewest total throws round the course wins.
variations: Play with tarpaulins for holes and plastic or paper plates instead of Frisbees.
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 113
materials_list: 9 washing up bowls, 1 Frisbee / Aerobie per team, pen and paper
skills_developed: throwing, aim
difficulty_level: mediu
keywords: frisbee, golf, teams
tags: ["scout games"]
language: en
normalized_name: frisbee golf
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 washing up bowls are placed near the perimeter of a large field. In each team scouts take turns throwing the Frisbee at the nearest washing-up bowl, counting their throws. When the Frisbee lands in the bowl, that throw number is the team's score for that hole, then they continue round the course. The winning team is the one that takes the least throws to get round the course. There can also be winners for the fewest throws at any hole and for the fastest throws to each hole. A leader per team should walk round with each team.

source_excerpt:
In each team scouts take it in turns to throw the Frisbee at the nearest washing-up bowl, counting the number of throws as they go.


name: Frisbee Golf
variations: Play with tarpaulins for holes and plastic or paper plates instead of Frisbees.
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 113
materials_list: 9 washing up bowls, 1 Frisbee / Aerobie per team, pen and paper
difficulty_level: usor
keywords: frisbee, golf, team game
language: en
normalized_name: frisbee golf
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in teams play a golf-style course using washing-up bowls as holes. Bowls are placed near the perimeter of a large field. Scouts take turns throwing a Frisbee at the nearest bowl, counting throws. When the Frisbee lands in the bowl, that throw count is the team's score for the hole. The winning team takes the least throws to get round the course.

rules:
You can also have winners for the fewest throws at any hole and for the fastest throws to each hole. You will need a leader per team to walk round with each team.

source_excerpt:
In each team scouts take it in turns to throw the Frisbee at the nearest washing-up bowl, counting the number of throws as they go.


name: Frog Leap
rules: Each scout's standing jump begins where the previous scout landed; furthest total distance 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 113-114
source_excerpt: The winning team is the one which has jumped the furthest total distance.
materials_list: chalk
skills_developed: jumping, teamwork
difficulty_level: usor
keywords: jumping, relay, teams
tags: ["scout games"]
language: en
normalized_name: frog leap
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. The lead scouts put the tips of their toes on the line and do a standing jump forward. The second scout in each team puts the heels of his feet against the toes of where the lead scout landed, the first scout moves out of the way, and the second scout does a standing jump. Each scout in the team does the same. The winning team is the one which has jumped the furthest total distance.


name: Frog Leap
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 113-114
source_excerpt: The winning team is the one which has jumped the furthest total distance.
materials_list: chalk
difficulty_level: usor
keywords: jumping, relay, team game
language: en
normalized_name: frog leap
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in teams compete to jump the furthest total distance. Lead scouts put their toes on a start line and do a standing jump forward. The second scout places their heels against the toe mark of the previous landing and jumps. Each scout repeats this. The winning team jumps the furthest total distance.

rules:
The second scout puts the heels of his feet against the toes of where the previous scout landed before doing a standing jump.


name: Frog Relay
rules: The ball is held between the knees while hopping 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 114
materials_list: 1 tennis ball per team, chalk, 4 marker cones
skills_developed: balance, coordination
difficulty_level: usor
keywords: relay, teams, hopping, team game
tags: ["scout games"]
language: en
normalized_name: frog relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form four teams and line up behind a line with a tennis ball each, with a marker cone per team at the other end of the hall. Lead scouts put the tennis ball between their knees and on 'Go!' hop to and round the cone and back to their team, handing the ball over to the next scout who repeats the exercise. The first team to complete the relay is the winner.

source_excerpt:
Lead scouts put the tennis ball between their knees and on “Go!” hop to and round the cone and back to their team.


name: Frozen Tag
rules: Tagged scouts freeze and can be unfrozen by an unfrozen scout's tag. It wins by freezing everyone.
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 113-114
skills_developed: speed, agility
difficulty_level: usor
keywords: tag, freeze, chasing
tags: ["scout games"]
language: en
normalized_name: frozen 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 the other scouts scatter. Once tagged, the tagged scout has to freeze on the spot and can only be unfrozen if another unfrozen scout tags him. It tries to tag all the scouts so that they are all frozen, at which point It has won.

variations:
Each scout can have a turn at being "It" to see who can tag everyone the quickest. Make tagging easier for It by requiring two unfrozen scouts to tag frozen scouts at the same time, or for a time trial, anyone tagged remains tagged for the game and must stop moving.

source_excerpt:
Once tagged the tagged scout has to freeze on the spot and can only be unfrozen if another unfrozen scout tags him.


name: Frozen Tag
category: sports-active
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 460
skills_developed: agility, running
difficulty_level: usor
keywords: tag, running, active game
tags: ["tag", "active"]
language: en
normalized_name: frozen tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
One of the oldest versions of tag. If a running player gets tagged by 'IT', she is frozen in place with arms held out at her sides and legs spread apart. She can be rescued when another free player ducks under one of her arms or slides between her legs. Once a player has been tagged by 'IT' three times, she becomes the new 'IT'.

rules:
A tagged player freezes with arms out and legs apart. A free player rescues her by ducking under an arm or sliding between her legs. After being tagged three times a player becomes the new IT.

source_excerpt:
If a running player gets tagged by "IT", she is frozen in place, arms held out at her sides and legs spread apart.


name: Fruit and Veg
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: pages 114-115
materials_list: fruit and vegetables, cocktail sticks, sharp knives and peelers, 1 table
skills_developed: creativity, construction, teamwork
difficulty_level: mediu
keywords: construction, teams, creative
tags: ["scout games"]
language: en
normalized_name: fruit and veg
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 is given a selection of fruit and vegetables, a knife, a peeler and some cocktail sticks or tooth picks. Scouts have to make a vehicle with wheels, being as imaginative as they like, but knowing there will be a competition for the one that rolls the furthest. Once built, a slope is made with a table top and the vehicles are rolled down the ramp one by one. The one that goes furthest is the winner. After the race, once the food has been washed, it can be eaten.

rules:
Each team builds a wheeled vehicle from fruit and veg; the one that rolls furthest down the ramp wins.

source_excerpt:
Put the scouts into teams and give each team a selection of fruit and veg, a knife, a peeler and some cocktail sticks or tooth picks.


name: Fruit and Veg
rules: There is a competition for the vehicle that rolls the furthest down a table-top ramp.
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 114-115
materials_list: fruit and vegetables, cocktail sticks, sharp knives and peelers, 1 table
difficulty_level: mediu
keywords: construction, creativity, vehicle
language: en
normalized_name: fruit and veg
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in teams are given a selection of fruit and vegetables, a knife, a peeler and cocktail sticks. They have to make a vehicle with wheels, being as imaginative as they like. Once built, a slope is made with a table top and the vehicles are rolled down the ramp one by one. The vehicle that goes furthest is the winner. Afterwards the washed food can be eaten.

source_excerpt:
Once built, make a slope with a table top and roll the vehicles down the ramp one by one. The one that goes furthest is the winner.


name: Get the Matches
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 115
source_excerpt: On “Go!” the sitting scouts have to pick up the four matchsticks without touching the floor.
materials_list: matches, 1 chair per team, stopwatch per team
skills_developed: balance, flexibility
difficulty_level: mediu
keywords: balance, teams, dexterity, timed
tags: ["scout games"]
language: en
normalized_name: get the matches
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, each team having a chair with a matchstick on the floor by each leg. One scout from each team sits on their chair. On 'Go!' the sitting scouts must pick up the four matchsticks without touching the floor. If they touch the floor they put the matches back and start again. Times are recorded and all scouts have a go. At the end there is an individual winner for the shortest time and a team winner for the shortest aggregate time.

rules:
Scouts must collect the four matchsticks without touching the floor; touching the floor means restarting.


name: Get the News
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 115
materials_list: one sheet of newspaper, chalk
skills_developed: speed, agility
difficulty_level: usor
keywords: circle, newspaper
tags: ["scout games"]
language: en
normalized_name: get the news
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A very large circle is marked and the scouts stand outside it. One large sheet of newspaper is placed in the middle. On 'Go!' the scouts run into the circle, grab the newspaper, get as much of it for themselves as they can without any physical contact, and get out of the circle while the leader counts to ten. Anyone outside the circle cannot have their pieces taken by another scout. Anyone still in the circle after the count of ten is disqualified. The scout with the largest single piece of newspaper is the winner.

rules:
No physical contact. Get newspaper and leave the circle before the count of ten. Largest single piece wins.

source_excerpt:
On “Go!” the scouts have to run into the circle, grab the newspaper, get as much of it for themselves (without any physical contact) as they are able and get out of the circle whilst you are counting to ten.


name: Get the News
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 115
materials_list: one sheet of newspaper, chalk
difficulty_level: usor
keywords: scramble, newspaper, circle
language: en
normalized_name: get the news
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A very large circle is marked and scouts stand outside it. A large sheet of newspaper is placed in the middle. On Go the scouts run into the circle, grab the newspaper, and get as much of it for themselves as they can without physical contact, then get out of the circle within a count of ten. The scout with the largest single piece of newspaper is the winner.

rules:
Scouts must grab newspaper without any physical contact. Anyone outside the circle cannot have their pieces taken. Anyone still in the circle after the count of ten is disqualified.

source_excerpt:
On “Go!” the scouts have to run into the circle, grab the newspaper, get as much of it for themselves (without any physical contact) as they are able and get out of the circle whilst you are counting to ten.


name: Get Up and 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: pages 115-116
materials_list: chalk, marker cones
skills_developed: core strength, teamwork
difficulty_level: usor
keywords: relay, teams
tags: ["scout games"]
language: en
normalized_name: get up and go!
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 the start line and lie down like a tin of sardines but spaced out, with the lead scouts lying along the start line. At the other end of the hall is a marker cone per team or line to cross. On 'Go!' the lead scouts cross their forearms over their chest, get up, run round the cone or over the line and back, then lie down again, all without moving their arms. Only when they are lying back in their original place can the next scout repeat the exercise. The first team to complete the relay is the winner.

rules:
Arms stay crossed over the chest throughout; any scout moving an arm goes back to the start to lie down and start again.

source_excerpt:
On “Go!” the lead scouts have to cross their forearms over their chest and get up, run round the cone or over the line, and back, then lie down again - all without moving their arms.


name: Get Up and Go!
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 115-116
materials_list: chalk, marker cones
difficulty_level: mediu
keywords: relay, agility, team game
language: en
normalized_name: get up and go!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in teams lie down spaced out behind a start line like a tin of sardines, lead scouts on the line. On Go the lead scouts cross their forearms over their chest, get up, run round a cone or over a line and back, then lie down again, all without moving their arms. Only when lying back in place can the next scout go. The first team to complete the relay wins.

rules:
Scouts must keep arms crossed over their chest throughout; any scout moving an arm goes back to the start, lies down and starts again.

source_excerpt:
On “Go!” the lead scouts have to cross their forearms over their chest and get up, run round the cone or over the line, and back, then lie down again - all without moving their arms.


name: Give the Dog a Bone
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 116
materials_list: 1 scout scarf, length of rope or stick
skills_developed: speed, strategy
difficulty_level: usor
keywords: scarf, tag, teams
tags: ["scout games"]
language: en
normalized_name: give the dog a bone
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 at either end of the hall and one scout is divested of his scarf, which is placed in the middle. The scouts are numbered. When a number is called, the two so-numbered scouts attempt to grab the scarf and get back to their team (touching the wall behind their team) without being tagged by the other scout once one scout has grabbed the scarf. One point is scored for getting back to base or for tagging your opponent successfully. Play continues with the other numbered scouts or for a set time; the team with more points wins.

rules:
Tagging is allowed only once a scout has grabbed the scarf. Score for reaching base with the scarf or tagging the opponent.

source_excerpt:
When you call out a number the two so-numbered scouts must attempt to grab the scarf and get back to their team (and touch the wall behind their team) without being tagged by the other scout once one scout has grabbed the scarf.


name: Give the Dog a Bone
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 116
materials_list: 1 scout scarf, length of rope or stick
difficulty_level: usor
keywords: tag, numbers, team game
language: en
normalized_name: give the dog a bone
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 and a scarf is placed in the middle. Scouts are numbered. When a number is called, the two so-numbered scouts attempt to grab the scarf and get back to their team, touching the wall behind, without being tagged by the other scout once one scout has grabbed the scarf. A point is scored for getting back to base or tagging the opponent. The team with more points wins.

rules:
Once one scout has grabbed the scarf, the other may tag them. Score one point for getting back to base or tagging your opponent.

source_excerpt:
When you call out a number the two so-numbered scouts must attempt to grab the scarf and get back to their team (and touch the wall behind their team) without being tagged by the other scout once one scout has grabbed the scarf.


name: Goat
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 116
materials_list: one football per team, chalk
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: relay, ball, teams
tags: ["scout games"]
language: en
normalized_name: goat
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 line marked on the floor. Each lead scout is given a football and on 'Go!' scouts pass it backwards through their legs down the line. The last scout puts the ball down and has to head butt the ball up to the lead scout without touching it with his hands, then picks it up and gives it to him, crosses over the line and faces the lead scout. The game continues with one less scout in each team, the new scout at the end doing the same. When just the first lead scout is left, he gives the ball to the scout in front of him and races to the back of the new line. The first team to complete the race is the winner.

rules:
The ball is passed back through the legs; the last scout heads the ball forward without using hands, then rejoins the front.

source_excerpt:
Give each lead scout a football and on “Go!” scouts have to pass it backwards through their legs down the line.


name: Goat
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 116
materials_list: one football per team, chalk
difficulty_level: mediu
keywords: relay, ball, team game
language: en
normalized_name: goat
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in teams line up behind one another behind a line. Each lead scout has a football and on Go scouts pass it backwards through their legs down the line. The last scout puts the ball down, head butts it up to the lead scout without using hands, then picks it up, gives it to him and crosses the line to face the lead scout. The game continues with one fewer scout each time. The first team to complete the race wins.

rules:
The ball is passed backwards through legs; the last scout must head butt the ball up to the front without touching it with his hands.

source_excerpt:
The last scout puts the ball down and has to head butt the ball up to the lead scout without touching it with his hands, then picks the ball up and gives the ball to him.


name: Gold Theft
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 116-117
materials_list: 5 chairs, 10 cups
difficulty_level: usor
keywords: numbers, collecting, team game
language: en
normalized_name: gold theft
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are divided into four teams, each in a corner with a chair in front. Scouts are numbered. Ten cups are placed on a chair in the middle of the hall. A number is called and four scouts try to get four cups onto their chair, taking cups from any other chair but carrying only one at a time. The winner is the first to get four cups on his chair and stay on the chair.

rules:
Scouts can take cups from any chair but can only carry one cup at a time; the winner must get four cups on his chair and stay on the chair.

variations:
Add more chairs to the hall, add or subtract the number of cups, or change the number of cups they have to collect.

source_excerpt:
Call out a number and four scouts will try to get four cups onto their chair. They can get the cups from any other chair but can only carry one cup at a time.


name: Good Morning Sir
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 117
difficulty_level: usor
keywords: voice, guessing, circle
language: en
normalized_name: good morning sir
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts sit in a long line. One metre in front, facing them, is the picker. Behind the picker, facing away, is "sir". The picker points to a scout who becomes the speaker and says "Good morning, sir" disguising his voice. Sir has one guess as to who the speaker is. If correct, sir stays on; if wrong, sir returns to the line, the picker becomes sir and the speaker becomes the picker.

rules:
Sir has one guess to identify the speaker by voice; correct guesses keep him on, wrong ones rotate the roles.

source_excerpt:
The picker points to a scout who becomes the speaker and who says, “Good morning, sir,” trying to disguise his voice as best he can.


name: Good News
rules: Use the same newspaper for each team. Teams have five minutes to mark stories of good deeds.
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 117
source_excerpt: On “Go!” they have to mark as many stories that mention a good deed being done.
materials_list: 1 newspaper per team, 1 pen / highlighter per team
difficulty_level: usor
keywords: newspaper, reading, good deeds
language: en
normalized_name: good news
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in teams are each given a newspaper and a pen. On Go they have to mark as many stories as possible that mention a good deed being done. After five minutes the pens are taken in and teams report how many stories they found. Checking is done by visiting teams in descending order of number of stories. The team with the most is the winner.


name: Grab the Loot!
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 117-118
materials_list: bunch of keys
difficulty_level: usor
keywords: tag, circle, stealth
language: en
normalized_name: grab the loot!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts stand spaced out in a circle with keys in the middle on the ground. One scout is the burglar and leaves the hall. While he is out, a detective is chosen. The burglar returns, moves round the circle, then darts in to get the keys and exit by the same way he entered. As soon as he grabs the keys the detective tries to tag him before he escapes. If successful the detective becomes the burglar; if not the burglar goes again.

rules:
The burglar must enter and exit the circle by the same point. The detective can only act once the keys are grabbed.

source_excerpt:
As soon as he grabs the keys the detective can spring into action and attempt to tag the burglar before he gets out of the circle.


name: Grab the Tail
rules: A scout is out when his tail (scarf) is pulled out by another scout.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 117
source_excerpt: They then have to grab the scarves from the other scouts and pull them out. That scout is then out.
materials_list: 1 scarf, rope or strip of paper per scout
difficulty_level: usor
keywords: tag, tail, chasing
language: en
normalized_name: grab the tail
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout tucks a scarf into his trousers, shorts, skirt or kilt. They then have to grab and pull out the scarves of other scouts. A scout whose scarf is pulled is out. The last scout with his scarf still in place is the winner.

variations:
Scouts who are out can join in with the scarf pulling. Alternatively, have just four scouts doing the pulling, and the one with the most pulls after a period of time is the winner.


name: Grasshopper Hop
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 118
materials_list: 1 large ball per team, chalk, 1 marker cone per team
difficulty_level: usor
keywords: relay, ball, team game
language: en
normalized_name: grasshopper hop
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in teams line up behind a start line. Lead scouts are given a large ball, which they put between their knees and walk or run up to and around a marker cone at the end of the play area, then back to pass the ball to the next scout. The first team to complete the relay wins.

rules:
If a scout drops the ball he stops to put it back, or returns to the start line to recommence his go.

source_excerpt:
On “Go!” they put their ball between their knees and walk / run up to and around the marker cone at the end of the play area.


name: Green Light, Red Light
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 118-119
difficulty_level: usor
keywords: freeze, movement, stealth
language: en
normalized_name: green light, red light
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a long line. At least ten metres away, one scout stands with his back to them as the traffic light. When he says "Green light" the scouts walk towards him; when he says "Red light" they must freeze. On "Red light" he turns around and anyone seen moving is out. The first scout to tag the traffic light becomes the traffic light next round.

rules:
Anyone seen moving after "Red light" is out. If everyone is out before tagging takes place, the existing traffic light goes again.

source_excerpt:
When this scout says, “Green light” the scouts in the line can walk towards him. When he says, “Red light” the scouts in the line have to freeze.


name: Group Crest
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 119
materials_list: pens and paper
difficulty_level: usor
keywords: design, crest, creativity
language: en
normalized_name: group crest
extraction_confidence: med
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts design a new crest for their group or section using local items of interest, such as themselves, their hut or their area. The best design could be made into a badge. They can also be encouraged to come up with a motto.

source_excerpt:
Get the scouts to design a new crest for your group or section using local items of interest, e.g. you, your hut, your area etc.


name: Groups of One, Two Three
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 119
difficulty_level: usor
keywords: grouping, numbers, elimination
language: en
normalized_name: groups of one, two three
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Between each call scouts run around the hall. The leader calls out "Groups of one", then "Groups of two" and so on. Each time, scouts must get into groups of that number; those who cannot make up a group go out. This continues until the number called matches the number of scouts left. Then count back down a number each time until two scouts remain, and these are the winners.

rules:
Scouts who cannot form a group of the called size are out. Numbers increase then decrease until two scouts remain.

source_excerpt:
Each time scouts have to get into groups of that number with those that can’t make up a group going out.


name: Gurning
rules: Scouts pull faces through a hole in the newspaper; judging is by the reaction of the other scouts.
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 119
source_excerpt: They then take it in turns to produce the best / worst gurn i.e. dreadful face, through the hole.
materials_list: sheets of newspaper, scissors
difficulty_level: usor
keywords: faces, fun, newspaper
language: en
normalized_name: gurning
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A hole is cut in the middle of sheets of newspaper, one per scout. Scouts take turns producing the best or worst gurn (a dreadful face) through the hole. The best or worst example, as judged by the reaction of the other scouts, wins.


name: Ha! Ha! Ha!
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 119-120
difficulty_level: usor
keywords: circle, concentration, laughter
language: en
normalized_name: ha! ha! ha!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts lie down in a circle, shoulder to shoulder. The first scout says "Ha", the second "Ha, ha", and so on round the circle. Any scout smiling, laughing, "Ha-ing" out of turn or saying the wrong number is out and turns round in the circle. Every time someone is out the count resets back to one.

rules:
Any scout smiling, laughing, or saying the wrong number is out. Each elimination resets the number of "Has" back to one.

source_excerpt:
Scouts lie down in a circle, shoulder to shoulder. The first scout says, “Ha,” the second, “Ha, ha,” and so on round the circle.


name: Hand 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 120
materials_list: 2 tables, 1 football or softball
difficulty_level: usor
keywords: ball, team game, goals
language: en
normalized_name: hand ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are divided into two teams, each in one half of the hall. Tables are placed on their sides as goals, one behind each team. On Go the ball is thrown into the middle. Scouts can only hit the ball with one hand. Every time a tabletop is hit a goal is scored. The team with more goals after a set period, or the first to ten goals, wins.

rules:
Scouts can only hit the ball with one hand (the other goes behind their back). No catching or scooping. No scout is allowed within one or two metres of either goal.

source_excerpt:
Scouts can only hit the ball with one hand (the other goes behind their back). No catching or scooping.


name: Hand Wrestling
rules: Scouts keep right feet together and try to pull or push the opponent off balance.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 120
difficulty_level: usor
keywords: wrestling, balance, pairs
language: en
normalized_name: hand wrestling
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts pair up, put their right feet together, hold one or both hands, and try to pull or push each other off balance. A knockout is held with one overall winner by pairing winners of each round together.

source_excerpt:
Scouts pair up and put their right feet together, hold one - or both - hands, and try to pull or push each other off balance.


name: Hand Writing
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 120
difficulty_level: mediu
keywords: concentration, communication, team game
language: en
normalized_name: hand writing
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into several teams in lines, each team with a leader. The number of letters in a word is told. At Go the leaders draw the first letter of the word with their finger on the back of the first scout's hand. The scout repeats the letter on the back of the next scout's hand, continuing down the line. Once passed on, the first scout returns for the next letter. The team whose first member shouts the correct word wins.

rules:
Letters are written one at a time with a finger on the back of the next scout's hand and passed down the line; the word is shouted by the first scout at the end of the line.

source_excerpt:
At “Go” the leaders draw the first letter of the word with their finger on the back of the first scout’s hand. The scout repeats the letter on the back of the hand of the scout behind.


name: Happy Christmas
rules: Teams arrange countries alphabetically and match each with its correct Christmas greeting.
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 120-121
materials_list: paper and pen
difficulty_level: mediu
keywords: christmas, countries, matching
language: en
normalized_name: happy christmas
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Slips of paper are prepared, each with a country or a Christmas greeting on it. Scouts in teams are given a set of cut-outs and have to arrange the countries in alphabetical order and then put the correct greeting next to each. The team with the most correct pairings wins. The list pairs countries with greetings such as France - Joyeux Noel, Italy - Buon Natale and Romania - Sarbatori Vesele.

source_excerpt:
They have to arrange the countries in alphabetical order and then put the correct greeting next to it.


name: Haricot Bean Toss
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 121-122
materials_list: pack of haricot beans, pack of Sharpies, 1 washing-up bowl, 1 jam jar, chalk
difficulty_level: usor
keywords: throwing, aiming, scoring
language: en
normalized_name: haricot bean toss
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout is given ten or twenty haricot beans and a Sharpie to make their beans a distinctive colour and pattern so they can be recognised. Scouts stand behind a semi-circle line; a jam jar is placed in a washing-up bowl mid-way between the end points. Scouts have two or three minutes to throw their beans at the jar. Score ten points for every bean in the jar and five for every bean in the bowl. The scout with the highest score wins.

rules:
Score ten points for every bean in the jar and five for every bean in the bowl. Have a play-off if necessary.

source_excerpt:
After the time is up score ten points for every bean in the jar and five for every bean in the bowl.


name: Harpooning
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 122
source_excerpt: On “Go!” the whale has to make his way around the rocks without being harpooned (hit by the ball).
materials_list: sponge ball
difficulty_level: mediu
keywords: dodging, ball, tactics
language: en
normalized_name: harpooning
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts (the rocks) spread out in the play area a metre apart. One scout is the whale, starting in the top left corner and aiming for the bottom right. The scout in the top right has a sponge ball, the harpoon. On Go the whale moves around the rocks without being hit by the ball. Rocks cannot move but can rotate and pass the harpoon. If the whale reaches his destination he chooses the next whale; if harpooned, the harpooner becomes the whale.

rules:
Rocks cannot move but can rotate; they pass the harpoon to whoever has the best shot. The whale is out if hit by the ball.

variations:
With plenty of scouts, have teams. One team at a time are the whales, the rest are rocks. Put the harpoon by the whales' exit for a more tactical game.


name: Head It, Catch It
rules: Scouts must head or catch the ball as commanded; failing to comply means being out.
variations: Scouts have to do the opposite of what's commanded.
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 122
materials_list: football
difficulty_level: usor
keywords: ball, concentration, circle
language: en
normalized_name: head it, catch it
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 a leader in the middle. The leader throws the ball to scouts at random, shouting "head" or "catch". The scout must do as instructed or they are out and sit down. The last scout standing is the winner.

source_excerpt:
Throw the ball to the scouts at random, shouting “head” or “catch”. The scout must do as instructed or they’re out and have to sit down.


name: Head, Nose, Knees and Toes
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 122-123
difficulty_level: usor
keywords: relay, team game, actions
language: en
normalized_name: head, nose, knees and toes
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 straight lines. On Go the lead scouts turn to face the second scout and touch their head, then nose, then knee, then toe with one hand. The second scout then does the same to the third, and so on down the line. When the end is reached the actions go back up the line. The first line back to where it started wins.

rules:
Each scout touches the next scout's head, nose, knee and toe with one hand; actions travel down and back up the line.

source_excerpt:
On “Go!” lead scouts turn and face the second scout and touch their head, then nose, then knee, then toe with one hand.


name: Heads and Tails
variations: Instead of running back and forth when wrong, a scout can run around his leader once.
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 123
source_excerpt: The scouts have to guess which hand their coin is in. The lead scouts then run back to their teams.
materials_list: 1 coin per team
difficulty_level: usor
keywords: relay, guessing, team game
language: en
normalized_name: heads and tails
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in teams stand behind an end line. On Go the lead scouts run up to a leader who produces two clenched fists from behind his back. The scouts guess which hand their coin is in. If wrong, they run back and keep running back and forth until right. If right, they run to the back of their line and the next scout goes. The first team where all members guess correctly wins.

rules:
Scouts guess which hand the coin is in; if wrong they keep running back and forth until correct. Leaders can randomly change hands.


name: Heads Down, Thumbs Up
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 123
difficulty_level: usor
keywords: guessing, circle, fun
language: en
normalized_name: heads down, thumbs up
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts kneel in random places in the hall apart from six who stand dotted around. The kneeling scouts bow their heads and put their thumbs up. The six each select a scout, tweak his thumbs gently, and return to their position. The tweaked scouts then guess which scout tweaked their thumbs; if correct they swap places. Continue until nearly bored.

rules:
No peeking by kneeling scouts. Tweaked scouts guess who tweaked them; a correct guess means swapping places.

source_excerpt:
The tweaked scouts then have to guess which scout tweaked their thumbs. If they were correct they swap places.


name: Healing Hands
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 123-124
materials_list: pen and paper
difficulty_level: usor
keywords: tag, chasing, team game
language: en
normalized_name: healing hands
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 runs around tagging other scouts. When tagged the first time, a scout can still run but with one hand pressed on the spot where he was tagged. A second tag means the other hand too. A third tag means he must freeze and wait for two scouts to give him first aid by putting one hand each on his hands and counting to five, after which he can re-enter. It is changed every minute; the winner tagged the most.

rules:
First tag: one hand on the spot. Second tag: both hands. Third tag: freeze until two scouts give first aid by counting to five. Change It every minute.

source_excerpt:
One scout is “It” and he runs around tagging the other scouts. When a scout is tagged for the first time he can still run around but with one hand pressed against the spot where he was tagged.


name: Hidden Treasure
rules: Scouts hunt for hidden sweets; the one who collects the most after a set amount of time wins.
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 124
source_excerpt: Before the game put the sweets throughout the play area.
materials_list: wrapped sweets
difficulty_level: usor
keywords: treasure hunt, searching, sweets
language: en
normalized_name: hidden treasure
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Before the game, wrapped sweets are placed throughout the play area. At night, sweets wrapped in silver foil are useful as they show up by torchlight. Scouts can hunt individually, with the scout bringing back the most after a set time the winner, or they can work in teams with a team score.


name: Hide and String
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 124
source_excerpt: They are to find as much of it as possible and tie it together to make one long piece.
materials_list: 100 metres of string, scissors
difficulty_level: usor
keywords: searching, string, team game
language: en
normalized_name: hide and string
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Over one hundred pieces of string, from fifteen centimetres to a metre, are hidden around the meeting place or campsite. Scouts in teams are told there are over one hundred pieces all over the place. They have to find as much as possible and tie it together to make one long piece. The team that makes the longest piece in the time allowed wins.

rules:
Teams find hidden pieces of string and tie them together; the longest combined piece wins. You can also tell scouts how many pieces remain to find.


name: Hide and Touch
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 124
source_excerpt: Turn the lights out and give the scouts a few seconds to find the item and put their finger on it.
materials_list: cards with items in the hall written on them, 1 per scout
difficulty_level: usor
keywords: dark, searching, memory
language: en
normalized_name: hide and touch
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 card with an item in the hall written on it, such as door, table, chair or light switch. The lights are turned out and scouts have a few seconds to find the item and put a finger on it. When the lights come on, those who failed are out. Scouts swap cards and repeat. With only a few scouts left, one scout becomes the item, moving slowly in the dark; when touched he holds the toucher's arm and shouts "Lights On!" and that scout is the winner.

rules:
Scouts must touch their assigned item before the lights come back on. In the final round one scout is the only item, who can move slowly when the lights are out.


name: Hit the Bucket
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 124-125
materials_list: 1 metal bucket, 1 tennis ball, 1 bat
difficulty_level: mediu
keywords: ball, batting, throwing
language: en
normalized_name: hit the bucket
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An upturned bucket is placed in the middle of the play area with a scout standing on it holding a bat. The other scouts take positions around the bucket. The scout with the tennis ball throws it at the bucket. If he hits it, he becomes the batsman. The batsman defends the bucket with the bat. If he falls off, the last bowler becomes batsman; if caught, the catcher becomes batsman.

rules:
The batsman defends the bucket and may hit any ball on the ground he can reach. The bowler cannot move with the ball and throws from where it came to rest. Scouts should stand at least two metres away.

source_excerpt:
The scout who starts with the tennis ball throws it at the bucket. If he hits the bucket he becomes the batsman.


name: Hockey
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 125
materials_list: 6 hockey sticks, one tennis ball, two tables
difficulty_level: mediu
keywords: hockey, team game, numbers
language: en
normalized_name: hockey
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are split into two teams and numbered, sitting behind tables at either end of the hall. Six hockey sticks are placed around the play area and a ball in the middle. Three numbers are called as attacker, defender and goalie who take positions and play. When a goal is scored the six players return and three new numbers are called. Play continues for a set time or until a team reaches a goal target.

rules:
A goal is scored by hitting a table on its side or going between the legs. Sticks must not be raised above knee height, otherwise a foul gives the opposing team a free shot at goal.

variations:
Increase the number of players from three to four, decrease to two, or even one. Have a rush-goalie. Play four-way with enough scouts. Use a kitchen scourer instead of a tennis ball.

source_excerpt:
Call out three numbers, these are the attacker, defender and goalie who take up their positions and start playing.


name: Home
rules: Six runners must dash back into the circle through the gaps; the last in becomes It.
variations: Scouts have to find their own gap. It's gap is closed up.
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 125-126
difficulty_level: usor
keywords: circle, running, tag
language: en
normalized_name: home
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 out their right arms horizontally, touching the shoulder of the scout on their right. One player is It and is called out of the circle, then runs around tapping five scouts on the shoulder, who join in running round. Once six are running, the first scout calls "Home!" and the six must get into the circle through any gap left. The last in is the loser and becomes It.

source_excerpt:
Once there are six running round, the first scout calls “Home!” and the six scouts must get into the circle as quickly as possible through any of the gaps just left by the six scouts.


name: Hoop Circle
rules: The hoop must travel round the circle without anyone breaking the handhold.
variations: Have an inner and an outer circle and see if you can get two scouts through.
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 126
materials_list: 2 hoops
difficulty_level: usor
keywords: hoop, teamwork, circle
language: en
normalized_name: hoop circle
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. A hoop is hung on one scout's arm and they pass the hoop round the circle without breaking hands, which means putting their head through then their legs (or the other way round). Once mastered, two teams are formed and have a race; the quicker team wins.

source_excerpt:
Hang a hoop on one scout’s arm and get them to pass the hoop round the circle without breaking hands.


name: Hop Stick
rules: Scouts hop over the line of sticks and pick up one stick on the return journey.
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 126
materials_list: 1 stick per scout, chalk
difficulty_level: usor
keywords: relay, hopping, team game
language: en
normalized_name: hop stick
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in teams stand behind a start line. Sticks are placed in front of each team, 30 cm apart like rungs on a ladder. On Go the lead scouts hop over all the sticks, then turn around, pick up the last stick and hop back. Once over the start line the next scout goes. The team that has picked up all its sticks with all members back over the start line first wins.

source_excerpt:
On “Go!” the lead scouts hop over all the sticks. When they’ve hopped over the last one they turn around, pick up the last stick and hop back.


name: Hop the Hall
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 126-127
difficulty_level: mediu
keywords: hopping, team game, physical
language: en
normalized_name: hop the hall
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form two teams. One team lines up at the end of the hall, the other on the centre line. All scouts lift one leg behind them and hold it with their hand. The end team attempts to hop to the other end of the hall, shoulder-charging the centre team out of the way. Scouts using hands or arms are out; scouts who let go of their leg or fall over join the other team. Several rounds are played and the team with more members wins.

rules:
Any scout that uses his hands or arms is out. Any scout who lets go of his leg or falls over joins the other team.

source_excerpt:
Then the end team attempts to hop to the other end of the hall, shoulder-charging the centre team out of the way.


name: Hoppity Hop
rules: Scouts hold each other's left leg and try to pull the opponent over the opponent's 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 127
materials_list: chalk
difficulty_level: usor
keywords: balance, pairs, wrestling
language: en
normalized_name: hoppity hop
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two parallel lines are marked about three metres apart. Scouts pair up and face each other inside these lines. Each scout lifts his left leg and holds his pair's left leg with his right hand. On Go scouts try to pull their pair backwards over their line. As soon as any part of one scout goes over his opponent's line, the scout whose line it is wins.

source_excerpt:
Each scout lifts up his left leg and holds his pair’s left leg with his right hand. On “Go!” scouts try to pull their pair backwards over their line.


name: Hot Potato
rules: The scout holding the potato when "Hot potato!" is shouted 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 127
materials_list: 1 sheet of newspaper, tape
difficulty_level: usor
keywords: circle, passing, elimination
language: en
normalized_name: hot potato
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scrunched up sheet of newspaper is taped into a ball and given to one scout, with all scouts forming a circle. On Go the potato is passed around the circle until the leader shouts "Hot potato!" The scout holding it is out and sits down. If there is any argument, two people sit down. The last scout left is the winner.

source_excerpt:
On “Go!” the potato is passed around the circle until you shout out, “Hot potato!” The scout holding it is out and sits down.


name: Hot Potato 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 127
materials_list: 1 sponge ball, chalk, paper and pen, 1 whistle
difficulty_level: usor
keywords: ball, team game, throwing
language: en
normalized_name: hot potato i
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are divided into two teams placed either side of a centre line. One leader has a whistle and shuts his eyes. A ball is thrown into the playing area and scouts try to get the ball out of their side as quickly as possible. Periodically the leader blows the whistle, and the team in whose half the ball is gets a mark. After a set period, the team with the fewest marks wins.

rules:
Scouts keep the ball out of their half; when the whistle blows, the team with the ball in their half gets a penalty mark.

variations:
Have four teams with a corner each. Each side has to catch or pick the ball up then pass it twice or more before throwing it back.

source_excerpt:
Periodically the leader blows the whistle. The team in whose half the ball is in at that point, gets a mark.


name: Hotter, hotter, HOTTER!
rules: Teammates guide the searching scout with hotter, colder, burning and freezing cues.
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 127-128
materials_list: a tennis ball or any suitable object
difficulty_level: usor
keywords: searching, communication, team game
language: en
normalized_name: hotter, hotter, hotter!
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. One scout from each team leaves the hall and a tennis ball is hidden. When the scouts return, their teammates help them find the ball by shouting or whispering "hotter" if they move nearer and "colder" if further away, with "burning" for almost on top of it and "freezing" for very far. Several rounds are played and the team first to the ball most often wins.

source_excerpt:
the other scouts try to help their team’s scout to find the ball first by shouting (or maybe whispering), “hotter” if the scout is moving nearer, and “colder” if the scout is moving further away.


name: Houdini Scouts
rules: Teams have ten minutes to build a cage; escape times are then timed.
category: camp-outdoor
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 128
materials_list: pioneering poles, rope
difficulty_level: mediu
keywords: pioneering, teamwork, construction
language: en
normalized_name: houdini scouts
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into an even number of teams, then teams are paired up. Teams take turns building a cage around the other team using pioneering poles and rope, having ten minutes to do so. After ten minutes, the time it takes each caged team to escape is recorded. The team that escapes quickest wins, as does the team that keeps the other team caged the longest.

source_excerpt:
Teams take it in turns to build a cage around the other teams using poles and rope. They have ten minutes.


name: How Long?
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 128
source_excerpt: Ask scouts to estimate the lengths of various items to within ten percent of the actual figure.
materials_list: items for measuring, pens and paper
difficulty_level: usor
keywords: estimation, measuring, quiz
language: en
normalized_name: how long?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts estimate the lengths of various items to within ten percent of the actual figure. They then swap papers for marking and the leader goes through the answers. The winner is the scout with the most correct answers. Items could include heights, room dimensions, the length of a book, a pencil, a woggle, a cup or a table.

rules:
Estimates count as correct if within ten percent of the actual figure; papers are swapped for marking.


name: How Loud?
rules: Each scout makes noise for five seconds; the highest sound level reading 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: pages 128-129
materials_list: 1 sound level meter
difficulty_level: usor
keywords: noise, fun, competition
language: en
normalized_name: how loud?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put at one end of the hall while a sound level meter is at the other end. Each scout in turn makes as much noise as possible for five seconds and the maximum reading on the meter is noted. The winner is the scout who generates the highest reading and can be officially recognised as the loudest scout in the section.

source_excerpt:
Get each scout in turn to make as much noise as possible for five seconds and note the maximum level on the meter.


name: How Many Coins?
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 129
source_excerpt: Give each scout five small items which they put in their pocket. Get the scouts to pair up.
materials_list: 5 x 1p coins or buttons per scout
difficulty_level: usor
keywords: guessing, pairs, numbers, coins
language: en
normalized_name: how many coins?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout is given five small items to put in their pocket. Scouts pair up and each takes out up to five items, holding them in an outstretched fist. The pairs then guess how many items they are both holding in total. The winner advances to the next round with an eventual overall winner; anyone unable to make a pair due to odd numbers goes straight to the next round.

rules:
Give each scout five small items which they put in their pocket. In pairs they take out up to five of the items and hold them in an outstretched fist, then guess how many they hold in total. The winner goes onto the next round.


name: Human Compass
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 129
source_excerpt: Scouts line up down the middle of the hall, facing one wall which you designate as north.
materials_category: none
skills_developed: direction awareness
difficulty_level: usor
keywords: compass, directions, orientation, elimination
language: en
normalized_name: human compass
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts line up down the middle of the hall facing a wall designated as north. Each time the leader shouts a direction, the last scout to face the correct way, and all those facing the wrong way, are out and sit down. Start with north, south, east, west, then progress to south east, north west, then 180 degrees and so on. The last one standing is the winner.

rules:
Every time you shout out a direction the last scout to face the correct way, and all those that face the wrong way, are out and sit down.


name: Human Knot
variations: After some time say that each scout can let go of one hand and form a long line instead.
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 129
source_excerpt: Get the scouts to form a circle then move into a huddle in the middle.
materials_category: none
skills_developed: cooperation, problem solving
difficulty_level: mediu
keywords: teamwork, puzzle, cooperation, knot
language: en
normalized_name: human knot
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a circle then move into a huddle in the middle. They hold out their hands and grab the hands of two other scouts (not both belonging to the same scout). Then, without letting go (though hands can swivel and pivot), they have to undo the knot they have created and end up with a circle or two.

rules:
Ask them to hold out their hands and grab the hands of two other scouts. Then, without letting go, they have to undo the knot they have just created and end up with a circle or two.


name: Human Obstacle Race
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 129-130
materials_list: chalk, Chalk
skills_developed: teamwork, agility
difficulty_level: mediu
keywords: relay, obstacle, team game, race
language: en
normalized_name: human obstacle 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 a marked line. In front of them stand three scouts, each five metres apart: the first standing up straight, the second in the leap frog position, and the third with feet apart. On 'Go!' the lead scout runs past the first, leap frogs the second and crawls through the legs of the third, then lines up on the other side, at which point the next scout starts. The first team to complete the race wins.

rules:
On 'Go!' the lead scout runs past the first, leap frogs the second and crawls through the legs of the third, then lines up on the other side, at which point the next scout starts off.

source_excerpt:
Put the scouts into teams and line the scouts up behind one another in their teams behind a line marked on the floor.


name: Hummers
variations: Whistle instead of humming.
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 130
difficulty_level: usor
keywords: humming, breath, fun, endurance
language: en
normalized_name: hummers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a long line and take a deep breath. On Go scouts start to hum. The scout that hums for the longest without taking a breath is the winner. To verify a genuine win, the hum is timed and the scouts repeat it with everybody else listening.

rules:
On 'Go!' scouts start to hum. The scout that hums for longest without taking a breath is the winner.

source_excerpt:
On “Go!” scouts start to hum. The scout that hums for longest without taking a breath is the winner.


name: Hunt the Cheeky Monkey
rules: Scouts search for hung monkey cut-outs; the scout who finds the most wins.
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 130
materials_list: reflective or fluorescent card cut into 50 monkey shapes, 1 torch per scout, pen and paper
difficulty_level: usor
keywords: night game, searching, torches
language: en
normalized_name: hunt the cheeky monkey
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Reflective or fluorescent card cut into monkey shapes with long curly tails is hung from low hanging branches over as wide an area as possible. Scouts are told the cheeky monkeys have escaped from a nearby camp and it is their job to find them. The winner is the scout who finds the most monkeys and brings them back, or the one who has collected the most after a set time. Best played in the dark with torches.

variations:
Each time a scout finds one he brings it to you, the find is recorded, and a leader re-hangs them after a few come back. Play in daytime with fluorescent or brightly coloured card.

source_excerpt:
Hang the cheeky monkeys from low hanging branches that scouts can reach, in as wide an area as you are able.


name: Hunt the Cheeky Monkey
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 130
materials_list: Reflective or fluorescent card cut into 50 monkey shapes, 1 torch per scout, pen and paper
skills_developed: observation
difficulty_level: usor
keywords: hunt, search, night game, camp
language: en
normalized_name: hunt the cheeky monkey
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Cheeky monkeys cut from reflective or fluorescent card with long curly tails are hung from low hanging branches across as wide an area as possible. Scouts are told the cheeky monkeys have escaped from a nearby scout camp and it is their job to find them. The winner is the scout who finds the most monkeys and brings them back, or the one who collected the most after a set amount of time. Especially good on camp or in dark woods, where torchlight makes the reflective monkeys stand out.

rules:
Hang the cheeky monkeys from low hanging branches that scouts can reach. The winner is the scout who finds most monkeys and brings them back to you or the one who has collected the most after a set amount of time.

variations:
Each time a scout finds one he brings it to you, you record the find and after a few have come back send a leader out to hang them again. Play in the daytime with fluorescent or brightly coloured card.

source_excerpt:
Tell the scouts that the cheeky monkeys have all escaped from a nearby scout camp and it’s the scouts’ job to find them.


name: Hunt the Crumples
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 130-131
materials_list: newspapers, coloured paper, 1 carrier bag per scout, Newspapers
skills_developed: teamwork
difficulty_level: usor
keywords: searching, collecting, team game, hunt, teams
language: en
normalized_name: hunt the crumples
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Sheets of newspaper are crumpled into tight balls and distributed in the long grass outside the hall or on camp. Scouts are put into teams and told to collect up as many crumples as they can in twenty minutes. At the end, the team that has collected the most is the winner.

rules:
Put the scouts into teams and tell them that they have to go and collect up as many crumples as they can in twenty minutes.

variations:
Include some coloured paper crumples worth two points. Make a few smaller crumples with silver and gold paper worth five and ten points respectively.

source_excerpt:
Crumple sheets of newspaper into tight balls and distribute in the long grass outside your hall or on camp.


name: Hunt the Scout
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 131
materials_list: five tokens per scout in a team, pen and paper, Five tokens per scout in a team
skills_developed: stealth, teamwork
difficulty_level: mediu
keywords: hide and seek, wide game, stealth, hunt, tokens
language: en
normalized_name: hunt the scout
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are divided into two teams. One team, the hunted, hides within a large but clearly defined area, each given five tokens. After two minutes the hunters go out to find them. When a hunter finds a hunted, the hunted gives him a token (only one if several hunters are present). Once a hunted has given away all tokens he returns to base. Once all hunted return or after thirty minutes the game stops. Hunters hand in their tokens, roles swap, and the game is replayed. The hunter with the most tokens overall wins.

rules:
Each time a hunter finds a hunted, the hunted gives the hunter a token who must then move on. Everyone swaps roles and the game starts again. At the end the hunter who has collected most tokens is the winner.

source_excerpt:
Divide the scouts into two teams and send one team, the hunted, to hide within a large, but clearly defined, area having given them five tokens each.


name: Hunt the Slipper
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 131
materials_list: 1 slipper
difficulty_level: usor
keywords: circle, guessing, passing
language: en
normalized_name: hunt the slipper
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form a tight circle with their hands behind their backs, one scout sitting in the middle. A slipper is given to one scout. The scout in the middle closes his eyes as the others chant "Cobbler, cobbler mend your shoe..." while the slipper is passed around behind the circle. The middle scout chants asking who has the shoe, then opens his eyes and tries to identify the holder. If correct he stays; if wrong he swaps places.

rules:
The slipper is passed behind backs while the middle scout's eyes are closed; he then guesses who holds it.

source_excerpt:
The scout in the middle closes his eyes as the scouts start chanting slowly, “Cobbler, cobbler mend your shoe, have it done by half past two,” as the slipper is passed around the back of the circle.


name: Hunt the Slipper
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 131
materials_list: 1 slipper
skills_developed: observation, deduction
difficulty_level: usor
keywords: circle game, guessing, slipper
language: en
normalized_name: hunt the slipper
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts sit in a tight circle with hands behind their backs, one scout in the middle. A slipper is given to one scout. The middle scout closes his eyes as scouts chant slowly, 'Cobbler, cobbler mend your shoe, have it done by half past two,' while the slipper is passed around the back of the circle. The middle scout then chants, 'Cobbler, cobbler tell me true, which of you has got my shoe?' The slipper halts, the scout opens his eyes and must guess who has it. If correct he stays in the middle; if incorrect he swaps with the scout who had the shoe.

rules:
The slipper is passed around the back of the circle while chanting. When the slipper halts the middle scout opens his eyes and guesses who holds it. If correct he stays in the middle, if incorrect he swaps places.

source_excerpt:
Put the scouts into a tight circle with their hands behind their backs. One scout sits in the middle. Give one scout a slipper.


name: I Am...
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 131-132
materials_list: pens and paper, whiteboard and marker
difficulty_level: mediu
keywords: voice, guessing, team game
language: en
normalized_name: i am...
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 sitting in horizontal lines facing a whiteboard. The names of the lead team are written in random order in a column. The lead team stands behind the lines. The leader asks each lead-team scout in turn, who says "I am [name]" while disguising his name. The seated scouts then guess which numbered scout was each name, writing a number next to each name. Teams swap and repeat. The scout or team with the highest score wins.

rules:
Lead-team scouts call out names in disguise; seated scouts match numbers to names. Answers are swapped and marked.

source_excerpt:
you say, “Number one?” to the first scout and number one says, “I am [first name on whiteboard],” whilst disguising his name as best he can.


name: I Am...
category: jocuri-cercetasesti
content_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 131-132
materials_list: Pens and paper, whiteboard and marker
skills_developed: voice recognition
difficulty_level: mediu
keywords: guessing, voice disguise, teams
language: en
normalized_name: i am...
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 sitting in horizontal lines, one team behind the other facing a whiteboard. The names of the lead team are written in random order in a column on the board, which scouts copy down. The lead team goes behind the lines and the leader asks each in turn 'Number one?' etc., and each says 'I am [first name on whiteboard]' while disguising their voice. The rest of the scouts guess which numbered scout was each name. Teams swap and the game continues. The scout or team with the highest score is the winner.

rules:
Each scout in the lead team says 'I am [name]' while disguising their voice; the rest of the scouts guess which numbered scout was which name, recording answers. After each team has had a go, answers are swapped and marked.

source_excerpt:
the first scout and number one says, “I am [first name on whiteboard],” whilst disguising his name as best he can.


name: I Went on Holiday and in my Suitcase I Packed..
rules: Each scout must repeat the full list correctly and add an item; mistakes mean elimination.
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 132
difficulty_level: usor
keywords: memory, circle, words
language: en
normalized_name: i went on holiday and in my suitcase i packed..
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts sit in a circle. The first scout says the title phrase and adds an item. The next scout repeats the first and adds another item. Play continues round the circle, each scout adding an item so long as he can correctly repeat what was said before. A scout who makes a mistake is out and play continues. The last scout left in is the winner.

source_excerpt:
The next repeats the first scout and adds another item. Continue round the circle with each scout adding an item so long as he can correctly repeat what the last scout said.


name: I Went to Camp
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 132
source_excerpt: If that scout’s name is Max or Mandy or Mike etc. you can say, “That’s fine, you can come to camp.”
difficulty_level: mediu
keywords: puzzle, circle, deduction
language: en
normalized_name: i went to camp
extraction_confidence: med
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts sit in a circle. The leader starts with "I went to camp and I took an [item]" where the item starts with the same letter as the leader's name. Each scout says they took an item; if the item starts with the same letter as that scout's name, they are allowed to come to camp. Scouts have to work out the hidden rule. It is one of the most frustrating games to play if you are not in the know.

rules:
A scout may come to camp only if their named item starts with the same letter as their own name; scouts must deduce the rule.


name: I Went to Camp
category: jocuri-cercetasesti
content_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 132-133
materials_category: none
skills_developed: lateral thinking
difficulty_level: mediu
keywords: puzzle, secret rule, circle game
language: en
normalized_name: i went to camp
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A puzzle game in which scouts sit in a circle. The leader starts (if their name begins with A) 'I went to camp and I took an Axe.' The next scout says 'I went to camp and took a mug,' and the leader judges whether the item starts with the same letter as the scout's name; if so they can come to camp, if not they cannot yet. Play continues round and round until everyone discovers the secret. Physical or vocal flourishes add to the effect and perplex those not in on the secret.

rules:
If the item starts with the same letter as the name of the scout saying it, they can come on camp; if not, they cannot come on camp yet. Continue round the circle until everyone gets the secret.

variations:
Pass a wooden spoon round; before repeating 'I went on camp with my wooden spoon,' say 'Thank you.' Any scout that says 'thank you' when given the spoon is in on the secret, those that don't aren't.

source_excerpt:
Scouts sit round in a circle. You can start with (if your name’s Alan, Anne or Abi) “I went to camp and I took an Axe.”


name: I Went on Holiday and in my Suitcase I Packed...
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 132
materials_category: none
skills_developed: memory
difficulty_level: usor
keywords: memory, circle game, cumulative
language: en
normalized_name: i went on holiday and in my suitcase i packed...
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts sit in a circle. The first scout says the phrase and adds an item. The next scout repeats the first and adds another item. Play continues round the circle, each scout adding an item so long as he can correctly repeat what the last scout said. A mistake means he is out. The last scout left in is the winner. The leader may write the items down to adjudicate.

rules:
Continue round the circle with each scout adding an item so long as he can correctly repeat what the last scout said. If he makes a mistake he is out.

source_excerpt:
Scouts sit in a circle. The first says the above and adds an item. The next repeats the first scout and adds another item.


name: I'm Going on Holiday
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 133
materials_category: none
skills_developed: quick thinking, vocabulary
difficulty_level: usor
keywords: alphabet, circle game, word game
language: en
normalized_name: i'm going on holiday
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. The leader recites: 'I'm going on holiday. I'm going to drive from: [Place]. I'm driving to: [Place]. My passenger is: [Name]. [Name] is eating a [item]. In the boot I have: [Item].' Each time a word is needed scouts take turns filling a gap. Start with the letter A and after five A's move to B, and so on through the alphabet. Each time a scout hesitates or uses the wrong letter he is out and sits down.

rules:
Each time a word is needed scouts take it in turns to fill in a gap. Start with 'A' and after five As move onto B and so on. Each time a scout hesitates or uses the wrong letter he is out.

source_excerpt:
Each time that you need a word scouts take it in turns to fill in a gap. Start with “A” and after five As move onto B and so on through the alphabet.


name: I'm Here!
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 133
source_excerpt: On “Go!” the middle scouts call out, “One” whereupon scouts One call out, “I’m here!”
materials_list: 1 ball per team
skills_developed: teamwork, catching
difficulty_level: usor
keywords: ball game, teams, relay
language: en
normalized_name: i'm here!
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. One scout from each team leaves the room and the rest are numbered so each team has a number one, two, three etc. Teams form circles in random order. The departed scouts return to the middle of their circle with a ball. On 'Go!' the middle scout calls 'One' and scouts numbered One call 'I'm here!' The middle scout throws the ball at them and they throw it back. Once thrown out, back and caught cleanly, scouts One sit down. Play continues through the numbers. The first team with all members sitting down wins.

rules:
On 'Go!' the middle scouts call out a number; scouts of that number call 'I'm here!' The middle scout throws the ball at them who throw it back. The first team with all its team sitting down is the winner.


name: In and Out
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 133-134
materials_list: One football per team, chalk
skills_developed: teamwork, agility
difficulty_level: mediu
keywords: relay, ball game, race
language: en
normalized_name: in and out
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 marked line. The lead scout is given a football; on 'Go!' it is passed backwards down the line either between legs or over heads. The last scout runs in and out of the line up to the lead scout, gives him the ball and crosses the line, facing the lead scout. The game continues with one less scout each round. When only the first lead scout remains, he gives the ball to the scout in front and races to the back of the new line. The first team to complete the race wins.

rules:
On 'Go!' scouts pass the ball backwards between their legs or over their heads down the line. The last scout runs in and out of the line up to the lead scout, gives him the ball and crosses over the line.

source_excerpt:
The last scout runs in and out of the line - up to the lead scout, gives the ball to him and crosses over the line and faces the lead scout.


name: In the Corner
rules: Tell the scout that he can have three attempts to burst it by stamping on 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 134
materials_list: Balloons, 1 blindfold
difficulty_level: usor
keywords: balloon, blindfold, stealth
language: en
normalized_name: in the corner
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scout is blindfolded and a blown-up balloon is placed in the corner of the hall. The scout has three attempts to burst the balloon by stamping on it. If he is sufficiently stealthy the balloon will not move and he has a good chance; otherwise it gets harder.

source_excerpt:
Blindfold a scout and put a blown-up balloon in the corner of the hall. Tell the scout that he can have three attempts to burst it by stamping on it.


name: In The Pond
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 134
materials_category: none
skills_developed: listening, reaction
difficulty_level: usor
keywords: elimination, reaction, circle game
language: en
normalized_name: in the pond
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 (drawn with chalk if needed). The leader stands in the middle and shouts 'In the pond!' whereupon all scouts jump with both feet into the circle. On 'On the bank!' all scouts jump backwards outside the circle. Each time the last scout to carry out the instruction is out. If the same phrase is repeated consecutively, any scout who moves is out, as is any scout who responds to a variation such as 'On the pond' or 'In the bank'. The last scout left in is the winner.

rules:
Scouts jump into or out of the circle on command. Each time the last scout to carry out the instruction is out. Scouts who move on repeated phrases or respond to variant commands are also out.

source_excerpt:
You stand in the middle of the circle and shout, “In the pond!” whereupon all the scouts jump with both feet into the circle.


name: Instant Story
rules: Go round clockwise with each scout adding just one word. Anyone who hesitates 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: pages 134-135
materials_category: none
skills_developed: creativity, quick thinking
difficulty_level: usor
keywords: storytelling, circle game, word game
language: en
normalized_name: instant story
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts sit in a circle and tell a story together. Starting with one scout who says one word, play goes round clockwise with each scout adding just one word, seeing where the story goes. Anyone who hesitates is out. The winner is the last scout left in.

variations:
No full stops. The first scout starts the story with an object given in a phrase or sentence, and the last scout must finish with the same object in a phrase or sentence, everyone else contributing one word in between.

source_excerpt:
Start with one scout who says one word and then go round clockwise with each scout adding just one word and see where the story goes.


name: International Space Station
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 135
materials_category: none
skills_developed: teamwork, running
difficulty_level: usor
keywords: circle game, running, relay
language: en
normalized_name: international space station
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 holding hands, apart from two who are the International Space Station and hold hands as they circle the world. Suddenly they slap a pair of holding hands. The International Space Station runs clockwise around the circle while the slapped pair, still holding hands, runs anti-clockwise. The first pair back to the gap takes it over and the other pair becomes the International Space Station. Continue until all have had a chance to run.

rules:
The slapped pair run anti-clockwise and the International Space Station runs clockwise around the circle; the first pair back to the gap takes it over.

source_excerpt:
These two are the International Space Station and they hold hands as they circle the world. Suddenly they will slap a pair of holding hands.


name: Is That You?
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 135
materials_list: 1 blindfold per scout
skills_developed: communication
difficulty_level: usor
keywords: blindfold, elimination
language: en
normalized_name: is that you?
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
All but one of the scouts are blindfolded. They walk slowly around the hall and when they bump into someone they ask, 'Is that you?' If they bumped into another blindfolded scout, that scout also asks 'Is that you?' and they both move on. If they bump into the unblindfolded scout, he says nothing but removes their blindfold. Play continues until one blindfolded scout remains, who is the winner. Unblindfolded scouts do not move. Blindfolded scouts who do not move and ask are disqualified.

rules:
Blindfolded scouts walk and ask 'Is that you?' when bumping into someone. The unblindfolded scout removes blindfolds silently. Play continues until one blindfolded scout is left, who is the winner.

source_excerpt:
All but one of the scouts are blindfolded. They are to walk slowly around the hall and when they bump into someone they ask, “Is that you?”


name: Jailed
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 135-136
materials_list: A long length of rope, stopwatch
skills_developed: teamwork, stealth
difficulty_level: mediu
keywords: tag, hide and seek, chasing
language: en
normalized_name: jailed
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 a jail is built with rope, either on the ground or in a rough circle between trees. On 'Go!' one team, the convicts, runs off and hides. After one minute the hunters go out to find them. Each tagged convict is brought back and put in jail. Once all convicts are jailed the game stops and the time is recorded. Teams swap and replay. The team that took the shorter time to round up the convicts wins.

rules:
Each time a convict is tagged, the tagging hunter brings him back and puts him in the jail. The team that took the shorter time to round up the convicts is the winner.

variations:
Jailed convicts can be allowed to escape if tagged by a fellow team member, resulting in a longer game as some hunters guard the jail.

source_excerpt:
Put the scouts into two teams and build a jail with the rope, either on the ground or in a rough circle between trees.


name: Jelly Bean Journey
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 136
materials_list: 200 jelly beans, 2 tables, 8 bowls, 1 plastic spoon for each scout
skills_developed: dexterity, teamwork
difficulty_level: mediu
keywords: relay, spoon, jelly beans
language: en
normalized_name: jelly bean journey
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put into four teams, each scout with one spoon. One table at one end of the hall has four empty bowls, one per team; the other table has four bowls each containing fifty jelly beans. On 'Go!' scouts transport jelly beans from one bowl to another using the spoon handle in their mouth. When a team has no beans left, the game stops and that team gets five points, plus one point for each remaining bean for all teams. The team with the most points wins.

rules:
Scouts transport the jelly beans from one bowl to another using the spoon handle in their mouth. The team with the most points is the winner.

variations:
Scouts can only transport one bean at a time. Dropped beans must be retrieved using spoons in mouth only, otherwise the team is disqualified or loses five points per dropped bean.

source_excerpt:
On “Go!” scouts have to transport the jelly beans from one bowl to another using the spoon handle in their mouth.


name: Jimmy the One
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 136
materials_category: none
skills_developed: reaction
difficulty_level: usor
keywords: pairs, circle game, mixer
language: en
normalized_name: jimmy the one
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts find a partner and form a circle. One scout goes in the middle and calls out instructions such as 'Back to back', 'side to side', 'knee to knee', 'arm in arm', 'nose to nose' etc., which the pairs must do. When he says 'Jimmy the One,' all scouts, including Jimmy the One, must find new partners. The scout left without a partner becomes Jimmy the One and the game starts again.

rules:
Whatever the middle scout calls, the pairs have to do it. When he says 'Jimmy the One,' all scouts must find new partners; the one left without a partner becomes Jimmy the One.

source_excerpt:
However, when he says, “Jimmy the One,” the scouts must all find new partners, including Jimmy the One.


name: Jumble Fumball
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 137
materials_list: 2 footballs, 2 basketballs, 2 rugby balls, 2 volleyballs, 2 tennis balls, 4 marker cones
skills_developed: teamwork, ball skills
difficulty_level: mediu
keywords: ball game, scoring, camp
language: en
normalized_name: jumble fumball
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 with marker cones for goals at either end. All balls are placed in the middle, teams ten metres away in their halves; no one may come within two metres of the goal they defend. On 'Go!' scouts try to score as many goals as possible below two metres. Each ball can only score once and none can be carried: footballs must be kicked from the ground, basketballs bounced then stopped to pass or shoot, rugby balls thrown (not to oneself), volleyballs picked up and kicked, and tennis balls back-heeled. The team scoring more goals wins.

rules:
Footballs must be kicked from the ground, basketballs bounced then stopped to pass or shoot, rugby balls thrown (not to oneself), volleyballs picked up and kicked, and tennis balls back-heeled. Each ball can only be used once to score a goal.

source_excerpt:
On “Go!” scouts descend on the balls with a view to scoring as many goals as possible, between the marker posts and below two metres.


name: Kangaroo
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 137
materials_list: One football per team, chalk
skills_developed: teamwork, coordination
difficulty_level: mediu
keywords: relay, ball game, race
language: en
normalized_name: kangaroo
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 marked line. The lead scout is given a football and on 'Go!' it is passed backwards through their legs down the line. The last scout puts the ball between his knees and jumps up to the lead scout, gives him the ball and crosses the line, facing him. The game continues with one less scout each round. When only the first lead scout remains, he gives the ball forward and races to the back of the new line. The first team to complete the race wins.

rules:
The ball is passed backwards through legs down the line. The last scout puts the ball between his knees and jumps up to the lead scout. The first team to complete the race is the winner.

source_excerpt:
The last scout puts the ball between his knees and jumps up to the lead scout, gives the ball to him and crosses over the line and faces the lead scout.


name: Kangaroo Hop
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 137-138
materials_list: 1 large sponge ball and 1 chair per team
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: relay, hopping, race
language: en
normalized_name: kangaroo hop
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 with a chair placed in front of each. The team leader is given a large sponge ball and on 'Go!' must squeeze it between their knees and hop round the chair. The ball then passes to the next member, and so on. The first team to successfully complete the kangaroo hop wins. If the ball comes loose, the scout in play must stop it with his feet and continue from where it ended up.

rules:
Scouts squeeze the ball between their knees and hop round the chair. If the ball comes loose the scout in play has to stop the ball with his feet and continue from where it ended up.

source_excerpt:
Give each team leader a ball and on “Go!” they have to squeeze it between their knees and hop round the chair.


name: Keepy Ballony Uppy
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 138
materials_list: One balloon per team
skills_developed: teamwork, coordination
difficulty_level: usor
keywords: balloon, teams, keepy uppy
language: en
normalized_name: keepy ballony uppy
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts get into teams and are given one balloon per team. On 'Go!' the balloon is thrown into the air and scouts use any part of their body to keep it up. They are not allowed to hold or trap it between legs and arms. The team that keeps its balloon up without it touching the ground or bursting for the longest amount of time is the winner.

rules:
Scouts use any part of their body to keep the balloon up; they may not hold or trap it. The team that keeps its balloon up the longest is the winner.

variations:
Give each team three balloons with the first or third to touch the ground or burst meaning that team is out.

source_excerpt:
On “Go!” the balloon is thrown into the air and scouts use any part of their body to keep it up in the air.


name: Keepy Beachbally Uppy
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 138
materials_list: 1 beach ball per team
skills_developed: teamwork, coordination
difficulty_level: usor
keywords: beach ball, teams, keepy uppy
language: en
normalized_name: keepy beachbally uppy
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 a beach ball each. Teams see how many times they can hit the ball up in the air without it touching the ground. No scout may hit the ball more than once in a row. Once all teams are out, the team that hit the ball the most times, or the most times within a given period, is the winner.

rules:
No scout is allowed to hit the ball more than once in a row. The team that hit the ball the most number of times is the winner.

source_excerpt:
Teams have to see how many times they can hit the ball up in the air without it touching the ground.


name: Keepy Scouty Uppy
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 138
materials_list: 2 large sponge balls
skills_developed: teamwork, coordination
difficulty_level: usor
keywords: ball game, teams, keepy uppy
language: en
normalized_name: keepy scouty uppy
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 separated by a line down the middle of the hall. Each team is given a large sponge ball and on 'Go!' the holders throw them in the air and each team keeps their ball in the air longer than the other to win. If the ball touches the floor that team loses. No holding or balancing; scouts use hands, feet and heads, and no scout can hit the ball twice in a row. A number of rounds are played, a set number or a time limit.

rules:
The team keeps the ball in the air longer than the other team to win. No holding or balancing. No scout can hit the ball twice in a row.

source_excerpt:
Give them a ball each and on “Go!” the holders throw them in the air and the team has to keep the ball in the air longer than the other team to win.


name: Kick a Wall 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 138
materials_list: Football, big wall
skills_developed: ball skills, teamwork
difficulty_level: usor
keywords: football, kicking, teams
language: en
normalized_name: kick a wall 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 teams and numbered. Scout number one from the first team kicks the ball against the wall, then number two does the same. If a scout takes more than one kick, that team's turn is over and play moves to the second team. The team with the most successful kicks is the winner.

rules:
Each scout kicks the ball against the wall in turn. If he takes more than one kick that team's turn is over. The team with the most successful kicks is the winner.

source_excerpt:
Scout number one from the first team kicks the ball against the wall, then it’s number two’s turn who must also kick the ball against the wall.


name: Kick out a Neighbour
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 139
materials_list: 1 torch
skills_developed: observation, memory
difficulty_level: mediu
keywords: circle game, torch, neighbours
language: en
normalized_name: kick out a neighbour
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
The lights are turned out and scouts sit on chairs in a circle. One scout is 'It' in the middle, looks at a scout and asks '[Scout name] - who are your two neighbours?' then flashes his torch quickly at the three. The middle scout must quickly name both neighbours; if he cannot, he swaps places and becomes It. If he names them, It asks 'And how is [one of the two]?' If the reply is 'He's fine,' everyone stays seated and It moves on. If 'He's not very well,' all scouts find another seat with It joining in. The scout failing to get a seat becomes It.

rules:
The middle scout must name both his neighbours after a torch flash. On the reply 'He's not very well,' all scouts find another seat including It; the scout who fails to get a seat becomes It.

variations:
When changing seats, no scout can end up next to either of the scouts he has just been sitting next to, otherwise he must swap seats until he isn't.

source_excerpt:
One scout is “It” and stands in the middle of the circle, looks at a scout and asks, “[Scout name] - who are your two neighbours?”


name: Kidnap
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 139-140
materials_list: Chalk
skills_developed: teamwork, strategy
difficulty_level: mediu
keywords: capture, teams, tag
language: en
normalized_name: kidnap
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two lines are drawn five metres apart and scouts are put behind one line or the other, where they are safe. Scouts venturing between the two lines are not safe and could be dragged back behind the other team's lines. Some scouts must venture into this no man's land because the winning team is the one that, after ten minutes, has more scouts on its side. Kidnapped scouts can either sit out the rest of the game or join the team that kidnapped them.

rules:
Scouts that venture between the two lines could be dragged back behind the other team's lines. The winning team is the one that, after ten minutes, has more scouts on its side.

source_excerpt:
Draw two lines five metres apart and put the scouts behind one line or the other, where they are safe.


name: Kill a Scout
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 140
source_excerpt: On “Go!”teams have to shoot other team members without getting shot themselves.
skills_developed: teamwork, agility
difficulty_level: mediu
keywords: water game, teams, camp
language: en
normalized_name: kill a scout
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 given a washing-up bottle filled with water. A hole is cut in each sheet of newspaper which is placed over each scout's head as a bullet-proof jacket. After a couple of minutes to set up, on 'Go!' teams shoot other team members without getting shot. Any shot scout (evidenced by water on his jacket) cannot shoot until he returns for a new jacket. Wet jackets are collected by team, or points recorded. After a fixed time the game stops and the team with the fewest wet jackets or points wins.

rules:
Teams shoot other team members with water bottles without getting shot. Any shot scout is not allowed to shoot until he's returned to pick up a new jacket. The team with fewest wet jackets or points is the winner.

materials_list:
1 washing-up bottle and 1 sheet of newspaper per scout, pen and paper, a supply of water, washing-up bowls


name: Kill a Scout!
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 140-141
materials_list: 3 slips of paper and 1 plastic coin bag per scout, 3 paper bags, 1 sheet of paper and pen
skills_developed: strategy, stealth
difficulty_level: mediu
keywords: camp, long game, assassin
language: en
normalized_name: kill a scout!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A long-running camp game. The leader writes all scouts' names on a sheet hung in the mess tent. Scouts secretly write their name on one slip, an easily carried camp item on a second slip, and a precise campsite location on a third. All slips are placed in three separate paper bags, shaken, and one of each handed to each scout in a coin bag. Each scout becomes a 'killer' holding a victim's name, a weapon, and a location, and must get the victim and weapon to the location at the same time over the camp. A successful kill is shown to the victim, then both report to the leader who marks it. The victim's slips pass to the killer. The winner is the last scout killed or the one with the most kills.

rules:
Each scout must get their victim and the weapon to the location at the same time. On a successful kill both report to the leader who marks 'Killed' and ticks the killer. Killed scouts must not disclose their slips. The winner is the last scout killed or the one with the most kills.

source_excerpt:
Now explain that they are all killers and that in their hand they have the name of their victim, the weapon and the location of the crime.


name: Kim's 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: pages 141-142
materials_list: A tray with a number of items on it, tea towel, pens and paper
skills_developed: memory, observation
difficulty_level: usor
keywords: memory, observation, classic scout game
language: en
normalized_name: kim's game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts sit in a circle and each is given a pen and sheet of paper. A tray with a number of items is placed in the middle of the circle. After one minute the tray is covered with a tea towel and scouts write down as many items as they can remember. Answers are swapped and marked. The scout with the most correct answers wins. Start with around fifteen items but increase the number as scouts improve.

rules:
After one minute cover the tray with a tea towel and get the scouts to write down as many items as they can remember. The scout with the most correct answers is the winner.

source_excerpt:
Put a tray in the middle of the circle with a number of items on it. After one minute cover they tray with a tea towel and get the scouts to write down as many items as they can remember.


name: Kipper Fanning I
variations: Try tissue paper for the kipper to make the game even more infuriating.
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 142
materials_list: A piece of paper cut into a fish shape and a rolled-up newspaper for each team
skills_developed: teamwork
difficulty_level: usor
keywords: relay, fanning, race
language: en
normalized_name: kipper fanning 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 teams, each team split in half with one half at each end of the hall. The lead scout is given a rolled-up newspaper and a paper fish (kipper) is placed on the floor. At 'Go!' scouts fan the kipper to the other end of the hall, pass the newspaper over and the next scout fans it back. The winner is the first team to fan the kipper back and forth the requisite number of times.

rules:
Scouts fan the kipper to the other end of the hut, pass the newspaper over and the next scout fans it back. The winner is the first team to fan the kipper backwards and forward the requisite number of times.

source_excerpt:
At “Go!” the scouts fan the kipper to the other end of the hut, pass the newspaper over and the next scout fans the kipper back.


name: Kipper Fanning 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: page 142
materials_list: A piece of paper cut into a fish shape and a rolled-up newspaper for each team, five frying pans
skills_developed: teamwork
difficulty_level: usor
keywords: relay, fanning, race
language: en
normalized_name: kipper fanning 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 four teams, each in a corner. A frying pan is placed in front of each team and one in the middle (or a large circle is drawn). Each team gets a paper fish and a rolled-up newspaper. On 'Go!' the first scout fans their fish to and into the centre frying pan, then fans it out and back to and into the team frying pan, then passes the newspaper to the next member. The first team to all fan their kipper up and down is the winner.

rules:
The first scout fans the fish into the centre frying pan, then back into the team frying pan, then passes the newspaper to the next member. The first team to all fan their kipper up and down is the winner.

source_excerpt:
On “Go!” the first scout in each team has to fan their fish to and then into the frying pan in the centre, then fan it out and back to and into the team frying pan.


name: Know your 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 142-143
materials_list: 1 book, pen and paper per team
skills_developed: observation, estimation
difficulty_level: mediu
keywords: observation, quiz, teams
language: en
normalized_name: know your book
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 a book (not necessarily the same one), a sheet of paper and a pen. Scouts examine the book for three minutes, then the books are taken away and questions are asked about them, such as the book's weight (with 10% margin), height, width and depth, number of numbered pages, words on the front cover, author, publisher, and first publication date. Answers are marked and the team with the highest score wins. Ties are broken with an extra question.

rules:
Scouts examine the book for three minutes, then answer questions about it such as its weight, dimensions, page count, author and publisher. The team with the highest score is the winner.

source_excerpt:
Tell the scouts to examine the book for three minutes. Then take the books away and ask questions about them


name: Ladders
variations: Call two numbers which means there are two points up for grabs.
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 143
materials_category: none
skills_developed: agility, teamwork
difficulty_level: mediu
keywords: relay, running, teams
language: en
normalized_name: ladders
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are put in two teams facing each other in a line, then sit with legs out straight so pairs of feet touch all the way down the line. Each pair is given a number. When a number is called, the two scouts get up, run in the same direction stepping over all the legs, round the outside, over the rest of the legs and sit back down in position. The first to succeed gets a team point. The team with more points after everyone has had a go wins.

rules:
When a number is called, the two scouts run in the same direction stepping over all the legs, round the outside and back to their position. The first to succeed gets a team point.

source_excerpt:
Call out a number whereupon the two scouts have to get up, run in the same direction, stepping over all the legs, round the outside, over the rest of the legs and sit back down in their position.


name: Land, Sea or Air
category: jocuri-cercetasesti
content_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 143-144
materials_list: Tennis ball
skills_developed: quick thinking, catching
difficulty_level: usor
keywords: ball game, categories, circle game
language: en
normalized_name: land, sea or air
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 the leader in the middle. The leader throws the ball at random to a scout while calling out 'land', 'sea' or 'air' followed by 'one, two, three, four, five'. The scout must have caught the ball, named an animal, fish or bird as appropriate, and thrown the ball back before 'five', otherwise he is out. No repetitions are permitted.

rules:
The scout needs to have caught the ball, named an animal, fish or bird as appropriate, and thrown the ball back before 'five' otherwise he's out. No repetitions permitted.

source_excerpt:
Throw the ball at random to one of the scouts and, whilst doing so, call out “land”, “sea” or “air” followed by, “one, two, three, four, five”.


name: Last Man
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 144
source_excerpt: Give the ball to the scouts in the circle who have throw it to try to hit Last Man below the waist.
materials_list: Volleyball
skills_developed: teamwork, agility
difficulty_level: mediu
keywords: ball game, dodge, protection
language: en
normalized_name: last man
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Four scouts form a line with hands on the waist of the scout in front; the scout at the back is Last Man. The other scouts form a circle round the line of four and throw the ball to try to hit Last Man below the waist. The line twists and twirls to protect Last Man. When he is hit, the scout who threw the ball goes to the front of the line and Last Man rejoins the circle, creating a new Last Man. After ten minutes the four scouts in the line are the winners.

rules:
Scouts in the circle throw the ball to hit Last Man below the waist while the line protects him. When hit, the thrower joins the front of the line and a new Last Man is created.


name: Last Man Over
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 144
materials_list: 2 long lengths of rope
skills_developed: endurance, pacing
difficulty_level: mediu
keywords: running, race, elimination, camp
language: en
normalized_name: last man over
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts line up along a length of rope. On 'Go!' they run to and over a finish line around fifty metres away. The last scout over the finish line drops out. The scouts run back and again the last scout drops out. This continues until only one scout is left, who is the winner. A good camp game about pacing yourself, as the fastest at the beginning is often not the fastest at the end.

rules:
On 'Go!' scouts run to and over the finish line; the last scout over drops out. Scouts run back and again the last drops out, continuing until one scout is left.

source_excerpt:
The last scout over the finish line drops out. The scouts now run back and once more the last scout drops out.


name: Leap Frog
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 144
materials_category: none
skills_developed: teamwork, agility
difficulty_level: usor
keywords: relay, leap frog, race
language: en
normalized_name: leap frog
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 forming a line, one behind the other. They space themselves out then crouch down on bended knees and feet. On 'Go!' the scout at the back leap frogs all of the scouts, one at a time, until he reaches the front, then gets down and the new back scout repeats. Each scout repeats this in turn and the team to finish first is the winner.

rules:
On 'Go!' the scout at the back has to leap frog all of the scouts, one at a time, until he reaches the front. The team to finish first is the winner.

source_excerpt:
On “Go!” the scout at the back has to leap frog all of the scouts, one at a time, until he reaches the front.


name: Leap Frog Race
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 144-145
source_excerpt: On “Go!” the lead scouts have to stand up and leap frog down the line.
materials_list: Chalk
skills_developed: teamwork, agility
difficulty_level: usor
keywords: relay, leap frog, race
language: en
normalized_name: leap frog 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 lined up behind a marked line, then get down on their knees with heads down. On 'Go!' the lead scouts stand up and leap frog down the line. When they reach the end they resume the crouched position and the second scouts do the same. The first team to complete the race is the winner.

rules:
On 'Go!' the lead scouts stand up and leap frog down the line, then resume the position at the end so the next scout can go. The first team to complete the race is the winner.

variations:
Run the race in reverse, either as a new race or as one longer race, to get everyone back to where they started.


name: Leap Frog Race
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 145
source_excerpt: On “Go!” the lead scouts have to stand up and leap frog down the line.
difficulty_level: usor
language: en
normalized_name: leap frog race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race where scouts in teams kneel with heads down and lead scouts leap frog down the line. When reaching the end they resume position and the next scout goes.

rules:
On 'Go!' the lead scouts have to stand up and leap frog down the line. When they reach the end of their line they resume the same position as the other scouts and the second scouts do the same. The first team to complete the race is the winner.

variations:
Run the race in reverse, either as a new race or as one longer race, to get everyone back to where they started.


name: Left or Right
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 145
materials_list: 1p coin per team, chalk
skills_developed: teamwork, speed
difficulty_level: usor
keywords: relay, coin, guessing
language: en
normalized_name: left or right
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form teams in lines behind a line at one end of the hall, each team with a leader at the other end holding a coin. On 'Go!' lead scouts run up to their leader and pat one of his outstretched fists. If it contains the coin, the leader remembers one point. The scout returns and the next runs up while the leader swaps the coin behind his back, or not. The first team to twenty points, or the team with the highest score after five minutes, is the winner.

rules:
Lead scouts run up and pat one of the leader's outstretched fists; if it contains the coin the leader scores a point. The first team to twenty points or the highest score after five minutes wins.

source_excerpt:
On “Go!” lead scouts run up to their leader and pat one of his outstretched fists. If it contains the coin their leader remembers one point.


name: Left or Right
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 145
source_excerpt: On “Go!” lead scouts run up to their leader and pat one of his outstretched fists.
materials_list: 1p coin per team, chalk
difficulty_level: usor
language: en
normalized_name: left or right
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay guessing game where scouts run to their leader and try to pat the fist holding a hidden coin to score points.

rules:
On 'Go!' lead scouts run up to their leader and pat one of his outstretched fists. If it contains the coin their leader remembers one point. The scout returns and the next runs up while the leader swaps the coin behind his back. First team to twenty points or highest score after five minutes wins.


name: Leg 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: page 145
materials_category: none
skills_developed: strength, balance
difficulty_level: mediu
keywords: wrestling, pairs, tug
language: en
normalized_name: leg pull
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are paired up, one half along one wall with backs to the wall, the other half along the other wall. The two lines are brought together to meet in the middle. Opposite pairs both lift their left legs at the same time, grabbing their partner's left leg. At 'Go!' pairs hop backwards bringing their partner with them until one gets the other back to his wall, where the successful leg-puller is deemed the winner.

rules:
Pairs grab each other's left leg and hop backwards. The scout who gets the other back to his wall is the winner.

source_excerpt:
Pairs opposite each other both lift their left legs at the same time grabbing their partner’s left leg.


name: Leg 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: page 145
difficulty_level: usor
language: en
normalized_name: leg pull
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A pairs hopping contest where partners grab each other's left leg and hop backwards trying to drag the other to their wall.

rules:
Pairs opposite each other both lift their left legs at the same time grabbing their partner's left leg. At 'Go!' pairs both hop backwards bringing their pair with them until one gets the other back to his wall; the successful leg-puller wins.

source_excerpt:
Pairs opposite each other both lift their left legs at the same time grabbing their partner’s left leg.


name: Leg Wrestling
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 145-146
source_excerpt: On “Go!” they lock legs round their opponent’s knee and pull.
materials_category: none
skills_developed: strength, balance
difficulty_level: mediu
keywords: wrestling, pairs, strength
language: en
normalized_name: leg wrestling
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 pair lies down on their backs beside each other, locking touching elbows and facing away from each other. They lift their touching legs so they point straight up. On 'Go!' they lock legs round their opponent's knee and pull. The scout who gets their pair onto his shoulders and then completely over is the winner.

rules:
On 'Go!' the pair lock legs round their opponent's knee and pull. The scout who gets their pair onto his shoulders and completely over is the winner.


name: Leg Wrestling
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 145-146
source_excerpt: On “Go!” they lock legs round their opponent’s knee and pull.
difficulty_level: usor
language: en
normalized_name: leg wrestling
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A pairs wrestling contest where two scouts lie on their backs, lock legs, and try to flip each other over.

rules:
Each pair lie down on their backs beside each other, lock touching elbows and face away from each other. They lift their touching legs straight up. On 'Go!' they lock legs round their opponent's knee and pull. The scout who gets their pair onto his shoulders and completely over is the winner.


name: Lengths
variations: Play as teams with one answer per length, per team.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 146
materials_list: 1 tape measure, 1 ruler, pen and papers, white board
skills_developed: estimation, measurement
difficulty_level: mediu
keywords: estimation, measuring, quiz
language: en
normalized_name: lengths
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Lengths are measured beforehand. Scouts are shown a ruler with the thirty centimetre mark, then asked to estimate the length of various items: the length, width and height of the hall, floor markings, the leader's height, flag pole height, and small items in millimetres like a woggle or badge. Scouts write down their answers, swap papers and mark. The scout nearest, second and third nearest to each item gets five, three and one points. The scout with the highest score wins.

rules:
Scouts estimate the lengths of certain items and write down their answers. The scout nearest, second and third nearest to each item gets five, three and one points; the highest total score wins.

source_excerpt:
Show scouts a ruler with the thirty centimetre mark or draw it on a white board. Tell them that they need to estimate the length of certain items.


name: Lengths
variations: Play as teams with one answer per length, per team.
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 146
source_excerpt: Tell them that they need to estimate the length of certain items.
materials_list: 1 tape measure, 1 ruler, pen and papers, white board
difficulty_level: mediu
language: en
normalized_name: lengths
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 estimate the dimensions of items and the hall, write down their answers, then mark them for accuracy.

rules:
Show scouts a thirty centimetre ruler. They estimate lengths of items such as hall length, width, height, circles, woggle, badge. Scouts write down answers, swap papers and mark. The scout nearest, second and third nearest to each item gets five, three and one points; highest score wins.


name: Lifeboats
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 146
materials_category: none
skills_developed: reaction
difficulty_level: usor
keywords: grouping, quick game, filler
language: en
normalized_name: lifeboats
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
While scouts are in the middle of an activity, the leader shouts 'Lifeboats!' and holds up however many fingers indicating the size of group the scouts must form into. Those who don't or can't form a group of that size go and get the drinks ready. With seventeen scouts, holding up nine fingers makes the drinks job quick.

rules:
Shout 'Lifeboats!' and put up fingers indicating group size. Those that don't or can't group go and get the drinks.

source_excerpt:
Whilst scouts are in the middle of an activity shout, “Lifeboats!” and put however many fingers in the air that you wish the scouts to group into.


name: Lifeboats
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 146
difficulty_level: usor
language: en
normalized_name: lifeboats
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A grouping game used to thin out scouts for a task, by calling 'Lifeboats!' and a number of fingers indicating group sizes.

rules:
Whilst scouts are in the middle of an activity shout 'Lifeboats!' and put up however many fingers indicate the group size. Those that don't / can't group then go and do the task (e.g. get the drinks ready).

source_excerpt:
Whilst scouts are in the middle of an activity shout, “Lifeboats!” and put however many fingers in the air that you wish the scouts to group into.


name: Litter Pick-Up
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 146-147
materials_list: 1 plastic bag per scout
skills_developed: environmental awareness
difficulty_level: usor
keywords: litter, community, camp
language: en
normalized_name: litter pick-up
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
On camp or during a community litter-picking exercise, scouts are each given a bag and told that the one who picks up the most items of litter is the winner and will receive a prize. The incentive results in scouts finding an amazing number of pieces.

rules:
Give the scouts a bag each and tell them that the one that picks up most items of litter is the winner.

source_excerpt:
On camp or during a litter picking-up exercise in the community, give the scouts a bag each and tell them that the one that picks up most items of litter is the winner


name: Litter Pick-Up
category: camp-outdoor
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 146
materials_list: 1 plastic bag per scout
difficulty_level: usor
language: en
normalized_name: litter pick-up
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A litter-collecting competition on camp or in the community where the scout who picks up the most litter wins a prize.

rules:
Give the scouts a bag each and tell them that the one that picks up most items of litter is the winner and will receive a prize.

source_excerpt:
give the scouts a bag each and tell them that the one that picks up most items of litter is the winner and will receive a prize.


name: Little and Large
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 147
materials_list: 1 large sponge ball, stopwatch
skills_developed: agility, teamwork
difficulty_level: mediu
keywords: dodge ball, circle game, tactics
language: en
normalized_name: little and large
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 and are given the ball. Two scouts go into the circle; one is 'Little' and scouts in the circle throw the ball to hit him below the waist, while the other scout, 'Large', defends him by getting in the way. Once Little has been hit, the pair change places with another pair. Once everyone has had a go, the pair that survived the longest in the circle are the winners.

rules:
Scouts in the circle throw the ball to hit Little below the waist while Large defends. The pair that survived the longest in the circle are the winners.

source_excerpt:
One is “Little” and scouts in the circle have to throw the ball and hit him below the waist whilst the other scout, “Large” defends him by getting in the way.


name: Little and Large
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 147
materials_list: 1 large sponge ball, stopwatch
difficulty_level: mediu
language: en
normalized_name: little and large
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A dodge ball game where scouts in a circle try to hit 'Little' below the waist while 'Large' defends him.

rules:
Two scouts go into the circle. One is 'Little' and scouts in the circle throw the ball to hit him below the waist while 'Large' defends by getting in the way. Once Little is hit the pair change places with another pair. The pair that survived longest are the winners.

source_excerpt:
One is “Little” and scouts in the circle have to throw the ball and hit him below the waist whilst the other scout, “Large” defends him by getting in the way.


name: Lock Arm 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 147
materials_category: none
skills_developed: agility, reaction
difficulty_level: mediu
keywords: tag, chasing, circle game
language: en
normalized_name: lock arm tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are divided into two teams and put into two circles, one outside the other, so each scout in the outer circle has a scout in front. Each pair locks arms. One scout is 'It' who chases an escaping scout to tag him. If the escaping scout locks arms with a scout, the scout on the other end becomes the new escaping scout. Play continues until the escaping scout is tagged, at which point the escaping scout becomes It and It becomes the escaping scout.

rules:
If the escaping scout locks arms with a scout, the scout on the other end becomes the escaping scout. Play continues until the escaping scout is tagged, then roles swap.

source_excerpt:
If the escaping scout locks arms with a scout, then the scout on the other end becomes the escaping scout and off he goes.


name: Lock Arm 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 147
difficulty_level: usor
language: en
normalized_name: lock arm 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 two concentric circles where an escaping scout becomes safe by locking arms with a pair, transferring the chase.

rules:
Scouts form two circles with each pair locking arms. One scout is 'It' chasing an escaping scout. If the escaping scout locks arms with a scout, the scout on the other end becomes the escaping scout. Play continues until the escaping scout is tagged, then roles swap.

source_excerpt:
If the escaping scout locks arms with a scout, then the scout on the other end becomes the escaping scout and off he goes.


name: Lock-Arm 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 147
materials_list: Marker cones
skills_developed: teamwork, coordination
difficulty_level: mediu
keywords: relay, race, teamwork
language: en
normalized_name: lock-arm 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 of four. A start and finish line is marked with cones, or teams go up and round a marker cone and back. The four scouts of a team lock arms and must run side by side. Any breaking of arms (two or more arms coming unlocked) results in disqualification. The first team over the line is the winner.

rules:
The four scouts of a team lock arms and must run side by side. Any breaking of arms results in disqualification. The first team over the line is the winner.

source_excerpt:
The four scouts of a team lock arms and must run side by side. Any breaking of arms results in disqualification.


name: Long Reach
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 147-148
materials_list: Chalk
skills_developed: balance, flexibility
difficulty_level: usor
keywords: reach, stretching, individual
language: en
normalized_name: long reach
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
With part of the body behind a line at all times, scouts attempt to put a chalk mark as far forward as they are able. The scouts are then lined up in height order to see if the marks are all in length order.

rules:
With part of the body behind a line at all times, scouts attempt to put a chalk mark as far forward as they are able.

variations:
Scouts have to leave part of a hand and a foot behind a line. See if the widest scout, or the one with the longest arms, wins.

source_excerpt:
With part of the body behind a line at all times, scouts attempt to put a chalk mark as far forward as they are able.


name: Long Reach
variations: Scouts have to leave part of a hand and a foot behind a line.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 147-148
source_excerpt: scouts attempt to put a chalk mark as far forward as they are able.
materials_list: Chalk
difficulty_level: usor
language: en
normalized_name: long reach
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A stretching contest where scouts keep part of their body behind a line and mark with chalk as far forward as they can reach.

rules:
With part of the body behind a line at all times, scouts attempt to put a chalk mark as far forward as they are able. Line the scouts up in height order and see if the marks are all in length order.


name: Long, Short, Rectangle, 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: page 148
materials_list: 2 tin cans, 1 short pencil, 1 ping pong ball, 1 long pen, 1 matchbox per team, chalk
skills_developed: teamwork, concentration
difficulty_level: mediu
keywords: relay, mime, shapes
language: en
normalized_name: long, short, rectangle, round
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 on the outside of a circle, going away from it and sitting down. At one end of each line, in the circle, is a tin can with four items in it (long pen, short pencil, ping pong ball, matchbox); another empty can sits at the other end. Scouts are numbered. The leader calls a number and mimes 'long', 'short', 'rectangle' or 'round', and a scout from each team runs to the circle tin, takes the correct item, runs to the team's other tin and deposits it before sitting down. The first scout back earns a point. Wrong items earn no points and stay where left. The team with the most points wins.

rules:
The leader calls a number and mimes a shape; a scout runs to take the correct item and deposit it in the team's other tin. The first scout back earns a point; wrong items earn no points. The team with the most points is the winner.

source_excerpt:
Call out a number and mime “long,” “short”, “rectangle” or “round” and a scout from each team will run to the circle tin and take out the correct item


name: Long, Short, Rectangle, 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: page 148
materials_list: 2 tin cans, 1 short pencil, 1 ping pong ball, 1 long pen, 1 matchbox per team, chalk
difficulty_level: mediu
language: en
normalized_name: long, short, rectangle, round
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay game where leaders mime a shape and numbered scouts retrieve the matching item from a tin and move it.

rules:
Call out a number and mime 'long,' 'short', 'rectangle' or 'round'. A scout from each team runs to the circle tin, takes the correct item, runs to the tin at the end of its team and deposits it. The first scout back earns a point. Wrong items score nothing. The team with the most points wins.

source_excerpt:
Call out a number and mime “long,” “short”, “rectangle” or “round” and a scout from each team will run to the circle tin and take out the correct item


name: Love your Neighbour
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 148
materials_category: none
skills_developed: reaction
difficulty_level: usor
keywords: circle game, swap places, icebreaker
language: en
normalized_name: love your neighbour
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts sit in a circle with one ('It') in the middle. It asks a scout, 'Do you love your neighbours?' If he replies 'No, I do not love my neighbours' then the scouts on either side must get up and swap places before It can sit in one of their spaces. If he replies 'Yes, I do love my neighbours but I do not like those who x,' then all scouts matching x must swap places before It gets into one of their places. The scout left without a place becomes It. 'x' can be things like 'have black hair', 'wear glasses', 'are boys / girls' etc.

rules:
It asks a scout 'Do you love your neighbours?' Depending on the reply, neighbours or scouts matching a stated trait must swap places before It takes a spot. The scout left without a place becomes It.

source_excerpt:
Scouts sit in a circle with one – “It” - in the middle. It asks a scout, “Do you love your neighbours?”


name: Love your Neighbour
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 148
source_excerpt: It asks a scout, “Do you love your neighbours?”
difficulty_level: usor
language: en
normalized_name: love your neighbour
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle swapping game where 'It' asks a scout if he loves his neighbours, triggering scouts to swap places while It tries to steal a seat.

rules:
It asks a scout 'Do you love your neighbours?' If he replies 'No', the scouts on either side swap places before It sits down. If he replies 'Yes, but I do not like those who x', everyone matching x must swap places. The scout left without a place becomes It.


name: Man 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 148-149
materials_list: Pen and paper, stopwatch
difficulty_level: usor
language: en
normalized_name: man hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A running and stealth game where one man hunter tags scouts who then join in tagging until time runs out or one scout remains.

rules:
One scout is the man hunter. Send the other scouts off into the playing area. After a minute send the man hunter off to tag scouts. Once tagged, that scout joins the man hunter in tagging. This continues until time runs out or there is only one scout left who hasn't been tagged.

variations:
Each tagged scout has to report to you before tagging. Play in teams with each team in turn tagging all others, the winner being the team that tags all others in the shortest time.

source_excerpt:
After a minute send the man hunter off who has to tag any scouts he can find. Once tagged, that scout joins the man hunter in tagging.


name: Manic Ball Circle
variations: Shout 'Reverse!' from time to time so the losing ball becomes the winning ball.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 149
materials_list: Two large balls
difficulty_level: usor
language: en
normalized_name: manic ball circle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle relay where two teams pass balls clockwise around alternating scouts, trying to catch up the other team's ball.

rules:
Number scouts '1, 2, 1, 2' around the circle for two teams. Give a ball to a number 1 scout and another to a number 2 scout opposite. On 'Go!' scouts pass the ball to the next scout in their team (two away) aiming to catch up the other ball. The team whose ball catches up wins. Dropped balls pause the chasing.

source_excerpt:
On “Go!” scouts have to pass the ball clockwise to the next scout in their team, i.e. two scouts away with the aim of catching up the other ball.


name: Manic 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 150
materials_list: 5 large sponge balls
difficulty_level: usor
language: en
normalized_name: manic dodge ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A fast dodge ball game where scouts in a circle throw any of five balls at any scout, with those hit below the knee out.

rules:
On 'Go!' any scout can pick up and throw any ball at any scout. Any scout hit below the knee is out. Scouts cannot run when holding a ball. If a scout catches a ball that hasn't bounced, the thrower is out. The last scout remaining is the winner.

source_excerpt:
On “Go!” any scout can pick up and throw any ball at any scout. Any scout hit below the knee is out and must leave the play area.


name: Marble Relay
description: A relay race where barefoot scouts grab marbles under their toes and walk to the far 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 150
materials_list: 2 marbles per team, chalk
difficulty_level: mediu
language: en
normalized_name: marble relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Scouts take off their footwear including socks. Lead scouts are given two marbles each. On 'Go!' they grab the marbles under their toes, walk to the far wall, touch it and walk back to the next scout. The first team to complete the exercise is the winner.

source_excerpt:
On “Go!” the lead scouts have to grab the marbles under their toes, walk to the wall at the far end of the hall, touch it and walk back


name: Marshmallow Munch
category: jocuri-cercetasesti
content_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 150-151
materials_list: 1 / 2 large marshmallows per scout, 1 stave or broom stick, 4 lengths of string, chalk
difficulty_level: mediu
language: en
normalized_name: marshmallow munch
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay where teams eat marshmallows threaded on strings hands-free, each scout eating one higher up the string.

rules:
On 'Go!' the lead scouts run to the marshmallows, put hands behind backs and eat the bottom marshmallow using only their mouths, then run back. The next eats the one above. The first team to eat all marshmallows shouts 'Marshmallow Munch!' for five points. Touching marshmallows or dropping them loses points. Most points wins.

source_excerpt:
On “Go!” the lead scouts run up to the marshmallows, put their hands behind their backs, and eat the bottom marshmallow using only their mouths.


name: Martian 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: page 151
materials_list: 50 small lengths of reflective tape stuck on postcards with a string loop, torches
difficulty_level: mediu
language: en
normalized_name: martian treasure
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night camp game where scouts use torches to find reflective 'Martian money' cards hidden in the woods.

rules:
Hang the reflective cards in the woods thinly. Tell scouts the Martians left their reflective money behind. Scouts go into the woods, find it using torches and bring it back. The scout that finds the most money wins.

variations:
Tell scouts to bring back each piece as they find it so you can keep a running total; each returned piece earns a chocolate.

source_excerpt:
Scouts have to go into the woods, find it using their torches and bring it back. The scout that finds the most money wins.


name: Match Mountain
variations: Use fewer matches for a quicker 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 151
materials_list: 1 empty glass bottle with a narrow neck, 8 matches per scout
difficulty_level: mediu
language: en
normalized_name: match mountain
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle game where scouts take turns stacking matches on a bottle neck; whoever drops the tower takes the fallen matches.

rules:
Scouts form a circle holding five matches each with a bottle in the middle. Each scout in turn places one match on top of the bottle. Every time matches fall, the scout has to take them. The first scout to get rid of all his matches is the winner.

source_excerpt:
Every time matches fall from the tower, the scout in the circle has to take them. The first scout to get rid of all his matches is the winner.


name: Medley Relay Race
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 151-152
materials_list: Marker cones
difficulty_level: usor
language: en
normalized_name: medley relay race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race where four scouts each run a leg in a different style: forwards, sideways, backwards and sideways.

rules:
Position scouts on the start and three intermediate lines. On 'Go!' the first scout runs to the second and tags him, the second runs sideways to the third, the third runs backwards to the fourth, the fourth runs sideways to the finish line. First scout over wins.

variations:
Try different numbers of team members or running styles such as hopping, skipping, jumping, leaping, tiptoe.

source_excerpt:
the second scout runs sideways to the third scout and tags him, the third scout runs backwards to the fourth scout and tags him


name: Middle Stump
description: A throwing game where numbered scouts race to knock over the centre of three bottles for a point.
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 152
materials_list: 3 large plastic bottles, two small sponge balls, chalk, pen and paper
difficulty_level: mediu
language: en
normalized_name: middle stump
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Call a number and the two scouts get a ball, get behind their team's throwing line and try to be first to knock the centre bottle over for one point. Knocking the other bottles is minus one point. After all numbers are called the team with more points wins.

variations:
Knock the outside bottles for one point each; knock all over for one point each; knock any two over for two points.

source_excerpt:
Call a number and the two scouts have to get a ball, get behind their team’s throwing line and attempt to be the first to knock the centre bottle over for one point.


name: Mind your Back
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 152-153
source_excerpt: On “Go!” scouts have to burst the balloons of the other scouts whilst protecting their own.
materials_list: 1 balloon per scout, 1 newspaper per scout, sticky tape
difficulty_level: usor
language: en
normalized_name: mind your back
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A game where each scout has a balloon taped to their back and uses a rolled newspaper to burst others' balloons while protecting their own.

rules:
Stick a balloon to the back of each scout. On 'Go!' scouts have to burst the balloons of the other scouts with a rolled newspaper whilst protecting their own. Once their balloon is burst they leave the playing area. The last scout with an intact balloon is the winner.


name: Mine, Mine, Mine!
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 153
materials_list: 3 plates, 5 marbles
difficulty_level: mediu
language: en
normalized_name: mine, mine, mine!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A fast relay where numbered scouts retrieve marbles one at a time from a central plate to their team plate, shouting 'Mine!' each time.

rules:
Call out a number. The two scouts run to the middle plate, grab a marble shouting 'Mine!', run to their team plate and deposit it, return for a second marble shouting 'Mine! Mine!', then grab the last marble shouting 'Mine! Mine! Mine!' for a team point. Most points wins.

source_excerpt:
The two scouts have to get up, run to the middle plate, grab a marble shouting, “Mine!”, run to their team plate, deposit the marble without it falling off


name: Minefield I
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 153
materials_list: 2 chairs and 1 table per team plus various objects
difficulty_level: mediu
language: en
normalized_name: minefield i
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team challenge to transport furniture and objects across a 'minefield' without anything but chairs touching the floor.

rules:
Give each team two chairs, one table and various objects. They transport everything from one end of the hall to the other without anything touching the minefield apart from the chairs. Anyone who steps on the minefield is blown up and leaves. The quickest team across wins.

source_excerpt:
They have to transport everything from one end of the hall to the other without anything touching the minefield apart from the chairs.


name: Minefield II
variations: Occasionally flash a torch over the courses to help with bearings.
category: jocuri-cercetasesti
content_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 153-154
source_excerpt: Those so-numbered scouts have to walk down their lane avoiding knocking over any bottles.
materials_list: Plastic bottles, torch, chalk
difficulty_level: mediu
language: en
normalized_name: minefield ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A game where teams set up bottle obstacles in lanes, then swap lanes and walk through in the dark avoiding knocking bottles over.

rules:
Teams set up plastic bottles at random points in their lane, then swap lanes with another team. Lights are turned off and a number is called. Those scouts walk down their lane avoiding the bottles. Continue until all have walked. The team with the most bottles still standing wins.


name: Minefield III
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 154-155
materials_list: 10 chairs, tables and benches, 1 blindfold per scout, packed tents and mouse traps
difficulty_level: mediu
language: en
normalized_name: minefield iii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team-building game where blindfolded scouts are guided through an obstacle course by a non-blindfolded team member.

rules:
Blindfolded teams line up at one end with a non-blindfolded member at the other. On 'Go!' the unblindfolded scouts guide the first of their team safely through the obstacles. Once across, the next can start. The team that gets all members across first wins.

variations:
Crossed members can remove blindfolds and help others. Add little nipper mouse traps with the bait point removed. Play as pairs instead of teams.

source_excerpt:
On “Go!” the unblindfolded scouts have to guide the first of their teams safely through the playing area, either over, under or around.


name: Mission Control
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 155
materials_list: One chair per scout
difficulty_level: usor
language: en
normalized_name: mission control
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A musical-chairs style game where scouts on planet-named chairs follow Mission Control until 'Landing!' is called and they must find a new planet chair.

rules:
Each chair is named after a planet. Mission Control walks around calling out planet names; relevant scouts line up behind him. Once all scouts are out of their chairs, Mission Control shouts 'Landing!' and scouts must sit on a chair that isn't one of their original planets. The last to sit is out and becomes the new Mission Control.

source_excerpt:
Once all the scouts are out of their chairs, Mission Control shouts, “Landing!” whereupon the scouts have to sit down on a chair that isn’t one of the planet’s that they were sitting on.


name: Monster 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: page 155
materials_list: 30 balloons, 1 roll of packing tape per team, 1 x 30cm length of string per team
difficulty_level: mediu
language: en
normalized_name: monster balloon
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 wrap a team member in sticky tape and stick inflated balloons to him, then burst them.

rules:
On 'Go!' scouts wrap one team member in packing tape with the sticky side out, inflate balloons to at least thirty centimetres and stick them to the mummified scout. The first team to stick all balloons wins, or set a time limit. Then on 'Go!' teams burst their scout's balloons; the first to burst all wins.

source_excerpt:
On “Go!” scouts have to wrap one team member in packing tape with the sticking side out, inflate the balloons to a minimum diameter of thirty centimetres


name: Moon Landing
description: A relay where teams form a rocket and detach scouts onto a chair (moon) one at a time each lap.
category: jocuri-cercetasesti
content_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 155-156
materials_list: 1 chair and 1 marker cone per team, chalk
difficulty_level: usor
language: en
normalized_name: moon landing
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Scouts put hands on the waist of the scout in front and on 'Go!' fly to the moon. As they round the moon the back scout detaches and sits on the chair. The rocket goes back round earth and returns; each lap the back scout detaches and sits on the lap of the last detached scout. The first team whose rocket lands on the moon in entirety wins.

source_excerpt:
Scouts put their hands on the waist of the scout in front and on “Go!” they (the rocket) fly to the moon.


name: Moon Orbits
description: A relay where numbered scouts grab their team flag and run a called number of laps around 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 156
materials_list: 1 country flag for each team
difficulty_level: usor
language: en
normalized_name: moon orbits
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Call out '[Number] orbit [number]'. Scouts with that number grab their team's flag and run round the outside of the circle the number of times called. They return the flag and sit down. Score five, three and two points for first, second and third. Highest total score wins.

source_excerpt:
the scouts with that number grab their team’s flag and then run round the outside of the circle the number of time that you’ve called out after “Orbit”.


name: Mother Duck
description: A blindfolded game where ducklings have to find their team's mother duck by touch without speaking.
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 156
source_excerpt: On “Go!” team members have to find their mother duck. The first to find him hold his hand
materials_list: 1 blindfold per scout
difficulty_level: mediu
language: en
normalized_name: mother duck
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Each team sends one scout (mother duck) to the far end. All scouts are blindfolded. On 'Go!' team members find their mother duck; the first holds his hand, subsequent ducklings hold anyone's hand connected to their mother duck. No speaking allowed. The first team holding hands wins.


name: Mount 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 157
materials_list: 1 football per team
difficulty_level: mediu
language: en
normalized_name: mount ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A piggyback relay where pairs carry a football clockwise around their circle and pass it to the next pair.

rules:
Put each team into an inner and outer circle facing out. The heavier scouts act as horses, the lighter as riders holding the ball, and are piggybacked clockwise around the circle back to their places, giving the ball to the pair on their left. The first team to finish wins.

source_excerpt:
the heavier of the pairs of scouts act as horses and the lighter as riders and are piggybacked, holding the ball, clockwise around the outside of their circle


name: Mount Tag
description: A tag game where scouts avoid being tagged by mounting another scout piggyback style.
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 157
source_excerpt: To avoid being tagged scouts must mount another scout as a piggy back.
difficulty_level: usor
language: en
normalized_name: mount 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 others scatter. To avoid being tagged scouts must mount another scout as a piggy back, rendering them both safe. Once tagged a scout becomes 'It', and the scout that just tagged cannot be tagged straight back.


name: Mouse Bombing
variations: Play as a four-way game with two more teams at right angles.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 157
materials_list: 4 little nipper mouse traps per team, 1 newspaper per team
difficulty_level: mediu
language: en
normalized_name: mouse bombing
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A throwing game where teams roll up newspaper 'mice' and throw them over lines of scouts to set off mouse traps.

rules:
Four scouts from each team sit opposite each other; one metre behind each line are four set mousetraps with a newspaper and the rest of the team beyond. On 'Go!' teams roll up paper and throw it to set the mousetraps off, while seated scouts defend by waving hands. The first team to spring the predetermined number of mousetraps wins.

source_excerpt:
On “Go!” teams have to roll up paper, throw it over both lines of scouts to try to set the mousetraps off.


name: Mouse Trap
category: jocuri-cercetasesti
content_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 157-158
materials_list: 1 blindfold
difficulty_level: usor
language: en
normalized_name: mouse trap
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A game where one team forms a circle 'trap' with a blindfolded scout, and other teams run in and out as mice until 'Mousetrap!' is shouted.

rules:
One team forms a circle (the trap) with one blindfolded scout inside; circle scouts hold hands and run clockwise with arms up. Mice run in and out but can be out for max ten seconds. When the blindfolded scout shouts 'Mousetrap!' the circle lowers arms and any scouts inside are out. Swap teams; the last mice trapped are the winners.

source_excerpt:
When the blindfolded scout shouts “Mousetrap!” the circle scouts lower their arms and any scouts in the circle are out.


name: Mouse Trap
category: icebreakers
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 17
difficulty_level: usor
keywords: circle, catching, active
language: en
normalized_name: mouse trap
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Four children form a 'mouse trap' standing in a circle holding hands with arms raised. Other children run in and out as mice until someone calls 'Spring the Trap' and the trap arms come down to catch mice.

rules:
Four children become the Mouse Trap, standing in a circle facing in, holding hands with arms extended up high. The other children are mice and run in and out of the trap. One person facing away calls 'Spring the Trap' and the trap girls bring down their arms, catching some mice inside. Caught mice join the trap. The game continues until only a few mice are left uncaught; they then become the trap and the game begins again.

source_excerpt:
Four children become the Mouse Trap. They stand in a circle, facing in, holding hands with their arms extended and up high.


name: Mouse Trap
category: jocuri-cercetasesti
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 17
materials_category: fara-materiale
difficulty_level: usor
keywords: circle, chase, trap
language: en
normalized_name: mouse trap
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Four children become the Mouse Trap, standing in a circle facing in, holding hands with arms extended up high. The other children are 'mice' who run in and out of the trap. One person facing away calls 'Spring the Trap' and the trap children bring down their arms to catch some mice inside. Caught mice join the trap, and play continues until only a few mice remain, who then become the new trap.

rules:
One person facing away calls 'Spring the Trap'; the trap brings down their arms catching mice inside; caught mice become part of the trap. The game continues until only a few mice haven't been caught, then they become the trap and the game begins again.

source_excerpt:
Four children become the Mouse Trap. They stand in a circle, facing in, holding hands with their arms extended and up high.


name: Mouse!
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 158-159
materials_list: 4 marker cones, 2 large tarpaulins or blankets per team, pen and paper
difficulty_level: mediu
language: en
normalized_name: mouse!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team relay where teams carry tarpaulin 'tents' towards a finish line and, on 'Mouse!', stop to stand on one and cover themselves with the other.

rules:
Teams carry their tents toward the finish line. On 'Mouse!' teams stop, put one tarpaulin down, stand on it and cover themselves with the other. Award five points for first to all stand on their tarpaulin and three for first to cover all its team. On 'All clear!' running continues. Award ten points for first across the finish line. Most points wins.

variations:
If the team in front is well ahead, wait until it crosses the finish line then call 'Mouse!' again so it cannot get more points.

source_excerpt:
Shout, “Mouse!” and teams stop running, put one tarpaulin each on the ground, stand on it and cover themselves with the other tarpaulin.


name: Mousetrapping
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 159
difficulty_level: mediu
language: en
normalized_name: mousetrapping
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A fishing game where pairs use a bamboo cane with a string and mouse trap to catch objects on the floor.

rules:
Each pair attaches the string to the bamboo and mouse trap, sets the trap and dangles it over objects to catch them when the trap is sprung. Give each pair one point for every successfully fished item; the pair with the highest score once everything has been fished wins.

variations:
Put pairs either side of parallel lines with items in between; the first pair to fish one of each item wins.

source_excerpt:
Scouts have to attach the string to the bamboo and mousetraps, set the mousetraps and dangle them over and onto the objects to catch them when the mousetrap is sprung.

materials_list:
1 x 1.8m bamboo cane per pair, 1 x 2m length of string per pair, 1 little nipper mouse trap per pair, drill, chalk, items to fish for


name: Move to the Left
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 159
materials_list: 1 chair per scout
difficulty_level: usor
language: en
normalized_name: move to the left
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle of chairs game where scouts shift seats left or right on command while 'It' tries to grab a vacant chair.

rules:
When It shouts 'Move to the left!' scouts move to the chair on their left as soon as it is vacant, and It tries to sit on a vacant chair before the scout on the right does. When It succeeds, the scout on the right becomes It. It can also shout 'Move to the right!' to confuse scouts.

source_excerpt:
When he shouts, “Move to the left!” scouts move to the chair on their left as soon as it is / becomes vacant


name: Mummied Scout
description: A team game where each team wraps a volunteer in toilet paper to make the best mummy.
category: jocuri-cercetasesti
content_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 159-160
source_excerpt: On “Go!” team members pass the toilet paper around, all the while wrapping up the volunteer.
materials_list: 2 rolls of toilet paper per team
difficulty_level: usor
language: en
normalized_name: mummied scout
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Each team forms a small circle with one member in the middle. On 'Go!' team members pass the toilet paper around, wrapping up the volunteer. After a maximum of five minutes stop. The team with the best mummy (neat, comprehensive, amusing) wins.

variations:
Give the mummified scouts one minute to walk up and down the hall, with the winner being the scout that breaks the fewest sheets of toilet paper.


name: Murder - Crazy Murder
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 160
materials_list: Tennis Ball
difficulty_level: mediu
language: en
normalized_name: murder - crazy murder
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle deduction game where a detective tries to identify a murderer who kills scouts with a secret signal, with the murder weapon (ball) passed around.

rules:
A detective leaves the room while a ball is pressed into a scout's hands to make him the murderer. The murderer makes the secret signal at scouts who die dramatically, then passes the ball to a neighbour who becomes the murderer. The detective accuses a scout of holding the weapon. Wrong guess swaps with the accused; correct guess swaps with the murderer.

source_excerpt:
The detective has to point his finger at the scout whom he suspects of holding the murder weapon and say, “I accuse YOU!”


name: Murder
category: jocuri-cercetasesti
content_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 160-161
difficulty_level: usor
language: en
normalized_name: murder
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle deduction game where a detective tries to identify a murderer who kills scouts one after another using a secret signal.

rules:
A detective leaves the hall while a scout is tapped to be the murderer. The murderer makes the secret signal at scouts who die dramatically, killing someone every ten seconds. The detective has a fixed time to accuse a scout. Wrong guess swaps with the accused; correct guess swaps with the murderer.

variations:
Make the secret signal a wink to make it difficult for the detective, or something obvious like a pat on the head to make it difficult for the murderer.

source_excerpt:
The murderer has to kill someone every ten seconds and the detective has a fixed amount of time to accuse a scout of being the murderer.


name: Murder
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 161
keywords: murder, detective, circle game
language: en
normalized_name: murder
extraction_confidence: med
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle game with a secret murderer and a detective. The murderer kills scouts by making eye contact and giving a secret signal, and the victim has to die dramatically by falling backwards. The murderer must kill someone every ten seconds while the detective has a fixed amount of time to accuse a scout of being the murderer.

rules:
The murderer has to kill someone every ten seconds and the detective has a fixed amount of time to accuse a scout. If the detective guesses wrong, he swaps places with the accused and the game starts afresh. If he guesses correctly he swaps places with the murderer.

variations:
Make the secret signal a wink to make it difficult for the detective. Make the secret signal something very obvious, like a pat on the head, to make it difficult for the murderer.

source_excerpt:
The murderer has to kill someone every ten seconds and the detective has a fixed amount of time to accuse a scout of being the murderer.


name: My Secret Friend
category: integrare-incluziune
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 161
source_excerpt: The scout that they have picked is to be their secret friend for the duration of the camp.
materials_list: Pen and paper for each scout, container
difficulty_level: usor
language: en
normalized_name: my secret friend
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A camp-long activity where each scout secretly picks another scout to be kind to without revealing it.

rules:
Each scout writes their name and puts it in a container, then pulls out a name. They must not tell anyone who they picked. That scout is their secret friend for the camp; they must be much nicer towards that scout without them realising. Towards the end of camp scouts can guess who their secret friend is.


name: My Secret Friend
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 161
source_excerpt: The scout that they have picked is to be their secret friend for the duration of the camp.
materials_list: pen and paper for each scout, container
skills_developed: friendship, kindness
keywords: secret friend, camp, friendship
language: en
normalized_name: my secret friend
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A camp-long game where each scout secretly draws the name of another scout to be their secret friend. They must be nicer to that scout for the duration of camp without revealing the reason. Towards the end of camp scouts try to guess who their secret friend is, which can lead into a discussion about friendships.

rules:
Give each scout a piece of paper and pen. They write their name, fold it and put it in the container, then each pull out a name. If they pull their own name they pick anyone. Scouts must not tell anyone who they picked. They must be nicer to that scout without them realising why. Towards the end of camp scouts guess who their secret friend is.


name: Mystery Number
category: jocuri-cercetasesti
content_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 161-162
difficulty_level: usor
language: en
normalized_name: mystery number
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle chasing game where two scouts pick a secret number and chase the circle when that number of steps is reached.

rules:
Two scouts in the middle decide on a mystery number between one and twenty. The circle scouts walk round calling out their step count. When they reach the mystery number the two scouts chase them; any tagged before touching the hall wall join the middle for the next round.

source_excerpt:
When they reach the mystery number the two scouts chase them and if they tag any of them before they can touch the hall wall then the tagger/s join the scouts in the circle for the next round.


name: Mystery Number
category: jocuri-cercetasesti
content_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 161-162
source_excerpt: The scouts in the middle decide on a mystery number between one and twenty.
keywords: chasing, circle, numbers
language: en
normalized_name: mystery number
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 scouts in the middle who decide on a mystery number between one and twenty. The circle scouts walk round calling out the number of steps they take. When they reach the mystery number the two middle scouts chase them.

rules:
The scouts in the middle decide on a mystery number between one and twenty. The circle scouts walk round calling out the number of steps taken. When they reach the mystery number the two scouts chase them, and if they tag any before they can touch the hall wall the tagged scouts join the circle for the next round.


name: Nail the Stump
description: A team game practising safe hammering where scouts take turns hammering nails into a tree stump.
variations: Use one nail per team with each member taking it in turns to hit the nail once.
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 162
source_excerpt: On “Go!” scouts have to take it in turn to hammer a nail into the tree stump.
materials_list: 1 hammer and 1 tree stump per team, 1 long nail per scout
difficulty_level: mediu
language: en
normalized_name: nail the stump
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Give each team a stump, hammer and nail each. On 'Go!' scouts take it in turn to hammer a nail into the tree stump. The first team to successfully hammer all their nails in completely is the winner.


name: Nail the Stump
variations: Use one nail per team with each team member taking it in turns to hit the nail once.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 162
source_excerpt: On “Go!” scouts have to take it in turn to hammer a nail into the tree stump.
materials_list: 1 hammer per team, 1 tree stump per team, 1 long nail per scout
skills_developed: hammering, tool safety
keywords: hammer, nail, relay
language: en
normalized_name: nail the stump
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A game that gives scouts the opportunity to practice swinging a hammer safely and hitting a nail into wood. Scouts in teams take it in turn to hammer a nail into a tree stump.

rules:
Put the scouts into teams and give them a stump, hammer and nail each. On Go scouts take it in turn to hammer a nail into the tree stump. The first team to successfully hammer their nails in completely is the winner.


name: Nails, Screws, Washers and Nuts
variations: Play with two teams taking two items each, or make cards all with nails and screws.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 162
materials_list: Cards, at least twice as many as there are scouts, in multiples of 6
difficulty_level: mediu
language: en
normalized_name: nails, screws, washers and nuts
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A fast card-flipping game where four teams turn over double-sided cards trying to leave their team's item showing.

rules:
Each team is one of nails, screws, washers or nuts. Cards are spread on the floor. Scouts turn over cards so only their team is showing, one card at a time, without moving the cards. After five minutes stop. The team with the most of their team name uppermost wins.

source_excerpt:
The scouts need to turn over the cards so that only their team is showing. They can only turn one card over at a time and they cannot move the cards.


name: Nails, Screws, Washers and Nuts
variations: Play the game with two teams, both taking two items each, or make cards all with nails and screws.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 162
source_excerpt: The scouts need to turn over the cards so that only their team is showing.
materials_list: cards
keywords: cards, teams, fast game
language: en
normalized_name: nails, screws, washers and nuts
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A fast game using double-sided cards. One team is nails, one screws, one washers and one nuts. Cards are spread on the floor and scouts turn them over so only their team is showing, sometimes accidentally helping another team.

rules:
Spread the cards on the floor. Scouts turn over cards so only their team is showing, one card at a time, without moving the cards. After five minutes stop the game. The team with the most of their team name uppermost is the winner.


name: Name that 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: page 163
source_excerpt: On “Go!” scouts have to retrieve their balloon and get into their team.
materials_list: 1 balloon per scout, felt-tip pen
difficulty_level: usor
language: en
normalized_name: name that balloon
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 blow up and name a balloon, then retrieve their own balloon from a mixed pile.

rules:
Give a balloon to each scout to blow up, secure and write their name on. Mix the balloons up at one end of the room. On 'Go!' scouts retrieve their balloon and get into their team. The first team with the correct balloon each is the winner.


name: Name that 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: page 163
source_excerpt: On “Go!” scouts have to retrieve their balloon and get into their team.
materials_list: 1 balloon per scout, felt-tip pen
keywords: balloon, relay, teams
language: en
normalized_name: name that balloon
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout blows up a balloon and writes their name on it. The balloons are mixed up at one end of the room and on Go scouts have to retrieve their balloon and get into their team.

rules:
Put scouts into teams and give a balloon to each scout to blow up and secure, then write their name on it. Mix the balloons up at one end of the room. On Go scouts retrieve their balloon and get into their team. The first team with the correct balloon each is the winner.


name: Name the Leaders
variations: Can also be played in teams.
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 163
difficulty_level: mediu
language: en
normalized_name: name the leaders
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A chain game where scouts find leaders by nickname, each leader giving the next nickname to track down.

rules:
Give several leaders a nickname; each leader also knows another leader's nickname. Tell scouts one leader nickname and they find that leader, who gives them the next nickname. The first scout back to base with all the leaders' names and nicknames is the winner.

source_excerpt:
When they find the leader that responds to that name then the leader will give them the new nickname to go and find.


name: Name the Leaders
variations: This can also be played in teams. A well-organised team could get the nicknames very quickly.
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 163
keywords: nicknames, leaders, wide game
language: en
normalized_name: name the leaders
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Several leaders are given nicknames, each knowing the nickname of another leader. The leaders go out into the play area and scouts are told one leader nickname to find. When found, that leader gives them the next nickname to find, in a chain.

rules:
Give several leaders a nickname; each leader also knows the nickname of another leader. They go out into the play area. Tell the scouts one leader nickname. When a scout finds the leader who responds to that name, that leader gives the next nickname to find. The first scout back to base with all the leaders' names and nicknames is the winner.

source_excerpt:
When they find the leader that responds to that name then the leader will give them the new nickname to go and find.


name: Naval Combat
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 163-164
difficulty_level: mediu
language: en
normalized_name: naval combat
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A wide game where teams play 'Destroyer, Submarine, Battleship' with cards on encounters, winning the loser's coloured wool.

rules:
Teams tie their coloured wool round their wrists and carry a playing card. On meeting an opponent they play 'Destroyer, Submarine, Battleship': Destroyer beats Submarine, Submarine beats Battleship, Battleship beats Destroyer. The winner takes the loser's wool and the loser returns to base for new wool. The team with the most lengths of won wool wins.

source_excerpt:
When a scout meets another scout from an opposing team they play “Destroyer, Submarine, Battleship” with their playing cards.

materials_list:
short lengths of 3 or 4 different coloured wool (20cm each), cards marked Destroyer, Submarine and Battleship


name: Naval Combat
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 163-164
source_excerpt: This is one of our favourite wide games and can be played in the woods.
materials_list: short lengths of coloured wool, cards marked Destroyer, Submarine and Battleship
keywords: wide game, woods, combat, wool
language: en
normalized_name: naval combat
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A favourite wide game played in the woods. Scouts in teams of three or four wear coloured wool round their wrists and carry playing cards. When meeting an opponent they play a Destroyer-Submarine-Battleship contest, with the loser surrendering their wool.

rules:
Each scout ties their team's coloured wool round their wrist and is given a playing card. When a scout meets an opponent they play “Destroyer, Submarine, Battleship” with their cards: Destroyer beats Submarine, Submarine beats Battleship, Battleship beats Destroyer; same card is a draw. The winner takes the loser's wool and the loser returns to base for another piece. Cards can only be swapped at base. At the end, count wool won (discarding a team's own colour). The team with the most lengths of wool is the winner.


name: Net the Scout
description: A game where teams of four hold hands as a circle and try to capture free scouts inside.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 164
source_excerpt: On “Go!” the circles try to capture the free scouts inside their circles.
difficulty_level: usor
language: en
normalized_name: net the scout
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Teams of five: four hold hands forming a circle, the other is free. On 'Go!' the circles try to capture the free scouts inside their circles without letting go of hands. The first circle to catch a free scout gets a point (not their own team's free scout). Swap free scouts each round; the team with the most captures wins.


name: Net the Scout
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 164
source_excerpt: On “Go!” the circles try to capture the free scouts inside their circles.
skills_developed: teamwork
keywords: circle, capture, teams
language: en
normalized_name: net the scout
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts form teams of five, with four holding hands in a circle and one free. The circles try to capture the free scouts inside their circles without letting go of hands.

rules:
Four scouts hold hands to form a circle and mustn't let go. On Go the circles try to capture the free scouts inside their circles. The first circle to catch a free scout gets a point (not their own team's free scout). Swap free scouts after rounds. The team with the most captures is the winner.


name: Never Ending Dodge Ball
variations: Time each scout as It; the scout who is It for longest when the game ends 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: page 164
materials_list: 1 sponge ball, chalk, stopwatch
difficulty_level: usor
language: en
normalized_name: never ending dodge ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A dodge ball game where only 'It' can move and other stationary scouts throw or pass the ball to hit him.

rules:
Scouts stand randomly with one being 'It'. Throw the ball into the area. Only It can run around; all other scouts must stay where they are and throw or pass the ball to hit It. When a scout hits It, that scout becomes It and runs off. Play continues as long as you like.

source_excerpt:
All other scouts must stay exactly where they are and throw the ball at It or pass the ball around to get it nearer to It.


name: Never Ending 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 164
materials_list: 1 sponge ball, chalk, stopwatch
keywords: dodge ball, tag, ball game
language: en
normalized_name: never ending dodge ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts stand randomly in the hall with one being It. Only It can run; all others must stay where they are and throw or pass the ball to hit It. When a scout hits It, they become It.

rules:
Throw the ball into the playing area. Only It is allowed to run around. All other scouts stay where they are and throw the ball at It or pass it to get nearer. When a scout hits It, It stays where he is and the scout who hit It becomes It. Mark chalk circles round feet to stop scouts moving.

variations:
Time each scout as they become It. The scout who is It for longest when the game ends is the winner.

source_excerpt:
All other scouts must stay exactly where they are and throw the ball at It or pass the ball around to get it nearer to It.


name: News 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 165
source_excerpt: They cannot tread directly on the ground, they must always tread on the paper.
materials_list: two sheets of newspaper per team or scout, chalk, 1 marker cone per team
keywords: newspaper, relay, race
language: en
normalized_name: news relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay race where scouts must travel up and round a marker cone and back while only treading on sheets of newspaper, then pass the paper to the next scout.

rules:
Give the lead scouts two sheets of newspaper each. They go up and round the marker cone and back, only treading on the paper, before passing it to the next scout. Anyone not treading on newspaper, falling off or over, comes back to the start line. The first team to complete the race is the winner.

variations:
If the hall is wide enough, line all scouts up with two sheets each for a straight race, or make it a race of pairs crossing the hall. Make sure the newspaper and feet always cross the lines.


name: Newspaper 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: page 165
materials_list: 2 sheets of newspaper per scout, chalk, 1 bucket per team
skills_developed: aim
keywords: newspaper, bucket, throwing
language: en
normalized_name: newspaper bucketball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts crumple sheets of newspaper into balls and throw them into a bucket placed about three metres away within a two-minute time limit.

rules:
Give each scout two sheets of newspaper. Mark a line to stand behind and place a bucket about three metres away per team. Scouts have two minutes to crumple their paper and throw it into their bucket. After two minutes the paper in the bucket is counted and the team with most is the winner.

source_excerpt:
Scouts are given two minutes to crumple up their two pieces of paper and throw them into their bucket.


name: Newspaper Bucketball 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 165-166
materials_list: 4 newspapers, 4 buckets / washing-up bowls, rubbish bin, chalk
skills_developed: aim
keywords: newspaper, bucket, relay
language: en
normalized_name: newspaper bucketball ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay version of bucketball where teams take turns scrunching a sheet of newspaper into a ball and throwing it into a bucket four metres away.

rules:
Line four teams up behind a line with a bucket four metres in front. On Go the lead scouts pull out a sheet, scrunch it into a ball and throw it into their bucket. If they miss they retrieve the ball and try again until successful, then go to the back of the line. Each bucket scores one point. The winning team reaches a preset score or scores the most in a preset time.

variations:
Scouts have a maximum of five throws per go; if they fail they keep their ball and go to the back. Score a minus point for every missed bucket. Put teams in lines coming out from a large circle with a rubbish bin in the middle aimed at by all teams.

source_excerpt:
On “Go!” the lead scouts pull out a sheet, scrunch it up into a ball and throw it into their bucket.


name: Newspaper Stars
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 166
source_excerpt: On “Go!” they have five minutes to tear the largest five pointed star out of their sheet.
materials_list: 1 sheet of paper per scout
skills_developed: dexterity
keywords: newspaper, star, tearing
language: en
normalized_name: newspaper stars
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout is given one sheet of newspaper and has five minutes to tear out the largest five pointed star they can.

rules:
Give each scout one sheet of newspaper. On Go they have five minutes to tear the largest five pointed star out of their sheet. The scouts with the largest and the most accurate are the winners.


name: Newspaper Strip
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 166
source_excerpt: On “Go!” they have five minutes to tear the longest unbroken strip of paper from their sheet.
materials_list: 1 sheet of paper per scout
skills_developed: dexterity
keywords: newspaper, strip, tearing
language: en
normalized_name: newspaper strip
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout is given one sheet of newspaper and has five minutes to tear the longest unbroken strip of paper they can.

rules:
Give each scout one sheet of newspaper. On Go they have five minutes to tear the longest unbroken strip of paper from their sheet. The scout with the longest strip is the winner.


name: Not Happy
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 166
source_excerpt: The scout that lasts longest without smiling is the winner.
materials_list: stopwatch
keywords: smile, circle, humour
language: en
normalized_name: not happy
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 one scout in the middle. The other scouts try to make the middle scout smile by any means without leaving the circle. The scout that lasts longest without smiling is the winner.

rules:
On Go the circle scouts try to make the middle scout smile by whatever means possible, but cannot leave the circle. Each scout has a go. The scout that lasts longest without smiling is the winner. Any scout that lasts more than a minute goes into a grand final together.


name: Not the Last Match
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: pages 166-167
source_excerpt: Scouts in turn have to take one or more matches from one pile.
materials_list: box of matches
skills_developed: strategy
keywords: matches, strategy, nim
language: en
normalized_name: not the last match
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A strategy game where scouts gather round a table with several piles of matches and take turns removing one or more matches from a pile. The scout who takes the last match is out.

rules:
Put several piles of matches in front of the scouts. Scouts in turn take one or more matches from one pile. The scout who has to take the last match is out. Continue until you have a winner. Each new game has a different number of matches in a different number of piles.

variations:
The scout that takes the last match is the winner; he is awarded a point and starts the new game. The scout with the most points over several games is the winner.


name: Notched Name
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 167
source_excerpt: They then have one minute to write their name. The neatest complete name wins.
materials_list: 1 blindfold, 1 pen and paper per scout
keywords: blindfold, writing, name
language: en
normalized_name: notched name
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts are blindfolded and given paper and pen, then have one minute to write their name. The neatest complete name wins.

rules:
Blindfold the scouts and give them a sheet of paper and pen each. They have one minute to write their name. The neatest complete name wins.


name: Noughts and Crosses
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 167
source_excerpt: Play progresses until one team has a line of three, either vertical, horizontal or diagonal.
materials_list: 9 chairs
skills_developed: knowledge
keywords: noughts and crosses, quiz, chairs
language: en
normalized_name: noughts and crosses
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A quiz version of noughts and crosses using nine chairs in a 3x3 formation. Teams answer questions to place scouts on chairs, aiming to get a line of three.

rules:
Arrange nine chairs in a 3x3 formation. Ask team one a question; if answered correctly one of their scouts sits on a chair. Then ask the other team. Play progresses until one team has a line of three (vertical, horizontal or diagonal). Chairs are vacated for round two and which team starts alternates. The winning team gets the most games over a set period or wins a certain number of games.


name: Number Battle
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 167
source_excerpt: The higher number beats the lower number. Everything beats one apart from ten – one beats ten.
materials_list: slips of paper with numbers
keywords: numbers, tag, teams
language: en
normalized_name: number battle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in two teams each carry a slip of paper with a random number. When a scout tags an opponent they compare numbers, with the higher number winning and taking the loser's number.

rules:
Give all scouts a slip of paper with a random number one to ten. When one scout tags an opponent they compare numbers; the higher number beats the lower. Everything beats one apart from ten – one beats ten. The winner takes the loser's number and pockets it, keeping his original in his hand. The loser gets a new number. At the end, the scout whose slips add up to the highest number is the winner.


name: Number 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 168
materials_list: large sponge ball
skills_developed: aim
keywords: tag, ball, numbers
language: en
normalized_name: number tag
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
All scouts are numbered and scatter while a ball is thrown in the air. A number is called and that scout retrieves the ball and tries to hit other scouts who must freeze.

rules:
Number all the scouts and throw the ball in the air while they scatter. Call out a number; that scout catches/retrieves the ball and the others freeze while he tries to hit them. If he misses he tries again. The first scout he hits throws the ball in the air and calls a number, and the game progresses.

source_excerpt:
Call out a number. That numbered scout has to catch / retrieve the ball at which point the scouts must freeze whilst he tries to hit them with the ball.


name: Off the Ground 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 168
source_excerpt: To avoid being tagged scouts must get their feet off the ground.
keywords: tag, chasing
language: en
normalized_name: off the ground 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 one scout is It and scouts avoid being tagged by getting their feet off the ground.

rules:
One scout is It and the others scatter. Once tagged, the tagged scout becomes It and cannot tag back straight away. To avoid being tagged scouts must get their feet off the ground. It cannot wait by any scout off the ground, he must move on. Any scout off the ground cannot remain off once It has moved away.


name: Off to Camp!
variations: Add additional items including wellies, compass round the neck, or a copy of a book in the 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 168
materials_list: 1 suitcase per team, umbrella, hat, coat, gloves, scarf per team
keywords: relay, dressing up, camp
language: en
normalized_name: off to camp!
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 opens a suitcase, puts on all the camping clothing items, runs off to camp at the other end of the hall and back, then takes everything off and packs it away.

rules:
Put scouts into teams with a suitcase full of items in front of them. On Go the first scout opens the suitcase, puts all the items on, goes off to camp at the other end of the hall, returns, takes off all the clothes and puts them back in the suitcase, then closes it. Each scout repeats this. The first team to get all scouts dressed, travelled and undressed is the winner.

source_excerpt:
On “Go!” the first scout in each team has to open the suitcase and put all the items on then go off to camp at the other end of the hall.


name: Old King Cole
variations: Try Old King Cole on a hill.
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 168-169
materials_list: 1 washing-up bowl, 1 torch
skills_developed: stealth
keywords: night game, woods, stalking, torch
language: en
normalized_name: old king cole
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A night game in the woods. One scout sits with a washing-up bowl and torch; the other scouts have to approach and touch the bowl without being flashed by the torch.

rules:
One scout sits in the woods with a bowl beside him and a torch. The other scouts approach from base and try to touch the bowl without being flashed by the torch. Those flashed return to base and start again. The scout who touches the pot without being flashed swaps places with Old King Cole. Old King Cole cannot sweep the area with the torch, just a flash.

source_excerpt:
The other scouts have to approach from their base and touch the bowl without being flashed by the torch.


name: On the Canoe
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 169
source_excerpt: “On the canoe” means jump up and put both feet on the rope.
materials_list: long length of rope
skills_developed: listening, reaction
keywords: command game, rope, jumping
language: en
normalized_name: on the canoe
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A command game using a rope laid down the hall. Scouts jump to positions based on shouted commands such as On the bank, In the river, Bridge and On the canoe, and the last to react or anyone who moves wrong is out.

rules:
Lay the rope down the hall with scouts lined facing it. “On the bank” means jump to that side of the rope, “In the river” the other side, “Bridge” means straddle the rope with one foot either side, and “On the canoe” means jump with both feet on the rope. Each command, the last scout to carry it out, or any doing the wrong move, is out. Repeating a command twice catches movers out. The last scout left in is the winner.


name: One Less
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 169
source_excerpt: On “Go!” scouts have to run and grab a ball. The scout that doesn’t get one is out.
materials_list: 1 ball per scout less one
keywords: balls, race, elimination
language: en
normalized_name: one less
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Balls are laid in a line and scouts in a parallel line race to grab one. The scout who doesn't get a ball is out, and one ball is removed each round.

rules:
Put the balls in a long line with space between them and the scouts in a parallel line about fifteen metres away. On Go scouts run and grab a ball. The scout who doesn't get one is out. Repeat, removing one ball each time, until one scout is left who is the winner.


name: One Pin 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: pages 169-170
materials_list: 2 or more books or match boxes, 1 tennis or large sponge ball
skills_developed: aim
keywords: skittles, rolling, elimination
language: en
normalized_name: one pin skittles
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams roll a ball to knock over a book or matchbox at the other end of the hall. A successful knock eliminates a scout from the opposing team.

rules:
Line teams up at one end of the hall with a book or match box per team at the other end. The first team's lead rolls the ball at the book then goes to the back. If he knocks the book over, the scout at the back of the other team goes out. Continue until one scout is left, who is the winner. Change ball sizes and distances to vary difficulty.

variations:
Play with just one team. Each successful roll knocks out the next scout in the line, the scout who rolled last, or both.

source_excerpt:
Give the first team the ball and their lead rolls the ball at the book then goes to the back of his team.


name: One-handed Monkeys
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 170
materials_list: 1 banana per scout, 1 table per team, chalk
keywords: banana, relay, eating, camp
language: en
normalized_name: one-handed monkeys
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay to encourage scouts to eat fruit at camp. Scouts run, pick up a banana and peel and eat it using their teeth with one hand behind their back, then tag the next team member.

rules:
Put scouts into teams behind a start line with bananas on tables at the other end. On Go one scout from each team runs, picks up a banana and, with one hand behind his back, peels it with his teeth and eats it. Once consumed he runs back and tags another member. The game continues until one team's members have all eaten a banana, making it the winning team.

variations:
Before running back to tag, the banana eating scouts need to whistle to show their banana is fully consumed. Use other peeled fruit such as oranges, best played outside with a hose to hand.

source_excerpt:
On “Go!” one scout from each team has to run and pick up a banana and, with one hand behind his back, peel the banana using his teeth and eat it.


name: Open your Eyes!
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: pages 170-171
source_excerpt: Put the scouts into teams and send them out at staggered times to find and record the items.
materials_list: pens and paper
skills_developed: observation
keywords: trail, observation, objects
language: en
normalized_name: open your eyes!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An observation trail game where objects are placed along a defined route and teams go out to find and record them.

rules:
Define a route or trail, or provide a map, having placed objects along the route hidden with varying difficulty. Send teams out at staggered times to find and record the items. If items are similar, scouts record where they saw them; if different, also record what they are. The winning team records most items accurately and in the correct places.


name: Opposites
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 171
source_excerpt: one team with that numbered scout has to challenge his opposite number to do and say the opposite.
skills_developed: concentration
keywords: opposites, concentration, teams
language: en
normalized_name: opposites
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in two teams are numbered. A called scout challenges his opposite number to do and say the opposite of what the challenger does and says.

rules:
Call out a number and the numbered scout challenges his opposite number to do and say the opposite. The challenger says one thing while doing another (e.g. “I am standing on one leg” while patting his head); the challenged must do and say the opposite quickly. If both do it correctly and quickly it's a draw; if either gets it wrong it's a point for the other team. Alternate challenger and challenged until everyone has had a go.


name: Ostrich 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 171
keywords: tag, ostrich, chasing
language: en
normalized_name: ostrich 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 scouts avoid being tagged by adopting an ostrich pose: lifting one knee, putting an arm underneath and pinching their nose.

rules:
One scout is It and the others scatter. Once tagged the tagged scout becomes It and cannot tag back straight away. To avoid being tagged a scout must lift one knee, put his arm underneath and pinch his nose with thumb and forefinger. It cannot wait by any ostrich scout, he must move on. Any scout off the ground cannot remain off once It has moved away.

source_excerpt:
To avoid being tagged a scout must lift one up one knee, put his arm underneath and pinch their nose with their thumb and forefinger.


name: Over and Under
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 171-172
materials_list: one football per team, chalk
skills_developed: teamwork
keywords: relay, football, passing
language: en
normalized_name: over and under
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team relay where scouts pass a football backwards down the line, alternating between their legs and over their heads, with the last scout weaving up to the front.

rules:
Line teams up behind a line. Give each lead scout a football. On Go scouts pass it backwards, alternating between their legs and over their heads down the line. The last scout runs in and out of the line up to the lead scout, gives him the ball and crosses the line facing him. Continues with one less scout each time. When just the first lead scout is left he passes the ball and races to the back. The first team to complete the race is the winner.

source_excerpt:
scouts have to pass it backwards, alternating between their legs and over their heads down the line.


name: Over the Top
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 172
source_excerpt: scouts have to pass it backwards over their heads down the line.
materials_list: one football per team, chalk
skills_developed: teamwork
keywords: relay, football, passing
language: en
normalized_name: over the top
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team relay where scouts pass a football backwards over their heads down the line, with the last scout running to the front.

rules:
Line teams up behind a line. Give each lead scout a football. On Go scouts pass it backwards over their heads down the line. The last scout runs up to the lead scout, gives him the ball and crosses the line facing him. Continues with one less scout each time. When just the first lead scout is left he passes the ball and races to the back. The first team to complete the race is the winner.


name: Palm to Palm
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 172
source_excerpt: On “Go!” scouts push and relax their hands so that their opponents move one or both of their feet.
skills_developed: balance
keywords: balance, pairs, pushing
language: en
normalized_name: palm to palm
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A balance contest where scouts in pairs stand opposite each other and push palm to palm, trying to make their opponent move their feet.

rules:
Put scouts into pairs standing thirty centimetres apart with palms touching. On Go scouts push and relax their hands to make their opponent move one or both feet. Even a small movement is enough for a scout to lose.


name: Pancake Race 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 172-173
materials_list: 2 frying pans or tennis rackets, 2 Frisbees
keywords: pancake, relay, frying pan
language: en
normalized_name: pancake race 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 run over a line and back, tossing a Frisbee in a frying pan at least twice on the way out and twice on the way back.

rules:
Divide scouts into two teams. The first two scouts run over a line and back, tossing the Frisbee in the frying pan at least twice each way. If the Frisbee is dropped the scout stops and puts it back on the frying pan. The winning team completes the relay first.

variations:
Use a tennis racket instead of a frying pan and a ball or pancake instead of a Frisbee. If the Frisbee is dropped the scout goes back to the start. If a pancake is eaten the team is disqualified.

source_excerpt:
The first two scouts have to run over a line and back, tossing the Frisbee in the frying pan at least twice on the way out and twice on the way back.


name: Pancake Tossing
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 173
source_excerpt: On “Go!” the lead scouts run to their pans, pick them up and toss their pancake over.
materials_list: 1 frying pan per team, 1 shop-bought pancake per team, 2 marker cones
keywords: pancake, relay, tossing
language: en
normalized_name: pancake tossing
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 to a frying pan and toss a shop-bought pancake successfully before tagging the next team member.

rules:
Line teams up behind marker cones with a frying pan per team containing one pancake at the other end. On Go the lead scouts run to their pans, pick them up and toss their pancake. If it lands on the ground or hangs off the side it doesn't count and must be repeated until successful. Once done they run back and tag scout two. The winning team finishes first.


name: Paper Hoops
description: A relay where scouts cut a hole in a sheet of newspaper and climb through it without breaking 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 173
materials_list: 1 newspaper and pair of scissors per team, chalk
keywords: newspaper, relay, cutting
language: en
normalized_name: paper hoops
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put teams behind a line with a newspaper for each team at the other end. On Go the lead scouts run to their newspaper, cut a hole in a sheet and climb through it without breaking it through to the edge, then run back and tag number two. Play continues until the last scout has run back and all are sitting. The first team to do so is the winner.

source_excerpt:
the lead scouts run up to their newspaper and cut a hole in a sheet and climb through it without breaking it through to the edge.


name: Paperclip Relay
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 173-174
materials_list: 2 tables, 20 paperclips per team, chalk
skills_developed: teamwork
keywords: paperclip, relay, passing
language: en
normalized_name: paperclip 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 transfer paperclips one at a time from one table to another, passing each clip down the team line.

rules:
Teams line up behind a line with a table behind them and another table twenty feet in front with a pile of paperclips. On Go the lead scout runs to the pile, picks up one paperclip, runs back and gives it to scout two who passes it down the line to the scout at the back who puts it on the table. As soon as he's passed the clip the lead scout runs for the next. This continues until all paperclips are transferred. The team that finishes first shouts Finished and, if all clips are transferred, wins.

source_excerpt:
the lead scout has to run up to his team’s pile, pick up one paperclip, run back and give it to the second scout who must pass it back from scout to scout until it reaches the scout at the back who puts it on the table.


name: Pass the Ball
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 174
source_excerpt: On “Go!” scouts have to pass the ball around the circle without it touching the ground.
materials_list: one football per team
skills_developed: teamwork, coordination
keywords: ball, circle, passing
language: en
normalized_name: pass the ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams sit in circles and pass a football around the circle without it touching the ground, aiming for the most consecutive passes.

rules:
Put teams into circles and sitting down. Rest a ball on the ankles of a scout with outstretched feet. On Go scouts pass the ball around the circle without it touching the ground; if it does, the ball goes back to the beginning. The winning team makes the most consecutive passes within a time or is first to reach a set number of passes.


name: Pass the Ball
category: camp-outdoor
subcategory: canoe games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 99
materials_category: specialized
materials_list: one ball per canoe, canoes
skills_developed: balancing
difficulty_level: mediu
keywords: canoe, ball, balance
tags: ["outdoor", "water"]
language: en
normalized_name: pass the ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A canoeing balance game where canoeists stand up in their canoe and pass a ball over heads and under legs along the length of the canoe.

rules:
Place 3 or 4 canoeists in each canoe. One by one they stand up with legs spread apart until everyone is standing. They then pass the ball over the head of one person, under the legs of the next, and so on up and down the length of the canoe. When standing up and sitting down, do so in the order stern person, bow person, middle person, to keep the canoe balanced.

source_excerpt:
They then try to pass the ball over the head of one person, under the legs of the next, etc. etc., up and down the length of the canoe.


name: Pass the Ball
category: camp-outdoor
subcategory: canoe games
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 99
materials_list: one ball per canoe
skills_developed: balancing
keywords: canoe, ball, balance
tags: ["canoe games"]
language: en
normalized_name: pass the ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A balancing game played inside canoes. Three or four canoeists per canoe stand up one by one with legs spread apart, then pass a ball over heads and under legs up and down the length of the canoe.

rules:
Place 3 or 4 canoeists in each canoe. One by one they stand up with their legs spread apart, until everyone is standing. They then try to pass the ball over the head of one person, under the legs of the next, etc. etc., up and down the length of the canoe. Caution: When having the participants stand up and sit down in the canoe, ensure they do so in the following order: stern person, bow person, middle person. This will help to keep the canoe balanced.

source_excerpt:
Place 3 or 4 canoeists in each canoe. One by one they stand up with their legs spread apart, until everyone is standing.


name: Pass the Ball
category: team-building
subcategory: cooperative
content_type: joc
source_file: dragon-games
source_files: ["dragon-games"]
page_reference: page 140
materials_list: tennis ball
skills_developed: teamwork, patience
difficulty_level: mediu
keywords: ball, circle, cooperation
tags: ["cooperative games"]
language: en
normalized_name: pass the ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A cooperative challenge where the group sits in a circle on the ground with legs out in front, squeezed tight so legs touch their neighbours'. A tennis ball is placed between the ankles of one player. The goal is to pass the ball around the circle from person to person without using arms at all. If the ball touches the ground the group must start over.

rules:
Have the group sit in a circle with legs out front, legs touching neighbours. Place a tennis ball between one player's ankles. Pass the ball around the circle without using arms. If the ball touches the ground, start over.

variations:
Can also be played with everyone sitting side-by-side in a line with their legs out in front of them.

source_excerpt:
The goal of the challenge is to pass the ball around the circle, from person to person, without using your arms at all.


name: Pass the 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: page 174
source_excerpt: Any scout that doesn’t catch the ball is out and sits down. The last scout in is the winner.
materials_list: small balloons filled with water
skills_developed: coordination
keywords: balloon, water, circle
language: en
normalized_name: pass the balloon
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in a circle pass a water-filled balloon, moving out a pace after each circuit until they have to throw it. Any scout who fails to catch is out.

rules:
Put scouts in a circle and pass the balloon around. After one circuit scouts all move out one pace and do another circuit, then move out another pace, eventually having to throw the balloon. After each circuit the circle widens. Any scout that doesn't catch the balloon is out and sits down. The last scout in is the winner. Have several balloons ready in case of bursts.


name: Pass the Banana
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 174
source_excerpt: on “Go!” they have to pass the banana along their line using only their feet.
materials_list: two bananas
skills_developed: coordination, teamwork
keywords: banana, feet, relay
language: en
normalized_name: pass the banana
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in two lines sit facing each other with legs outstretched and pass a banana along their line using only their feet.

rules:
Put scouts into two teams in two long lines facing each other, sitting down with legs outstretched. Put a banana between the feet of the two end scouts and on Go they pass the banana along their line using only their feet. If the banana touches any other body part or is dropped it goes back to the start. The first team to get the banana to the other end is the winner.


name: Pass the Bomb
variations: If the ball is dropped at any time both giver and receiver are 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: pages 174-175
source_excerpt: At random intervals blow a whistle and the scout who is holding the ball is out.
materials_list: foam ball or bean bag
keywords: bomb, whistle, elimination
language: en
normalized_name: pass the bomb
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts tag each other to pass a foam ball; at random intervals a whistle blows and the scout holding the ball is out.

rules:
Give the ball to a scout who tags another scout who must take the ball. At random intervals blow a whistle and the scout holding the ball is out. The last one in is the winner.


name: Pass the Ping Pong
description: A relay where scouts pass a ping pong ball from straw to straw by sucking, down the team line.
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 175
source_excerpt: Hopefully the ball will pass from one straw to the next.
materials_list: 1 straw per scout, 1 ping pong ball per team
skills_developed: teamwork
keywords: ping pong, straw, relay
language: en
normalized_name: pass the ping pong
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Put scouts into teams lined up with straws. The lead scouts suck their balls onto their straws. On Go the second scouts suck the balls onto their straws as the lead scouts stop sucking, passing the ball from one straw to the next. Play continues down the line and back up. The first team to complete is the winner. If the ball is dropped it goes back to the last scout to have it for a restart.


name: Pass the Pulse
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 175-176
materials_list: a coin, sweets
skills_developed: concentration, teamwork
keywords: pulse, hand squeeze, camp
language: en
normalized_name: pass the pulse
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A camp game played in two lines holding hands. A coin toss decides whether a hand-squeeze pulse is sent down the line, with the end scout banging the table when he feels it.

rules:
Sit scouts in two lines opposite each other holding hands. Toss a coin only the two end scouts can see. If heads, they send a pulse by squeezing hands down the line. The first scout at the other end to feel the pulse bangs the floor or table for a point. If tails, no pulse is sent, but if someone bangs the table that team loses a point. The two end scouts move to the start and everyone moves down one place.

variations:
Play with the two end scouts having to grab a sweet. If a sweet is grabbed after a tail throw the sweet is awarded to the other scout.

source_excerpt:
If it’s heads then the two scouts have to start to send a pulse down the line by squeezing the scout’s hand that they’re holding.


name: Pass the Time
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 176
skills_developed: time estimation
keywords: counting, time, teams
language: en
normalized_name: pass the time
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A timing game where scouts in teams of four silently count thirty seconds each in sequence, aiming for the whole team to sit down nearest to two minutes.

rules:
Put scouts into teams of four. On Go the first scout silently counts thirty seconds then pokes the second, who counts thirty seconds then pokes the third, and so on. Once all four have counted the team sits down. The team to sit down nearest to two minutes is the winner.

variations:
Use any number of scouts per team, changing the total time counted. Have different members count a different number of seconds.

source_excerpt:
the first scout in each team has to silently count to thirty seconds and then poke the second scout.


name: Patience Relay
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 176-177
materials_list: 1 pack of playing cards, 4 tables, chalk
skills_developed: memory
keywords: cards, relay, patience
language: en
normalized_name: patience relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay where four teams each turn over cards of a suit in order, running back and forth to build Ace to King.

rules:
Put scouts into four teams – Clubs, Spades, Aces and Diamonds. Shuffle each suit and put it face down on each team's table. On Go the lead scouts run up and turn over a card; if it's an Ace they run back and tag the next scout who looks for a two. If the wrong card is turned, the scout turns it back face down and runs back. Play continues until one team has turned all of its suit over in order: Ace, two to ten, Jack, Queen, King.

variations:
For a quicker game, any scout turning over the correct card can stay at the table and have another go until he turns over the wrong card.

source_excerpt:
Play continues until one team has turned all of its suit over in the correct order: Ace, two to ten, Jack, Queen, King.


name: Patterns
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 177
source_excerpt: the second scout attempts to duplicate the position of first scout’s ten markers on his own board.
skills_developed: memory, observation
keywords: memory, draughts board, patterns
language: en
normalized_name: patterns
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A memory game where one scout in each pair places ten markers on a draughts board and the partner has to memorise and duplicate the position on his own board.

rules:
Seat scouts in pairs with a draughts board and five white and five black markers each, and a tea towel per pair. The placer places his ten markers anywhere while the guesser looks away. The guesser then looks for thirty seconds before the placer covers the board with a tea towel. The guesser has two minutes to duplicate the position on his own board. Scouts move up a place, the towel is lifted, and one mark is awarded for a correct position and one for a correct colour, maximum twenty. Then roles swap. The scout with the highest score is the winner.

materials_list:
1 draughts board per scout, five white and five black markers per scout, 1 tea towel per pair, tables and benches


name: Patterns
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 177
materials_list: draughts board or 10x10 grid, white and black markers, tea towel, tables and benches
language: en
normalized_name: patterns
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A memory game played in pairs with draughts boards. One scout (the placer) arranges ten markers on his board while his partner (the guesser) looks away; the guesser then studies the board for thirty seconds, after which it is covered with a tea towel and he must duplicate the marker positions on his own board within two minutes.

rules:
Scouts sit in pairs opposite each other. The placer places five white and five black markers anywhere on his board while the guesser looks away. The guesser studies the board for thirty seconds, then it is covered. He has two minutes to duplicate the position. After two minutes scouts move up one place; marks are awarded - one for correct position, one for correct colour, maximum twenty points. Roles swap and another round is played. Highest score wins.

source_excerpt:
The first scout in each pair (the placer) places his ten markers anywhere on his board whilst the second scout (the guesser) looks away.


name: Peanut Hunt
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 177
source_excerpt: On “Go!” give the scouts a fixed amount of time to find as many peanuts as they can.
materials_list: 1 large packet of peanuts in their shells, permanent marker
skills_developed: searching
keywords: peanuts, hunt, woodland
language: en
normalized_name: peanut hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Peanuts marked with letters spelling SCOUTS are hidden in the playing area, preferably woodland, and scouts search for as many as they can within a time limit.

rules:
Write S-C-O-U-T-S letters on sets of five peanuts and hide all peanuts in the playing area. On Go scouts have a fixed time to find as many peanuts as they can. After the time is up, scouts score five points per peanut, an extra five for every lettered peanut, and an extra ten for every six peanuts that spell SCOUTS. The winner is the scout with most points.


name: Peanut Hunt
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 177
materials_list: large packet of peanuts in shells, permanent marker
language: en
normalized_name: peanut hunt
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A hunting game in which peanuts marked with letters are hidden around a playing area, preferably woodland, and scouts have a fixed time to find as many as possible.

rules:
Write letters on peanuts to spell S-C-O-U-T-S (five each). Hide all peanuts in the playing area. On 'Go!' scouts have a fixed time to find as many as they can. Scoring: five points per peanut, an extra five for every lettered peanut, and an extra ten for every six peanuts spelling SCOUTS. Most points wins.

source_excerpt:
Write “S” on five peanuts, “C” on another five and so on until you have S-C-O-U-T-S. Hide all the peanuts in the playing area, preferably in woodland.


name: Peg Progression
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 177-178
source_excerpt: Every time a scout hits a peg he moves on to that peg and throws at the next peg.
materials_list: 1 stave or wooden pole per team, 5 tent pegs per team, one tennis ball per team, 1 hammer
skills_developed: aim
keywords: pegs, throwing, ball
language: en
normalized_name: peg progression
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A throwing game where teams progress along a line of tent pegs by hitting each with a tennis ball, finally hitting a stave to win.

rules:
Hammer a stave into the ground for each team, then vertically hammer five tent pegs one metre apart in a straight line. Each team stands at its stave and scouts take turns throwing the tennis ball at the nearest peg. Every time a scout hits a peg he moves on to that peg and throws at the next. At the last peg they then hit the stave. The first scout in each team to hit the stave is the winner, followed by a play off with the team winners.

variations:
The ball has to score a direct hit, no rolling or bouncing. Successful hits earn another go, meaning a scout could win before his team members have started.


name: Peg Progression
category: jocuri-cercetasesti
content_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 177-178
materials_list: stave or wooden pole, 5 tent pegs per team, tennis ball per team, hammer
language: en
normalized_name: peg progression
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A throwing game in which teams of scouts take turns throwing a tennis ball at a line of tent pegs, progressing along the line each time they score a hit until they reach the final stave.

rules:
Hammer a stave into the ground for each team, with five tent pegs in a straight line one metre apart. Scouts take turns throwing the tennis ball at the nearest peg; hitting it lets them progress to the next peg. After the last peg they must hit the stave. The first scout to hit the stave wins; team winners can have a play-off.

variations:
The ball has to score a direct hit, no rolling or bouncing. Successful hits earn another go (which means a scout could win before his team members have even started).

source_excerpt:
Each team stands at its stave and scouts take it in turn (youngest first?) to throw the tennis ball at the nearest peg.


name: Penny Scarves
variations: When all but one are out, get them to count their money. The one with most money 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: page 178
source_excerpt: On “Go!” he tries to pull a scout’s scarf from out of his trousers whilst protecting his own.
materials_list: scarves, 1p coin per scout
skills_developed: agility
keywords: scarves, tag, coins
language: en
normalized_name: penny scarves
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts tuck a scarf into the back of their trousers and try to grab opponents' scarves while protecting their own, surrendering a 1p coin when caught.

rules:
Scouts tuck one end of their scarf into the back of their trousers so it hangs on display, and hold a 1p coin in their left fist. On Go they try to pull a scout's scarf out while protecting their own. When successful the scout whose scarf was grabbed is out, gives his coin to the attacker and takes his scarf back. While holding the attacked's scarf the attacker cannot have his own taken. Play continues until one scout is left, who is the winner.


name: Penny Scarves
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 178
source_excerpt: On “Go!” he tries to pull a scout’s scarf from out of his trousers whilst protecting his own.
materials_list: scarves, 1p coin per scout
language: en
normalized_name: penny scarves
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A tag-style elimination game where scouts try to pull each other's scarves while protecting their own, with a 1p coin won from each eliminated scout.

rules:
Scouts tuck one end of their scarves into the back of their trousers. Each scout holds a 1p coin in his left fist. On 'Go!' scouts try to pull others' scarves while protecting their own. A scout whose scarf is grabbed is out, gives his coin to the attacker and takes his scarf back. While holding a captured scarf the attacker cannot have his own taken. Last scout in wins.

variations:
When all but one scout are out, get them to count their money. The one with most money is the winner.


name: Pick up 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: pages 178-179
materials_list: 5 x 1p coins per scout
skills_developed: balance
keywords: coins, balance, wall
language: en
normalized_name: pick up a p
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts stand with their heels against the wall and must bend down to pick up five 1p coins placed in front of them without moving their heels.

rules:
Scouts line up with backs to the hall wall and heels touching it. Put a line of 1p coins about sixty centimetres from the wall. Scouts bend down, keeping their heels touching the wall at all times, pick up five 1p coins and stand back up. The first to succeed is the winner.

source_excerpt:
Scouts then have to bend down, with their heels touching the back of the wall at all times, pick up five 1p coins and stand back up.


name: Pick up 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: pages 178-179
materials_list: 5 x 1p coins per scout
language: en
normalized_name: pick up a p
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A balance challenge in which scouts must bend down to pick up five 1p coins while keeping their heels touching the wall at all times.

rules:
Scouts line up with backs to the wall, heels touching it. A line of 1p coins is placed about sixty centimetres in front of them. Keeping heels against the wall, scouts must bend down, pick up five coins and stand back up. First to succeed wins.

source_excerpt:
Scouts then have to bend down, with their heels touching the back of the wall at all times, pick up five 1p coins and stand back up.


name: Piggy in the Centre
variations: Have more than one ball on the go. Restrict the time scouts can hold the ball to three seconds.
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 179
source_excerpt: Scouts must throw the ball to one another without Piggy getting hold of it.
materials_list: 1 tennis ball
keywords: piggy, ball, circle
language: en
normalized_name: piggy in the centre
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in a circle throw a ball to one another while a scout in the centre, Piggy, tries to intercept it.

rules:
Put scouts into a large circle with one Piggy in the centre. Scouts throw the ball to one another without Piggy getting it. Once Piggy gets the ball, the scout who just threw it becomes Piggy.


name: Piggy in the Centre
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 179
materials_list: tennis ball
language: en
normalized_name: piggy in the centre
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A circle game where scouts throw a tennis ball to one another while one scout in the centre, Piggy, tries to intercept it.

rules:
Scouts form a large circle with one Piggy in the centre. Scouts throw the ball to one another without Piggy getting it. When Piggy gets the ball, the scout who last threw it becomes Piggy.

variations:
Have more than one ball on the go. Restrict the time scouts can individually hold the ball to three seconds.

source_excerpt:
Scouts must throw the ball to one another without Piggy getting hold of it. Once he does, the scout who has just thrown the ball becomes Piggy.


name: Piggy in the 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 179
source_excerpt: If Piggy successfully intercepts the ball he swaps places with the thrower.
materials_list: volleyball
keywords: piggy, ball, circle, bouncing
language: en
normalized_name: piggy in the circle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts in a circle bounce a volleyball across to one another while a scout in the middle tries to intercept it.

rules:
Put scouts in a large circle with one in the middle. Scouts bounce the ball across the circle to another scout. If Piggy successfully intercepts the ball he swaps places with the thrower. Try playing with several balls and/or several piggies.


name: Piggy in the 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 179
materials_list: volleyball
language: en
normalized_name: piggy in 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 scouts bounce a volleyball across the circle to one another while a scout in the middle tries to intercept it.

rules:
Scouts form a large circle with one in the middle. Scouts bounce the ball across the circle to another scout. If Piggy intercepts the ball he swaps places with the thrower. Can be played with several balls and/or several piggies.

source_excerpt:
Scouts have to bounce the ball across the circle to another scout. If Piggy successfully intercepts the ball he swaps places with the thrower.


name: Pigs Fly
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 179
source_excerpt: Anyone who starts to move when you say, “pigs fly” or any other animal is also out.
skills_developed: concentration, reaction
keywords: birds, reaction, circle
language: en
normalized_name: pigs fly
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A reaction game where scouts flap their arms when a bird is named with the word fly, but must not move when a non-bird animal is named.

rules:
Put scouts in a circle. Every time you say “x fly” where x is a bird, scouts flap their outstretched arms. The last one to do so is out. Anyone who starts to move when you say “pigs fly” or any other animal is also out. Flap your own arms regardless to confuse matters. The last scout left in is the winner.


name: Pigs Fly
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 179
language: en
normalized_name: pigs fly
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A reaction and concentration game where scouts flap their arms when a bird is named flying but must stay still for non-birds, with mistakes leading to elimination.

rules:
Scouts stand in a circle with the leader. When the leader says 'x fly' and x is a bird, scouts flap their outstretched arms; the last to do so is out. Anyone who moves for 'pigs fly' or any non-bird animal is also out. The leader flaps regardless to confuse. Last scout in wins.

source_excerpt:
Tell the scouts that every time you say, “x fly” when x is a bird, then the scouts have to flap their outstretched arms. The last one to do so is out.


name: Ping Pong 1,000
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 179-180
materials_list: 1 ping pong ball, pen and paper
keywords: ping pong, catching, scoring
language: en
normalized_name: ping pong 1,000
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
The leader throws a ping pong ball to bounce on the ground and shouts a number; the scout who catches the ball from the first bounce gets that score.

rules:
Throw the ping pong ball to the ground about halfway between you and the scouts, shouting a number between 100 and 1000. The scout who catches the ball from the first bounce gets that score. If the ball bounces again the score is halved. The first scout to reach 2000 is the winner and becomes the thrower.

source_excerpt:
Throw the ping pong ball down to the ground about halfway between you and the scouts. As you do so, shout out a number between 100 and 1000.


name: Ping Pong 1,000
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 179-180
materials_list: ping pong ball, pen and paper
language: en
normalized_name: ping pong 1,000
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A catching game where the leader bounces a ping pong ball and shouts a number; the scout who catches it earns that score, halved if the ball bounces twice.

rules:
Scouts face the leader from about five metres away. The leader throws the ping pong ball to the ground halfway between, shouting a number between 100 and 1000. The scout catching the ball off the first bounce gets that score; if it bounces again the score is halved. First scout to 2000 wins and becomes the thrower.

source_excerpt:
Throw the ping pong ball down to the ground about halfway between you and the scouts. As you do so, shout out a number between 100 and 1000.


name: Ping Pong 5,000 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 180
materials_list: 100 ping pong balls, marker pen, bucket
keywords: ping pong, scoring, bucket
language: en
normalized_name: ping pong 5,000 i
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Ping pong balls marked with scores from 100 to 1,000 are thrown into the air from a bucket and scouts grab up to five each, with the highest total winning.

rules:
Mark ten balls each with 100 to 1,000 and put them all in a bucket. Scouts disperse in the hall. Each scout can pick up a maximum of five balls; any holding more is disqualified. Throw the bucket so all balls fly into the air. The scout whose balls total the most is the winner.

source_excerpt:
Then throw the bucket, holding onto it, so that all the balls fly into the air. The scout whose balls total the most is the winner.


name: Ping Pong 5,000 I
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 180
materials_list: 100 ping pong balls, marker pen, bucket
language: en
normalized_name: ping pong 5,000 i
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A scramble game where numbered ping pong balls are flung into the air from a bucket and scouts grab up to five, the highest total winning.

rules:
Mark ten balls each with 100 through 1,000 and put them in a bucket. Scouts disperse in the hall. They may pick up a maximum of five balls; any scout holding more is disqualified. Throw the bucket so all the balls fly into the air. The scout whose five balls total most wins.

source_excerpt:
Then throw the bucket, holding onto it, so that all the balls fly into the air. The scout whose balls total the most is the winner.


name: Ping Pong 5,000 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: page 180
source_excerpt: Once all the scouts have collected five balls, the scout whose balls total the most is the winner.
materials_list: 100 ping pong balls, marker pen, bucket, pen and paper
keywords: ping pong, scoring, bucket
language: en
normalized_name: ping pong 5,000 ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A leader throws scored ping pong balls at scouts who collect five each and bring them to be totalled, with the highest total winning.

rules:
Mark ten balls each with 100 to 1,000. Scouts face you from about five metres away. They can only have five balls; once they have five they bring them to you and sit down. Throw or bounce the balls at them one at a time fairly quickly. Another leader adds up each scout's five balls, records the totals and refills the bucket. Once all scouts have collected five balls, the scout whose balls total the most is the winner.


name: Ping Pong 5,000 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 180
materials_list: 100 ping pong balls, marker pen, bucket, pen and paper
language: en
normalized_name: ping pong 5,000 ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A variant where the leader throws numbered ping pong balls one at a time at scouts who collect five each and bring them to be totalled.

rules:
Mark ten balls each with 100 through 1,000. Scouts face the leader from about five metres away. Scouts may have only five balls; once they have five they bring them to the leader and sit down. The leader throws or bounces balls one at a time quickly. Another leader adds up each scout's five balls and records totals. Highest total wins.

source_excerpt:
Tell them that they can only have five balls and once they have that many they need to bring them to you, then sit down.


name: Ping Pong Blow Football
description: Two teams blow ping pong balls across opposing lines in a blow-football style 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 180
source_excerpt: On “Go!” scouts have to blow the balls over the two inside lines.
materials_list: chalk, 10 ping pong balls
keywords: ping pong, blowing, football
language: en
normalized_name: ping pong blow football
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Draw two parallel lines down the hall about two metres apart and space ten ping pong balls down the middle. Put two more lines thirty centimetres outside the existing two, and teams line up along these outer lines. On Go scouts blow the balls over the two inside lines. The team that blows more balls over their opponents' line is the winner. Any attempt to impede a ball other than blowing results in disqualification.


name: Ping Pong Blow Football
description: A team game where scouts blow ping pong balls across the opposing team's line down a marked hall.
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 180
source_excerpt: On “Go!” scouts have to blow the balls over the two inside lines.
materials_list: chalk, 10 ping pong balls
language: en
normalized_name: ping pong blow football
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Draw two parallel lines down the hall two metres apart, with ten ping pong balls spaced between them, and two further lines thirty centimetres outside. Teams line up along the outer lines. On 'Go!' scouts blow the balls over the inside lines. The team blowing more balls over the opponents' line wins. Impeding a ball by anything but blowing causes disqualification.


name: Ping Pong Downpour
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 180-181
materials_list: bucket, chalk, coloured ping pong balls
language: en
normalized_name: ping pong downpour
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 bounce coloured ping pong balls into a central bucket from outside a marked circle.

rules:
Mark a large circle scouts must stay out of, with a bucket in the middle. Each team gets a load of one colour of balls. On 'Go!' they bounce balls into the bucket. Balls that leave the circle can be reused; those that stay in cannot. When no balls remain, count balls in the bucket; the team with most wins.

source_excerpt:
On “Go!” they have to bounce the balls into the bucket. Any balls that come out of the circle can be reused, those that stay in the circle can’t.


name: Ping Pong Planting
variations: No more than one ball in one cup.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 181
materials_list: 50 ping pong balls in a bowl, 25 plastic cups
language: en
normalized_name: ping pong planting
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A four-team game where three teams 'plant' ping pong balls in cups while one team 'digs them up', rotating roles over four rounds.

rules:
Place cups around the hall, with balls in a bowl at one end. Three teams plant balls one at a time into cups; the fourth digs them up and returns them, carrying no more than five at a time. After two minutes, count balls in cups - that is the digging team's score. Play four rounds rotating the digging team. The digging team with the lowest score wins.

source_excerpt:
Three teams are planting, the other team is digging up. On “Go!” the teams that are planting take one ball at a time and plant them in the cups.


name: Ping Pong Puff
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 181
materials_list: ping pong ball per scout, plastic spoon per scout
language: en
normalized_name: ping pong puff
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A last-one-standing game where scouts balance a ping pong ball on a spoon and try to blow other scouts' balls off.

rules:
Each scout balances a ball in a spoon. On 'Go!' scouts try to be the last to keep their ball in the spoon. No physical contact; no touching the spoon except holding the handle. Scouts may only dislodge others' balls by blowing. A scout whose ball is blown off retrieves it and leaves the playing area.

source_excerpt:
The only thing that you can do is try and dislodge balls by blowing. When a ball is blown off, the scout must retrieve it and leave the playing area.


name: Ping Pont Archery
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 181-182
materials_list: ping pong balls, dustbin or umbrella and empty tin can, chalk, length of wood, pen and paper
language: en
normalized_name: ping pont archery
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team aiming game where scouts bounce ping pong balls into a central dustbin or umbrella from concentric circles, scoring more points the further away they stand.

rules:
Place a dustbin or opened umbrella on a tin can in the centre, with concentric circles around it from three to ten metres in diameter. Scouts at each circle take turns bouncing a ping pong ball into the dustbin. The nearest circle scores one point per hit, the next two, and so on. After everyone has had a go, the team with most points wins.

variations:
Mark a line with chalk or a length of wood. Scouts sit down and come up one at a time as the line is moved back thirty centimetres at a time, with the score increasing as it moves further away.

source_excerpt:
Give the scouts standing round the nearest circle a ping pong ball each which they have to, in turns, bounce into the dustbin.


name: Pitch Your Tent Game
description: A camp race where teams compete to erect their tents fastest and most correctly.
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 182
materials_list: 1 tent per team
language: en
normalized_name: pitch your tent game
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Place bagged-up tents where they are to be erected. On 'Go!' teams erect their tents. Extra marks for finishing first; points added or deducted for teamwork and considerations such as tightened guys, tent pegs, doors and general stability. The team with most points wins (a minus score is possible).

source_excerpt:
Put the bagged-up tents where they are to be erected. Put your scouts into teams and on “Go!” they have to erect their tents.


name: Playing Card Driving
description: A flicking game where scouts flick playing cards as far as possible to score points for their team.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 182
materials_list: pack of playing cards, chalk, pen and paper
language: en
normalized_name: playing card driving
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Give each scout one playing card and have them remember it. Scouts stand behind a line at one end of the hall and flick their card as far as possible. Ten points for the furthest or those hitting the far wall, eight for second, five for third. First team to a fixed score, or highest score after a set time, wins.

source_excerpt:
Get them to flick their card as far as possible. Ten points for the furthest or those that hit the far wall, eight points for second place, five points for third.


name: Playing Card Putting
category: jocuri-cercetasesti
content_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 182-183
materials_list: pack of playing cards, washing-up bowl, cereal bowl, chalk, pen and paper
language: en
normalized_name: playing card putting
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A flicking accuracy game where scouts flick playing cards into a cereal bowl set inside a washing-up bowl.

rules:
Each scout has one playing card to remember. Scouts stand behind a line; a washing-up bowl with a cereal bowl inside is placed three metres away. Scouts flick their card into the cereal bowl for five points, two for inside the washing-up bowl only. Several rounds are played; first scout to a fixed score, or highest after a set time, wins.

variations:
Play as teams aggregating scores. Mark concentric circles on the floor with more points nearer the centre. Line washing-up bowls one behind the other with higher points the further from the line.

source_excerpt:
Scouts try to flick their playing card into the cereal bowl for five points, two for inside the washing up bowl only.


name: Playing Card Running
description: A team relay where scouts turn over playing cards and run a route determined by the card's suit.
category: jocuri-cercetasesti
content_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 183-184
materials_list: pack of playing cards, marker cone, washing-up bowl per team, chalk
language: en
normalized_name: playing card running
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Teams line up at one end of the hall with a marker cone at the other and a washing-up bowl beside the lead scout, who holds a face-down pack. On 'Go!' the lead scout turns over the first card and passes the pack to scout two. A Club or Spade means running round the cone then to the back of the line; a Diamond or Heart means running straight to the back; in both cases dropping the card in the bowl. The team that works through the whole pack first wins.

variations:
A Club or Spade means the scout runs round the cone but then back to the front of the line and draws again, continuing until he draws a Diamond or Heart, only then going to the back.

source_excerpt:
If the card is a Club or Spade the scout runs round the marker cone and to the back of the line. If it’s a Diamond or Heart the scout runs straight to the back of the line.


name: Please Mr Postman
variations: Play in teams with the return address being the team name, not individual scout names.
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 184
language: en
normalized_name: please mr postman
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A wide game played individually in which scouts must complete the postal process for postcards - addressing, return addressing, stamping and posting - by finding leaders who keep moving around.

rules:
Take scouts into the woods or somewhere dark, each given a postcard. They must: 1. Find the leader with address labels and address the card; 2. Find the leader with return address labels; 3. Find the leader with stamps; 4. Find the leader with the post box and post it. Each stage requires the previous one. Leaders keep moving. Give at least thirty minutes; afterwards count named cards per scout, rejecting those that skipped stages. Most posted postcards wins.

source_excerpt:
without a card it can’t be addressed, without being addressed it can’t be return addressed, without being return addressed it can’t be stamped, and without being stamped it can’t be posted.

materials_list:
cardboard box post box, postcards, sticky address labels, sticky return address labels, pen, sticky stamp labels or rubber stamp and stamp pad


name: Pocket Items
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 184
language: en
normalized_name: pocket items
extraction_confidence: med
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A surprise game where scouts empty their pockets without warning and the one with the most items wins.

rules:
Without warning, tell the scouts to empty their pockets. The scout with most items wins. Packs of cigarettes count as one item.

source_excerpt:
Without warning the scouts, tell them to empty their pockets and the scout with most items in his pocket is the winner.


name: Points - Balancing
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 184-185
materials_list: 1 chair
language: en
normalized_name: points - balancing
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team challenge where every team member must get off the floor using only a chair, with the time taken scored.

rules:
Teams are given a chair each and unlimited time to get every member off the floor using only the chair. The seconds taken are recorded as the team's score. The team with the lowest score wins.

source_excerpt:
Teams of scouts are given a chair each and an unlimited amount of time to get every team member off the floor using only the chair.


name: Points - Ball Throwing
variations: If the ball is dropped the score goes back to 0.
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 185
materials_list: tennis ball
language: en
normalized_name: points - ball throwing
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A timed team game where a scout in the middle of a circle throws and receives a tennis ball from each other scout in turn.

rules:
Each team forms a circle with one scout in the middle, who throws and receives the tennis ball from each other scout in turn. After a minute the number of correct throws is the team's score. The team with the highest score wins.

source_excerpt:
The scout in the middle throws and receives back the tennis ball from each of the other scouts in turn. After a minute the number of correct throws is recorded as that team’s score.


name: Points - Coconut Shy
description: A timed throwing game where teams knock plastic cups off a table using bean bags.
variations: Positioning scouts either side of the table makes for a faster and furiouser 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 185
materials_list: table, 20 plastic cups, bean bags
language: en
normalized_name: points - coconut shy
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
From behind a line, the team throws bean bags to knock plastic cups off a table. The number knocked off in a minute is their score; a team that knocks off all cups scores double. The team with the highest score wins.

source_excerpt:
the team of scouts have to knock plastic cups off a table using bean bags. The number that they knock off in a minute is taken as their score.


name: Points - Sprint Relay
description: A timed relay race up and down the hall, scored by seconds 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: page 185
language: en
normalized_name: points - sprint relay
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Teams run a relay up and down the hall. The number of seconds taken is recorded as the team's score. The team with the lowest score wins.

source_excerpt:
Teams of scouts run a relay up and down the hall. The number of seconds taken is recorded as that team’s score in seconds.


name: Points - Targets
description: A timed throwing accuracy game where teams throw bean bags into a washing-up bowl.
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 185
materials_list: washing-up bowl, bean bags
language: en
normalized_name: points - targets
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
From behind a line, each team has one minute to throw as many bean bags as possible into the washing-up bowl, scoring one point per direct hit. The team with the highest score wins.

source_excerpt:
each team of scouts has one minute to throw as many bean bags into the washing-up bowl, scoring one point for each direct hit.


name: Polo
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 185-186
materials_list: 2 long lengths of rope, small coloured circles of card
language: en
normalized_name: polo
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
An outdoor wide game where one team patrols a rope corridor (shaped like a Polo mint) to prevent the other team from creeping through to a central circle without being tagged.

rules:
Tie one rope round trees to form an enclosed area, and a second wider rope to make a corridor around it. One team patrols the corridor; the other team creeps up and runs under both ropes into the centre circle without being tagged. Tagged scouts are out or go back to try again. After twenty minutes, count scouts who made it through, then swap teams. The team getting most scouts through wins (the patrolling team with the lowest score wins).

variations:
Give every scout a coloured card. Scouts reaching the middle put their card in a pot and collect another to try again. They cannot be tagged on the way out; if tagged on the way in their card is confiscated by the tagger. Count card in the pot minus card collected by taggers; highest net score wins.

source_excerpt:
On a blow of the whistle the other team have to creep up to the corridor and run under both ropes into the centre circle without being tagged.


name: Pop
description: A team relay where scouts in line take turns blowing up and popping a paper bag.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 186-187
materials_list: one paper bag per scout
language: en
normalized_name: pop
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Teams line up. Each scout has a paper bag. On 'Go!' the lead scout blows up the bag fully and claps his hands to pop it; the scout behind then follows. The winning team is the first whose members have all popped their bags.

source_excerpt:
On “Go!” the lead scout has to fully blow up the bag and clap hands together to pop it. Once the lead scout has popped his bag, the scout behind follows.


name: Pop 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 187
materials_list: one paper bag per scout
language: en
normalized_name: pop ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team relay variant where scouts run to a pile of paper bags, blow one up and pop it before running back.

rules:
Teams line up with paper bags at the other end of the playing area. On 'Go!' the lead scout runs to the bags, blows one up and pops it, then runs back. Play continues through the team. The first team whose members have all popped their bags wins.

source_excerpt:
On “Go!” the lead scout has to run up to the bags, blow one up and pop it before running back to his team.


name: Port & Starboard
variations: Wipe the whiteboard clean (so scouts must remember the commands).
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 187-188
language: en
normalized_name: port & starboard
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A classic ship-themed reaction game where scouts run to walls and perform actions on shouted commands, with the last to respond eliminated.

rules:
Scouts are on a ship: Fore (front wall), Aft (back), Port (left), Starboard (right). On those words scouts run to the correct wall; the last is out or loses a life. Additional commands have set actions (e.g. Batten down the hatches, Captain's onboard, Lifeboats [number], Man overboard, Scrub the decks, Sharks, Turn turtle). The last to perform each command is out or loses a life. Last scout in wins.

source_excerpt:
Whenever you shout one of these words scouts have to run to the correct wall. The last one to the wall is out or loses a life.


name: Potato (Couch)
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 188
materials_list: sack of potatoes
language: en
normalized_name: potato (couch)
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team game where teams stuff as many potatoes into their clothing as possible in two minutes, scored by weight.

rules:
Weigh the sack of potatoes. Each team, one at a time, stuffs as many potatoes into their clothing as they can in two minutes. Weigh the remainder of the sack. The team stuffing the greatest weight wins. Retrieve all potatoes between rounds; dropped potatoes not picked up go back in the sack with double their weight in the calculation.

source_excerpt:
Get each team, one at a time, to stuff as many potatoes into their clothing that they can in two minutes.


name: Potato
category: jocuri-cercetasesti
content_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 188-189
language: en
normalized_name: potato
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A blindfold-style walking game where scouts move around with eyes closed and one designated 'Potato' eliminates others by bumping into them.

rules:
Scouts close their eyes; the leader touches one on the head to be 'Potato'. Scouts walk slowly around the hall. When two bump into each other they quietly say 'Sorry' and continue - except Potato, who says 'Potato' and the scout he bumped opens his eyes and leaves. Continue until all are potatoed; the last out can be the new Potato.

variations:
Make it a timed challenge to see which Potato can eradicate the scouts quickest. Do it as a team effort with several Potatoes.

source_excerpt:
When he bumps into someone he says, “Potato” and the scout that he bumped into opens his eyes and leaves the playing area.


name: Potato Bowling
description: A bowling game using potatoes rolled down a lane to knock over plastic cups arranged as pins.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 189
materials_list: potatoes, 15 plastic cups per lane, tape
language: en
normalized_name: potato bowling
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Mark a bowling lane with coloured tape. Set up cups in an equilateral triangle with five cups facing back down the lane. Scouts roll potatoes down the lane to knock cups over, scoring as in usual bowling with spares and strikes. Alternatively, two bowls each scored as a team; highest team score wins.

variations:
Medium-sized potatoes work best. Bowl them on their sides so they roll properly. Keep cups upright. For a messy version, fill the cups with water.

source_excerpt:
Scouts then roll their potatoes down the lane to try to knock the cups over, scoring as for usual bowling with spares and strikes.


name: Potato Bowls
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 189
materials_list: 2 medium potatoes per scout, 1 small potato per pair
language: en
normalized_name: potato bowls
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A potato version of lawn bowls played in pairs from opposing teams, rolling potatoes towards a small potato jack.

rules:
Each scout gets two potatoes marked with initials in their team colour. Scouts split into pairs of two from different teams. Each pair gets a small potato as the jack. One scout rolls the jack, then each pair takes turns rolling their two potatoes. The nearest potato to the jack in each pair scores five points for the team. After a set number of games, the highest-scoring team wins.

variations:
Have two points for the second nearest potato. Play as a knockout with one eventual winner. Play one big game with one jack between all the scouts.

source_excerpt:
the scouts in each pair take it in turns to roll their two potatoes. The nearest potato to the jack in each pair scores five points for the team.


name: Potato Crisp Tasting
description: A taste-test game where teams identify crisp flavours by tasting 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: pages 189-190
materials_list: bowl and table per team, 10 different flavour packets of crisps, pens and paper
language: en
normalized_name: potato crisp tasting
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Decant one flavour of crisp into bowls. Gather teams round a table each with a bowl in the middle. Scouts taste and write down the flavour, repeating with other flavours. Teams swap answers for marking. The team with most correct flavours wins.

variations:
Set up a central table with numbered bowls each containing a different flavour, letting scouts wander between bowls. Include unusual flavours and be strict on marking.

source_excerpt:
Let the scouts taste and write down the flavour. Repeat with the other flavours. Then get the teams to swap answers for marking.


name: Potato Head
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 190
language: en
normalized_name: potato head
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A craft activity where scouts decorate a potato with vegetables and craft items to make a Mr or Mrs Potato Head.

rules:
Give scouts a potato each, with vegetable bits and craft items on a central table. Scouts have twenty minutes to make a Mr or Mrs Potato Head. Judge in categories including best, ugliest and funniest.

source_excerpt:
Give the scouts twenty minutes to make a Mr or Mrs Potato Head. Have various categories including best, ugliest, funniest.

materials_list:
1 potato each, vegetable bits, craft items (string, coloured paper, glitter), glue and cocktail sticks, table


name: Potato Marbles
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 190
materials_list: a few small potatoes per scout, Sharpies
language: en
normalized_name: potato marbles
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A marbles-style game using potatoes rolled into a circle, where hitting another potato lets a scout claim both.

rules:
Mark a circle in the hall and give each scout six potatoes marked with their initials. Scouts take turns rolling one potato into the circle. If theirs hits another, they claim both and have another go until they miss. After a set time or a couple of rounds, the scout with most potatoes wins.

variations:
Make it harder with a longer run-up, such as a marked lane down the hall, with potatoes staying between the markings.

source_excerpt:
They then take it in turns to roll one potato into the circle. If theirs hits another they claim both potatoes and have another go until they miss.


name: Potato Pyramids
description: A building challenge where teams construct the largest pyramid using only potatoes.
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 190-191
source_excerpt: Give the scouts five minutes to build the largest pyramid with just the potatoes.
materials_list: 30 potatoes, 1 table per team
language: en
normalized_name: potato pyramids
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Give each team a table and 30 potatoes (similar sizes within each team). Scouts have five minutes to build the largest pyramid with just the potatoes.


name: Potato Sweep
description: A team relay where scouts sweep potatoes back and forth across the hall with a broom.
variations: Use more potatoes; mark out lanes the potatoes must not cross.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 191
materials_list: potatoes, 1 broom per team
language: en
normalized_name: potato sweep
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Divide each team in half, one half at each end of the hall. Give each team three potatoes. On 'Go!' team members take turns sweeping the potatoes from one end to the other, where the next member sweeps them back. The team that sweeps their potatoes back and forth quickest wins.

source_excerpt:
team members take it in turn to sweep the potatoes from one end of the hall to the other whereupon the next team member will sweep them back.


name: Potato Wheel-Barrow Race
description: A wheelbarrow race in pairs with a potato balanced on the back of each wheelbarrow.
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 191
materials_list: one potato per pair
language: en
normalized_name: potato wheel-barrow race
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Scouts pair up for a standard wheelbarrow race, one walking on his hands and the other lifting his legs. A potato is placed on the back of each wheelbarrow. If the potato falls off, the wheelbarrow must return to the start.

source_excerpt:
Put a potato on the back of each wheelbarrow and they’re off! If the potato falls off the wheelbarrow has to return to the start.


name: Predator
category: jocuri-cercetasesti
content_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 191-192
materials_list: 2 cat collars with bells, 1 blindfold per scout
language: en
normalized_name: predator
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A blindfold game where pairs of scouts find each other using animal noises while avoiding a blindfolded predator with bell collars.

rules:
Pairs decide on an animal noise, are blindfolded and split into different parts of the hall. One scout is blindfolded as the predator with cat collars on his wrists, shaking them roughly every ten seconds. On 'Go!' the animals find each other through their noises; if successful they remove blindfolds and go to one side. If the predator tags them and says 'Predator!' they go to the other side. Count successful pairs as the predator's score; lowest score wins. Scouts take turns being predator.

source_excerpt:
On “Go!” the animals try to find each other through their animal noises. If they succeed, they remove their blindfolds and go to one side of the hall.


name: Prison Break 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 192
materials_list: 1 blindfold per scout
language: en
normalized_name: prison break out
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team game where blindfolded 'guards' try to tag 'prisoners' crawling through their legs to escape the prison.

rules:
Line one team (guards) down the middle of the hall, feet apart touching neighbours', blindfolded, arms held out front. On 'Go!' the prisoners have five minutes to escape by crawling through different pairs of legs. Guards may lower one arm at a time to tag an escaping prisoner; a correct tag captures the prisoner, a wrong one loses the guard a life. After five minutes, count captured and escaped, then reverse roles. The team with the higher combined total wins.

source_excerpt:
the scouts in the other team (the prisoners) have five minutes to break out of the prison by crawling through the legs of the guards.


name: Prove 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 192-193
language: en
normalized_name: prove it!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A knockout game in pairs where scouts estimate how many steps it takes to reach each other, challenging each other to prove the claim.

rules:
Pairs stand back to back. One shouts 'Start!' and they walk away from each other; the other shouts 'Stop!' and they turn to face each other. The first says 'I can reach you in [x] steps.' The second either claims a lower figure or says 'Prove it!' Once 'Prove it!' is said, the other must stride towards the challenger in the stated number of steps or fewer, with no run-ups. Success advances him; failure advances his partner. One eventual winner.

source_excerpt:
The first then says, “I can reach you in [x] steps.” The second either has to say, “I can reach you in [a lower figure] steps” or “Prove it!”


name: Pull and Push
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 192
materials_list: scaffolding board, 6 bricks, length of rope
language: en
normalized_name: pull and push
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A balance-and-strength duel where two scouts stand on a scaffolding board and try to make each other let go of a rope or fall off.

rules:
Set a scaffolding board on bricks, two at each end and two in the middle. A scout stands at each end holding a length of rope with both hands. On 'Go!' scouts try to cause each other to let go of the rope with one or both hands, or fall off the board, by pulling and loosening the rope. No physical contact. Winners can play each other.

source_excerpt:
On “Go!” the scouts have to cause each other to let go of the rope with one or both hands, or fall off the board, by pulling and loosening the rope.


name: Pull and Push
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 193
materials_list: scaffolding board, bricks, rope
skills_developed: balance, strategy
difficulty_level: mediu
keywords: tug, balance, rope, knockout
tags: ["physical", "indoor"]
language: en
normalized_name: pull and push
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two scouts stand on a scaffolding board set on bricks, each holding a length of rope with both hands. On the signal they try to make each other let go of the rope or fall off the board by pulling and loosening the rope, with no physical contact allowed. Winners progress to play each other.

rules:
Set the scaffolding board on bricks, two at each end and two in the middle. A scout stands on each end holding the rope. On 'Go!' they must cause the opponent to let go with one or both hands, or fall off the board, by pulling and loosening the rope. No physical contact is permitted.

variations:
See 'Pull and Push II', which uses two tree stumps three to five metres apart instead of a scaffolding board.

source_excerpt:
On “Go!” the scouts have to cause each other to let go of the rope with one or both hands, or fall off the board, by pulling and loosening the rope.


name: Pull and Push II
description: A variant of Pull and Push played on tree stumps instead of a scaffolding board.
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 192
language: en
normalized_name: pull and push ii
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
rules:
Find two tree stumps three to five metres apart. A scout stands on each holding a length of rope with both hands. On 'Go!' scouts try to cause each other to let go of the rope, or fall off their stump, by pulling and loosening the rope. Winners can play each other.

source_excerpt:
Put a scout on each stump holding a length of rope with both hands. On “Go!” the scouts have to cause each other to let go of the rope with one or both hands, or fall off their stump.

materials_list:
2 tree stumps about 30cm diameter and height (or 2 square pieces of wood on 4 bricks each), long length of rope


name: Pumped-up Potatoes
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 193
materials_list: 1 table per team, 1 potato each, Sharpie
language: en
normalized_name: pumped-up potatoes
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A racing game where scouts release named potatoes down a ramp made from a folding table to a finish line.

rules:
Set up folding tables with one pair of legs down to form a ramp, side by side at one end of the hall, with a finish line at the other end. Each scout writes their name on a potato. They place potatoes at the top of the ramp and let go, racing them down. First over the finish line wins.

variations:
Several variations: straightest potato, lanes the potatoes must not cross, furthest potato, funniest roll, with heats and knockouts individually or in teams.

source_excerpt:
They then race their potatoes down the ramp. Put the potatoes at the top of the ramp and let go. First over the finish line wins.


name: Pumped-up Potatoes
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 193
materials_list: folding table, potato, Sharpie
difficulty_level: usor
keywords: race, potato, ramp
tags: ["indoor", "fun"]
language: en
normalized_name: pumped-up potatoes
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Each scout writes their name on a potato and races it down a ramp made from a folding table tipped with one pair of legs down. The first potato over the finish line at the other end of the hall wins.

rules:
Set up folding tables with one pair of legs down to make ramps placed side by side at one end of the hall. Mark a finish line at the other end. Give each scout a potato to label. They place the potatoes at the top of the ramp and let go; the first over the finish line wins.

variations:
Several alternatives: straightest potato, lanes the potatoes must not cross, furthest potato, funniest roll. Heats and knockouts can be run individually or in teams.

source_excerpt:
Give each scout a potato and get them to write their name on it with a Sharpie. They then race their potatoes down the ramp.


name: Push Me Pull You
variations: Have the scouts facing each other on the stick. Smiling leads to disqualification.
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 193-194
materials_list: 1 broom stick / stave / bamboo cane per team, chalk
language: en
normalized_name: push me pull you
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A team relay where pairs run with a stick between their legs facing opposite directions, completing circuits of the hall.

rules:
Teams stand at one end of the hall. The first two in each team put the stick between their legs facing away from each other, run to the far end, touch the wall and run back - so the forward-facing scout now goes backwards and vice versa. The next pair repeats. The first team to complete ten circuits wins.

source_excerpt:
the first two in each team have to put the stick between their legs, facing away from each other, run to the far end of the hall, touch the wall and run back again.


name: Push Me Pull You
variations: Have the scouts face each other on the stick; smiling leads to disqualification.
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 193-194
materials_list: broom stick or stave or bamboo cane, chalk
skills_developed: coordination, teamwork
difficulty_level: mediu
keywords: relay, race, pairs
tags: ["indoor", "team"]
language: en
normalized_name: push me pull you
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A relay where pairs hold a broom stick between their legs facing away from each other and run a circuit, one forwards and one backwards, then swap direction on the return. The first team to complete ten circuits wins.

rules:
Put the scouts into teams with a broom stick each. On 'Go!' the first two put the stick between their legs, facing away from each other, run to the far wall, touch it and run back so the one going forwards is now going backwards. The next pair repeats. First team to complete ten circuits wins.

source_excerpt:
On “Go!” the first two in each team have to put the stick between their legs, facing away from each other, run to the far end of the hall, touch the wall and run back again


name: Quarter 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 194
source_excerpt: Any scout hit below the shoulders has to immediately join the team whose scout threw the ball.
materials_list: 4 large sponge balls, chalk
language: en
normalized_name: quarter dodge ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A dodgeball variant played in a hall divided into quarters, where scouts hit by a ball join the throwing team.

rules:
Mark a huge '+' on the hall floor dividing it into quarters, with one team per quarter. Throw the ball in. Scouts catch or pick up the ball with no penalty and throw it at opponents. Any scout hit below the shoulders joins the throwing scout's team. Play continues until one team remains, or for five minutes when the team with most players wins. If two teams lose all players, change quarters to halves.


name: Quarter 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 194
source_excerpt: Any scout hit below the shoulders has to immediately join the team whose scout threw the ball.
materials_list: 4 large sponge balls, chalk
skills_developed: agility, throwing
difficulty_level: mediu
keywords: dodgeball, throwing, teams
tags: ["indoor", "active"]
language: en
normalized_name: quarter dodge ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
The hall is divided into quarters by a chalk '+', with one team in each quarter. Scouts throw sponge balls at opponents; anyone hit below the shoulders joins the throwing scout's team. Play continues until one team remains or, after five minutes, the team with the most players wins.

rules:
Mark a huge '+' dividing the hall into quarters and put a team in each. Throw the ball in. Scouts can catch or pick up the ball with no penalty and throw it at opponents. Any scout hit below the shoulders joins the team whose scout threw the ball. If two teams lose all players, switch from quarters to halves.


name: Radar
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 194
materials_list: blindfolds
language: en
normalized_name: radar
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A blindfold relay where a team leader guides a blindfolded scout up and down the hall by voice alone.

rules:
Divide scouts into teams at one end of the hall with an assigned leader. Blindfold one scout per team. On 'Go!' the leader guides the blindfolded scout to the other end and back by voice alone, using 'Follow my voice' or directions. When they return, the blindfold passes to the next scout. The first team to complete the relay wins.

variations:
Treat the game as a number of races scored by points; first blindfolded scout back gets five points, second two, third one, then repeat. Most points wins.

source_excerpt:
on “Go!” the team leader has to get the blindfolded scout to the other end of the hall and back again, by voice alone.


name: Radar
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 194
materials_list: blindfolds
skills_developed: communication, trust, listening
difficulty_level: mediu
keywords: blindfold, relay, voice
tags: ["indoor", "team"]
language: en
normalized_name: radar
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A blindfolded scout is guided by their team leader's voice alone down the hall and back in a relay. The first team to complete the radar relay wins.

rules:
Divide scouts into teams at one end of the hall with an assigned leader. Blindfold one scout per team; on 'Go!' the leader guides the blindfolded scout to the other end and back by voice alone, by 'Follow my voice' or by directions. Then the blindfold passes to the next scout. First team to finish the relay wins.

variations:
Treat the game as a number of races scored by points, with the team with the most points the winner; e.g. first back gets five points, second two, third one.

source_excerpt:
Blindfold one scout from each team and on “Go!” the team leader has to get the blindfolded scout to the other end of the hall and back again, by voice alone.


name: Raiders
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 194-195
materials_list: chalk
language: en
normalized_name: raiders
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A territory tagging game where a chosen raider invades the opposing team's side, tags scouts and tries to get back within ten seconds.

rules:
Mark a centre line and divide scouts into two teams either side. The first team chooses a raider, who goes (both feet) into the other team's territory, tags as many scouts as possible and returns within ten seconds (counted aloud) without being held. If he fails to return in time, he stays on the opponents' side and his tagged scouts remain on theirs. If he succeeds, all tagged scouts go with him. Roles repeat with the other team. After a set time, the team with more scouts wins.

variations:
Tagged scouts go out. Raiders who miss the ten-second rule can return to their side, but without those tagged.

source_excerpt:
This scout has to go (both feet) into the other team’s territory, tag as many scouts as possible and get back to his team’s side within ten seconds.


name: Raiders
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 194-195
materials_list: chalk
skills_developed: strategy, agility, teamwork
difficulty_level: mediu
keywords: tag, raid, teams, top fifty
tags: ["active", "strategy"]
language: en
normalized_name: raiders
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A Top Fifty game played by two teams either side of a centre line. A nominated raider enters the opponents' territory, tags as many scouts as possible, and must return within ten seconds. If successful, all tagged scouts join them; if not, the raider stays on the opponents' side. Teams alternate and the team with more scouts at the end wins.

rules:
Mark a centre line and put two teams either side. A raider goes both feet into the other team's territory, tags as many scouts as possible and returns within ten seconds counted aloud, without being held. If he fails to return in time, whether held or not, he stays on the opponents' side and tagged scouts remain. If he returns in time, all tagged scouts join him. Teams alternate; the team with more scouts at the end wins.

variations:
Tagged scouts go out. Raiders that miss the ten-second rule can return to their side but without those they tagged.

source_excerpt:
This scout has to go (both feet) into the other team’s territory, tag as many scouts as possible and get back to his team’s side within ten seconds


name: Rattlesnake Raider
category: jocuri-cercetasesti
content_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 195-196
materials_list: tin partially filled with dried peas or beans, long sock stuffed with paper, 2 blindfolds
language: en
normalized_name: rattlesnake raider
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A blindfold listening game where a 'raider' tries to club a 'rattlesnake' inside a circle, locating it by the sound of its rattle.

rules:
Scouts form a large circle with two blindfolded scouts in the middle: the rattlesnake holds a tin of dried peas, the raider holds a stuffed sock. The raider counts to six while the rattlesnake moves freely; at six the raider shouts 'Rattlesnake!', the rattlesnake stops and shakes the rattle once. The raider walks towards the sound and swings. A miss scores for the rattlesnake's team, a hit scores for the raider's team. Two more rounds, then swap. Highest team score wins.

source_excerpt:
At six the raider shouts, “Rattlesnake!”, the rattlesnake stops moving and shakes his rattle once. The raider walks quickly in the direction of the rattlesnake and swings his “club” at where he thinks the rattlesnake is.


name: Rattlesnake Raider
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 195
source_excerpt: At six the raider shouts, “Rattlesnake!”, the rattlesnake stops moving and shakes his rattle once.
materials_list: tin partially filled with dried peas or beans, long sock stuffed with paper, 2 blindfolds
skills_developed: listening, spatial awareness
difficulty_level: mediu
keywords: blindfold, sound, circle
tags: ["indoor", "sensory"]
language: en
normalized_name: rattlesnake raider
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two blindfolded scouts stand in a circle: a rattlesnake holding a tin of dried peas and a raider holding a stuffed sock club. The raider counts to six, shouts 'Rattlesnake!', and the rattlesnake shakes its rattle once; the raider then swings at where it thinks the snake is, scoring points for hits or misses.

rules:
Put scouts into teams and into a large circle with two blindfolded in the middle. The raider counts to six while the rattlesnake moves freely. At six the raider shouts 'Rattlesnake!', the snake stops and shakes the rattle once, and the raider swings the club. A miss scores for the rattlesnake's team, a hit scores for the raider's team. Three rounds before swapping. The highest-scoring team wins.


name: Retrieve the Mousetrap
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 196
language: en
normalized_name: retrieve the mousetrap
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A problem-solving game where teams build a tool from bamboo canes, string and clothes pegs to retrieve a set mousetrap without crossing a line.

rules:
Teams stand behind a line with bamboo canes, string and clothes pegs; a set mousetrap is placed two metres out. On 'Go!' teams retrieve their mousetrap without stepping over the line. One method: lash the canes together, tie string to an end like a fishing rod, attach a peg to the end and one halfway down, lower the peg to one side of the trap's pressure pad, drape the string across using the other peg, setting the trap off and trapping the string so it can be lifted back over the line. First team to retrieve the mousetrap wins.

source_excerpt:
On “Go!” teams have to retrieve their mousetrap without stepping over the line. The first team to retrieve the mousetrap is the winner.

materials_list:
2 x 1.5m bamboo canes, 3 x 0.5m lengths of string, 2 clothes pegs, 1 little nipper mouse trap per team, chalk


name: Retrieve the Mousetrap
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 196
source_excerpt: On “Go!” teams have to retrieve their mousetrap without stepping over the line.
materials_list: 2 bamboo canes, string, 2 clothes pegs, little nipper mouse trap, chalk
skills_developed: problem-solving, teamwork, dexterity
difficulty_level: dificil
keywords: puzzle, construction, fishing rod
tags: ["indoor", "problem-solving"]
language: en
normalized_name: retrieve the mousetrap
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams must retrieve a set mousetrap placed two metres beyond a line without crossing the line, typically by building a fishing-rod tool from bamboo canes, string and clothes pegs that sets off the trap and lets it be lifted back over.

rules:
Put teams behind a line with their team items, except the set little nipper mousetrap placed two metres out. On 'Go!' teams retrieve the mousetrap without stepping over the line. First team to retrieve it wins. One method: lash the two canes together, tie string to an end like a fishing rod, attach pegs so the string drapes across the pressure pad to trigger the trap and trap the string, then lift it back.


name: Rewrite the News!
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 196
materials_list: one newspaper per team
language: en
normalized_name: rewrite the news!
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 reassemble a newspaper whose pages have been deliberately scrambled into the correct order.

rules:
Give each team a newspaper with pages rearranged - use the same newspaper rearranged identically for fairness. On 'Go!' scouts rearrange the pages into the right order. The winning team is the one that puts the pages back in correct order first.

source_excerpt:
On “Go!” the scouts have to rearrange the pages into the right order. The winning team is the one that puts the pages back into the correct order first.


name: Rewrite the News!
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 196
source_excerpt: On “Go!” the scouts have to rearrange the pages into the right order.
materials_list: one newspaper per team
skills_developed: teamwork, sequencing
difficulty_level: usor
keywords: newspaper, sorting, race
tags: ["indoor", "team"]
language: en
normalized_name: rewrite the news!
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams are each given a newspaper whose pages have been jumbled in the same order, and they must rearrange the pages back into the correct order. The first team to do so wins.

rules:
Put scouts into teams and give each a newspaper with its pages rearranged identically for fairness. On 'Go!' the scouts rearrange the pages into the right order. The first team to put the pages back correctly wins.


name: Ring the Bottle
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 196
language: en
normalized_name: ring the bottle
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 build a fishing rod with a curtain ring and try to ring and lift plastic bottles.

rules:
Teams stand behind a line with a selection of plastic bottles on the other side. Each scout gets a bamboo cane, a curtain ring and a length of string. Scouts construct a fishing rod, then fish for bottles by getting the ring over the bottle necks and lifting. Once all bottles are fished, the team with most wins. Rod-making can be part of the game or done beforehand.

source_excerpt:
Scouts have to construct a fishing rod and then fish for bottles by getting the ring over the neck of the bottles and lifting.

materials_list:
plastic bottles, 1 bamboo cane per scout, length of string per scout, brass curtain ring per scout, chalk


name: Ring the Bottle
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 196
materials_list: plastic bottles, bamboo canes, string, brass curtain rings, chalk
skills_developed: dexterity, construction
difficulty_level: mediu
keywords: fishing rod, bottles, ring
tags: ["indoor", "skill"]
language: en
normalized_name: ring the bottle
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts construct a fishing rod from a bamboo cane, string and a curtain ring, then fish for plastic bottles by getting the ring over a bottle's neck and lifting. The team that lands the most bottles wins.

rules:
Put teams behind a line with plastic bottles on the other side. Give each scout a bamboo cane, curtain ring and string. Scouts construct a fishing rod and fish for bottles by getting the ring over the bottle neck and lifting. The team with the most bottles wins. The rod-making may be part of the game or done beforehand.

source_excerpt:
Scouts have to construct a fishing rod and then fish for bottles by getting the ring over the neck of the bottles and lifting.


name: Ring the Pegs
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 197
source_excerpt: Scouts then have to throw their rings over the pegs. The team with the highest score is the winner.
materials_list: 20 tent pegs, jar sealing rings, 2 marker cones, permanent marker pen
skills_developed: accuracy, throwing
difficulty_level: usor
keywords: ring toss, throwing, scoring
tags: ["outdoor", "skill"]
language: en
normalized_name: ring the pegs
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Tent pegs scored between five and fifty are hammered into the ground in a random pattern; scouts throw jar-sealing rings to land them over the pegs. The team with the highest total score wins.

rules:
Put teams behind marker cones. Mark each tent peg with a score between five and fifty and hammer them sideways into the ground in a random pattern. Give each scout five rings marked with their team name. Scouts throw their rings over the pegs. The team with the highest score wins.


name: Ring, Ring
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 197
source_excerpt: One scout is blindfolded and five scouts go up to him and in turn imitate the sound of a telephone.
skills_developed: listening, voice recognition
difficulty_level: usor
keywords: blindfold, guessing, sound
tags: ["indoor", "sensory"]
language: en
normalized_name: ring, ring
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A blindfolded scout listens as five scouts in turn imitate a telephone sound, and gets one guess per scout as to who is making each noise. Correctly guessed scouts swap in, and if none are guessed the blindfolded scout stays It.

rules:
One scout is blindfolded and five scouts in turn imitate a telephone sound. The blindfolded scout has one guess per scout (e.g. 'I think telephone number two is Amy'). The first correctly guessed scout swaps places and five new scouts are chosen. If no scout is guessed, the blindfolded scout stays It with five new telephones.


name: Rock, Paper, Scissors Takeover
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 197
skills_developed: quick thinking
difficulty_level: usor
keywords: rock paper scissors, teams
tags: ["indoor", "team"]
language: en
normalized_name: rock, paper, scissors takeover
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams line up behind their lead scouts who play rock, paper, scissors. The loser crosses to the winner's side; both go to the back of the winning line and the next pair plays. The team that wins all the other team's scouts wins.

rules:
Put scouts into two teams lined up behind their lead scouts opposite each other. Lead scouts put a hand behind their back and on 'One, two, three' reveal rock (fist), paper (palm) or scissors (parted fingers). Rock beats scissors, paper beats rock, scissors beats paper; a tie means another go. Both scouts go to the back of the winning line, the loser crossing over. The team that gets all opponents over wins.

variations:
Can be played with three or four teams with lines meeting at the centre of a triangle or square; with three teams 1 plays 2, 2 plays 3, 3 plays 1; with four teams 1-2, 2-3, 3-4, 4-1.

source_excerpt:
The winning scout goes to the back of his line as does the losing scout, crossing over to the winning scout’s side and then the next pair of lead scouts play.


name: Rockets
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 198
materials_list: A4 paper, Sharpies, elastic bands
skills_developed: craft, physics
difficulty_level: mediu
keywords: paper dart, launch, outdoor
tags: ["outdoor", "craft", "stem"]
language: en
normalized_name: rockets
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts each make a paper dart rocket with a notch cut for an elastic band, then launch it from a chain of elastic bands in a large field; the rocket that travels furthest wins.

rules:
Make a standard dart by folding A4 paper lengthways and bringing the corners in three times before opening the wings. Cut a notch shaped like a 7 out of the bottom of the fuselage for the elastic band. Decorate and label it. String 5 or 6 elastic bands together; when launching keep the nose above the bands. The optimum launch angle is about 37 degrees. The scout whose rocket travels furthest wins.

variations:
Use heavier paper (100 gsm) for a more stable rocket. For more fun, tape a needle to a rocket nose and launch at a helium balloon on a long cotton; the first to burst it wins (risk assess first).

source_excerpt:
The rockets can easily travel a hundred metres if you use the optimum angle of launch which is, I believe, 37 degrees.


name: Rockets and Missiles
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 198-199
source_excerpt: This is the moon and only the rockets are allowed on the moon, i.e. inside the rope.
materials_list: 1 bucket, 1 length of rope, coloured circles of card
skills_developed: strategy, agility, teamwork
difficulty_level: mediu
keywords: wide game, tag, woods
tags: ["outdoor", "wide-game"]
language: en
normalized_name: rockets and missiles
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
A wide game in the woods where the rockets carry coloured cards and try to deposit them in a bucket on 'the moon' inside a rope boundary, while missiles try to tag them. Tagged rockets surrender their card and return to base. Teams swap roles and the team that reaches the moon more often wins.

rules:
Split scouts into rockets and missiles. Mark a large area with rope in the woods, put a bucket (the moon) in the middle; only rockets may go inside the rope. Rockets start from a distant base each holding a card. They aim to reach the moon without being tagged; if tagged they hand over the card and return to base for a new one. Reaching the moon deposits the card in the bucket. Swap roles after a time; the team reaching the moon most often wins.

variations:
Use cards of different colours with different values, so most are worth one rocket but some are worth three or five.


name: Rooster Fight
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 199
source_excerpt: Scouts pair off and approach each other hopping on one foot with their arms folded.
skills_developed: balance
difficulty_level: mediu
keywords: balance, knockout, pairs
tags: ["physical"]
language: en
normalized_name: rooster fight
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts pair off and approach each other hopping on one foot with arms folded, then shoulder barge each other. The scout who keeps their other foot up wins and progresses to the next round.

rules:
Scouts pair off and approach hopping on one foot with arms folded. They shoulder barge each other. The winner is the scout who does not put his other foot down first. Winners progress towards one eventual winner.


name: Rope Rush
variations: Instead of getting the rope over your own line, try getting it over your opponent's 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 199
source_excerpt: At “Go!” scouts have to try to get as much of the rope behind their line in one minute.
materials_list: long thick rope (30 metres or more), spray paint
skills_developed: teamwork, strength
difficulty_level: mediu
keywords: tug, rope, teams
tags: ["outdoor", "physical"]
language: en
normalized_name: rope rush
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 across a long rope and try to pull as much of the rope behind their own marked line as possible within one minute. The team with the most rope over wins.

rules:
Put two teams facing each other about two metres apart. Mark the ground with two lines using spray paint. Run the rope along the space between the teams. At 'Go!' scouts try to get as much rope behind their line in one minute. The team that gets the most rope over wins.


name: Rope Tug
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 199
source_excerpt: The scout that lets go or puts part of his body outside the circle loses.
materials_list: rope
skills_developed: strength, balance
difficulty_level: mediu
keywords: tug, rope, duel
tags: ["physical"]
language: en
normalized_name: rope tug
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two scouts squat facing each other inside a circle holding the ends of a rope. Each tries to make the other let go of the rope or move part of his body outside the circle.

rules:
Two scouts squat down facing each other in a circle a metre or two apart, holding the ends of a length of rope. On 'Go!' each scout tries to make the other let go with one or both hands or put any part of his body outside the circle. The scout who lets go or moves outside the circle loses.


name: Row Ball
variations: Teams turn halfway round to play with their other hand.
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 199-200
materials_list: 1 large ball
skills_developed: teamwork, coordination
difficulty_level: usor
keywords: ball, seated, goals
tags: ["indoor", "team"]
language: en
normalized_name: row ball
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams sit in parallel lines with outstretched legs touching, facing opposite directions. Scouts pat a large ball with their inside hand toward the front of their line to score a goal. First team to a fixed number of goals, or most goals after ten minutes, wins.

rules:
Teams line up in parallel lines and sit with outstretched legs touching the bottom of the scout in front, one team facing up the hall and one down, just over a metre apart. Put the ball in the middle; scouts pat the ball with their inside hand toward the front of their line to score. The ball must not leave the floor; holding or scooping can be penalised. First team to a fixed number of goals, or most after ten minutes, wins.

source_excerpt:
Scouts form two teams. Teams line up in parallel lines and sit down with outstretched legs touching the bottom of the scout in front.


name: Roxanne
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 200
materials_list: “Roxanne” by The Police, a player such as a CD player or i-pod
skills_developed: concentration, coordination
difficulty_level: dificil
keywords: music, chaos, lines
tags: ["indoor", "fun"]
language: en
normalized_name: roxanne
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Described as the funniest game the author has ever played: scouts form parallel lines and react to the words of the song 'Roxanne' by The Police, taking steps left or right and running around their line on cue, creating chaos throughout the song.

rules:
Scouts form two parallel lines of at least five facing each other (one line if fewer than ten, two sets if more than ten each). When 'Roxanne' is sung, all scouts take one pace left and the leftmost scout runs round the front to the other end. When 'Put on the red light' is sung, all take two paces right and the two rightmost scouts run round the back to the other end. The team that does it correctly through the whole song wins. Putting a chalk mark in front of each scout as a marker helps.

source_excerpt:
Tell the scouts that when they hear the word “Roxanne” sung, all scouts take one pace to the left and the scout on the left of their line has to run round the front to the other end of their line.


name: Royal Parade
category: jocuri-cercetasesti
content_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 200-201
source_excerpt: Take the scouts for a walk and tell them to memorise as much as they can of what they see.
materials_list: pens, paper
skills_developed: observation, memory
difficulty_level: mediu
keywords: observation, memory, walk
tags: ["outdoor", "observation"]
language: en
normalized_name: royal parade
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts take a walk and memorise their surroundings, then back at the hut answer twenty observation questions about what they saw. The scout with the most correct answers wins.

rules:
Take the scouts for a walk and tell them to memorise as much as they can. Back at the hut, give each pen and paper and twenty questions to answer, then they swap answers for marking. Questions range from easy to difficult, e.g. 'What type of tree is by the gate?' or 'What type of car was parked outside the dry cleaners?' The scout with most correct answers wins.


name: Rubber Duck
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 201
source_excerpt: The first team’s thrower throws the duck as far as he can and shouts, “Rubber duck!”
materials_list: 1 rubber duck, bean bag or similar
skills_developed: teamwork, throwing, running
difficulty_level: mediu
keywords: throwing, running, teams
tags: ["active", "team"]
language: en
normalized_name: rubber duck
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Two teams compete by throwing a rubber duck. One team's runner laps around the team while the other team passes the duck around a circle; when complete, the laps are recorded. Teams swap and the team with more circuits over the game wins.

rules:
Each team has a nominated thrower and runner. Team one's thrower throws the duck far and shouts 'Rubber duck!'; the team huddles and the runner laps the circle (counted by a leader). Team two runs to the duck, forms a circle round it with its thrower in the middle, and the thrower passes the duck to each scout in turn; if dropped they restart. When done the thrower shouts 'Rubber duck!', the runner stops and laps are recorded. Roles then swap. The team with more circuits wins.


name: Rucksack Packing
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 201-202
source_excerpt: On “Go!” they have to pack everything into the rucksack and tie / clip it up.
materials_list: rucksack, clothes, sleeping bag
skills_developed: camping skills, speed
difficulty_level: usor
keywords: camp, packing, race
tags: ["camp", "outdoor"]
language: en
normalized_name: rucksack packing
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Scouts race to pack their clothes and sleeping bag into a rucksack and clip it up; the first to finish wins. Best played on camp.

rules:
Scouts stand by their rucksack with clothes and sleeping bag on the ground. On 'Go!' they pack everything into the rucksack and tie or clip it up. The first to complete the task wins. Rucksacks should be of similar size with an equal quantity of clothes.

variations:
Make it a relay by having each team member run to the rucksack and pack one item each. Unpack the sleeping bags from their bags before starting.


name: Rugby Ball Bounce
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 202
source_excerpt: Scouts throw a rugby ball to one another, but it must bounce on the way.
materials_list: rugby ball
skills_developed: coordination, throwing, catching
difficulty_level: mediu
keywords: ball, circle, bounce
tags: ["active"]
language: en
normalized_name: rugby ball bounce
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 one in the middle and throw a rugby ball to each other so it bounces on the way. The middle scout swaps in by catching the ball or when a scout fails to bounce or makes a bad throw.

rules:
Scouts form a circle with one scout in the middle. They throw a rugby ball to one another, but it must bounce on the way. When the middle scout gets the ball he swaps with the scout who threw it. Any scout who fails to bounce the ball, throws over the circle, or bounces it straight back to the thrower also swaps with the middle.


name: Runaway Train
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 202
source_excerpt: Each scout holds onto the waistband or belt loop of the scout in front.
materials_list: chalk, 2 marker cones per team
skills_developed: teamwork, coordination
difficulty_level: mediu
keywords: relay, chain, race
tags: ["active", "team"]
language: en
normalized_name: runaway train
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams form a chain holding the waistband of the scout in front and run a circuit around marker cones. After each lap the end scout uncouples, until only the lead scout remains; the first lead scout back wins.

rules:
Scouts form teams behind the start line, each holding the waistband or belt loop of the scout in front. On 'Go!' the team runs round their marker cone, back and round the other cone by the start line; the end scout then uncouples. The remaining scouts repeat until only the lead scout is left, who runs alone. The first lead scout back wins. Scouts who let go when they shouldn't may be sent back to the start or disqualified.


name: Running Message
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 202-203
skills_developed: memory, communication, teamwork
difficulty_level: mediu
keywords: message, relay, memory
tags: ["outdoor", "wide-game"]
language: en
normalized_name: running message
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Groups are spread around a large area and a message is relayed from one team member to the next around a circuit. The winning team is the one whose last member returns first with the exact same message.

rules:
Put scouts into teams, keeping one from each team with you. Send the other groups, each comprising one from each team, to various points around a large area. Give the group with you a message; they go and repeat it to their next team member, who relays it onward around the circuit until the last group returns. The winning team has the exact same message as sent; if none are exact, the nearest wins.

source_excerpt:
Tell them to go and repeat it to their next team member who must then go to their next team member and repeat, all the way round the circuit


name: Running the Blockade
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 203
skills_developed: tracking, strategy, teamwork
difficulty_level: mediu
keywords: wide game, tracking, chase
tags: ["outdoor", "wide-game"]
language: en
normalized_name: running the blockade
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 runners are sent to a pre-determined point and the other scouts must track them down and capture them at least one hundred metres from base, while the runners try to get back to base undetected.

rules:
Stay at base and send two runners two hundred metres away to a pre-determined point. After two minutes send the other scouts to track them down. To win, the trackers must be at least one hundred metres from you when they capture the runners, by tagging or holding them, and bring them back. If either runner gets through to you, the runners win. Sweeping in a long line improves capture odds. The taggers, or those who did most to find the runners, become the next runners.

source_excerpt:
To win the trackers have to be at least one hundred metres away from you when they capture the runners


name: Russian Whispers
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 203-204
source_excerpt: On “Go!” the senders have a further minute to try to shout their team’s message to their receivers.
skills_developed: communication, listening, teamwork
difficulty_level: mediu
keywords: message, shouting, teams
tags: ["indoor", "team"]
language: en
normalized_name: russian whispers
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams are split into senders and receivers at opposite ends of the hall. Senders devise a ten-word message and have one minute to shout it across to their receivers; the team whose received message is closest to the original wins.

rules:
Put scouts into two teams divided into senders and receivers. Send the receivers to the other end of the hall. The senders have one minute to think of a ten-word message, then a further minute to shout it to their receivers. After a minute the receivers tell you the message. The closest to the original wins.

variations:
To make it harder, senders scramble their message and shout the words out of order; receivers must receive the words and put them into a logical order.


name: S E Bs (Static Electricity Balloons)
variations: Start with deflated balloons that scouts first have to inflate.
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 203-204
materials_list: balloons
skills_developed: teamwork, science
difficulty_level: usor
keywords: balloons, static electricity, stem
tags: ["indoor", "stem"]
language: en
normalized_name: s e bs (static electricity balloons)
extraction_confidence: high
created_at: 2026-05-20 07:59:18
updated_at: 2026-05-20 07:59:18
description:
Teams charge up balloons by rubbing them on material such as hair or wool, then stick them against a wall or ceiling using static electricity. The first team with all balloons sticking, or the team with the most after a time, wins.

rules:
Put scouts into teams and give each a set of blown-up balloons of one colour. On 'Go!' they rub them on material to charge them and stick them against a wall or ceiling. The first team with all balloons sticking, or the team with the most after a period, wins. Interfering with another team's balloons means disqualification. Hair and wool work well for charging.

source_excerpt:
On “Go!” they have to rub them on some material to charge them up and then stick them against a wall or ceiling.


