# activities

name: Elephant Hunt
category: wide-games
content_type: joc
source_file: Wide_Games_Resources_File-lupisori.doc
source_files: ["Wide_Games_Resources_File-lupisori.doc"]
page_reference: page 2
materials_category: props
materials_list: coloured wool, coloured tokens, tin talcum powder, Cub money, coloured mats
skills_developed: observation, counting, teamwork
difficulty_level: mediu
keywords: trail, tokens, story, elephant
tags: ["cub scouts", "outdoor", "story-based"]
language: en
normalized_name: elephant hunt
extraction_confidence: high
source_id: dd168412_wide_games_resources_file_lupisori
source_ids: ["dd168412_wide_games_resources_file_lupisori"]
chunk_key: dd168412_wide_games_resources_file_lupisori.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cubs follow a trail of coloured wool matching their Six colour, collect coloured tokens, then find talcum powder elephant footprints leading to their elephant (a Leader/parent wearing a coloured mat). They must collect exactly $200 Cub dollars to buy back their elephant from thieves.

rules:
Each Six follows their colour wool trail, picking up only their colour tokens. Wool disappears and talcum powder footprints lead to the elephants guarded by 'thieves'. Cubs collect exactly $200 Cub dollars from around a bush and pay the thieves to free their elephant, then return it to the circus for a reward.

source_excerpt:
The Cubs then follow a trail of wool, picking up coloured tokens as they go. They must not pick up any other colours.


name: Elephant Hunt
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 34
materials_list: colored wool matching six's colors, 1 tin talcum powder, plastic plant identification labels
skills_developed: math, teamwork, following trails
difficulty_level: mediu
language: en
normalized_name: elephant hunt
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cubs follow a colored wool trail to find their elephant (a person wearing a colored mat). They must gather exactly £200 in plastic money plant labels to ransom their elephant back.

rules:
Tell story about escaped circus elephants. Each six follows a trail of their color wool, picking up only their color. Trail eventually leads to talcum powder footprints, then to the captured elephants (parents/leaders). Thieves demand exactly £200. Cubs gather money from plastic plant labels near a bush, taking only enough to total exactly £200, and pay the thieves.

source_excerpt:
The cubs then follow a trail of wool, picking up their colors as they go. They must not pick up any other colors. You could tell them how many pieces they should find. The trail divides and finally the colored wool disappears.


name: Elephant Hunt
category: jocuri-cercetasesti
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 34
materials_list: colored wool, tin talcum powder, plastic plant identification labels
skills_developed: numeracy, teamwork, following trails
difficulty_level: mediu
keywords: trail, wool, money, circus, cubs
tags: ["cubs", "outdoors", "wide game", "storytelling"]
language: en
normalized_name: elephant hunt
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Cubs follow color-coded wool trails to find their team's 'elephant' (a leader/parent in costume), then gather exact amounts of play money to buy them back from 'thieves'.

rules:
Tell the pack a story about escaped circus elephants. Each six follows their color's wool trail. They must not pick up other colors' wool. The trail leads to talcum powder footprints, then to the elephants (leaders/parents with colored mats). The thieves will sell the elephant back for exactly £200. Cubs gather plastic plant label money from around a bush, taking labels adding to exactly £200, then pay the thieves and return the elephant to the circus.

source_excerpt:
The cubs then follow a trail of wool, picking up their colors as they go. They must not pick up any other colors.


name: Err, Hugo?
category: icebreakers
subcategory: name-game
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 99
materials_category: equipment
materials_list: 1 large tarpaulin
skills_developed: name recall, quick reactions
difficulty_level: usor
keywords: names, tarpaulin, teams, recall
tags: ["indoor"]
language: en
normalized_name: err, hugo?
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part06
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A name-recall game where two scouts face each other through a tarpaulin and race to shout each other's name when it drops.

rules:
Two teams form either side of the hall. A tarpaulin is held across the middle above scout height. One scout from each team faces the tarpaulin within 1cm. The tarpaulin is lowered quickly; the first to correctly shout the other's name wins the round and takes the loser to their team. Team with most scouts after all rounds wins.

source_excerpt:
Lower the tarpaulin quickly and the two scouts have to shout the other's name as quickly as possible. The first to call out the other's name (so long as it's correct) is the winner


name: Err, Hugo?
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 99
materials_list: 1 large tarpaulin
skills_developed: name recognition, quick reactions
difficulty_level: usor
keywords: names, tarpaulin, two teams, reaction
tags: ["indoor", "name game", "icebreaker"]
language: en
normalized_name: err, hugo?
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams line up either side of a tarpaulin held up between them. One scout from each team faces the tarpaulin; when it is lowered, each must shout the other's name first. The winner takes the loser to their team. After all rounds, team with most scouts wins.

rules:
Scouts form two teams either side of the hall. A large tarpaulin is held up above scout height. One scout from each team comes to within one centimetre of the tarpaulin. The tarpaulin is lowered quickly and both scouts shout the other's name. First to correctly call the other's name wins and takes the losing scout to their team. Team with most scouts wins.

source_excerpt:
Lower the tarpaulin quickly and the two scouts have to shout the other's name as quickly as possible. The first to call out the other's name (so long as it's correct) is the winner and takes the losing scout over to his team.


name: Exercise Relay
category: sports-active
subcategory: fitness
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 99-100
materials_category: stationery
materials_list: 1 table, 1 bag, slips of paper with exercises written on each
skills_developed: fitness, teamwork, memory
difficulty_level: usor
keywords: exercise, relay, fitness, teams
tags: ["indoor", "outdoor"]
language: en
normalized_name: exercise relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part06
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts run to draw a slip of paper from a bag, return and call out an exercise, and the whole team does five reps before the next scout goes.

rules:
Teams line up at one end. On 'Go!' lead scouts run to the bag on the table, take a slip, read the exercise, replace the slip, run back and call out the exercise. All team members do five reps. Then next scout runs for a new slip. First team to complete all exercises wins.

source_excerpt:
On "Go" the lead scouts run to the bag on the table, take a slip of paper, read what's on it, put it back and run back to their teams and call out the exercise. The team members all then have to do five of the exercise


name: Exercise Relay
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 99-100
materials_list: 1 table, 1 bag, slips of paper with exercises
skills_developed: fitness, teamwork, following instructions
difficulty_level: usor
keywords: relay, exercise, fitness, teams
tags: ["indoor", "active", "fitness"]
language: en
normalized_name: exercise relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay game where scouts run to a bag on a table, pull a slip of paper with an exercise written on it, run back and call it out. The whole team does five reps of the exercise before the next scout goes. First team to complete all exercises wins.

rules:
Put scouts into teams at one end of the room. On 'Go' lead scouts run to the bag on the table, take a slip of paper, read the exercise, put it back and run back to call it out. All team members do five reps before the next scout goes. First team to complete wins.

source_excerpt:
On 'Go' the lead scouts run to the bag on the table, take a slip of paper, read what's on it, put it back and run back to their teams and call out the exercise.


name: Exploding Chair
category: jocuri-cercetasesti
subcategory: relay
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 100
materials_category: equipment
materials_list: 1 balloon per scout, 1 chair per team
skills_developed: speed, coordination
difficulty_level: usor
keywords: balloon, relay, burst, chair
tags: ["indoor"]
language: en
normalized_name: exploding chair
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part06
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts run to a chair and burst their balloon by sitting on it, then tag the next team member.

rules:
Teams line up at one end, each scout with an inflated balloon. A chair at the other end. Lead scout runs up, puts balloon on chair, sits on it until it bursts, then runs back and tags the next scout. First team to burst all balloons wins. If a scout bursts their balloon out of turn or not on the chair, they must get another balloon.

source_excerpt:
On "Go!" the lead scouts run up to the chair, put the balloon on the chair and sit on the balloon until it bursts. They then run back to their team and tag their second team member


name: Exploding Chair
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 100
materials_list: 1 balloon per scout, 1 chair per team
skills_developed: speed, fun
difficulty_level: usor
keywords: relay, balloon, burst, chair
tags: ["indoor", "active", "relay"]
language: en
normalized_name: exploding chair
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts run to a chair at the far end of the hall, place their balloon on the chair and sit on it until it bursts, then run back to tag the next team member. First team to burst all balloons wins.

rules:
Put scouts into teams at one end of the hall; give each scout an inflated balloon. Put a chair at the other end. On 'Go!' lead scouts run to the chair, place the balloon and sit on it until it bursts, then run back and tag the next scout. If a scout bursts their balloon out of turn or not on the chair, they return for another balloon. First team to burst all balloons wins.

source_excerpt:
On 'Go!' the lead scouts run up to the chair, put the balloon on the chair and sit on the balloon until it bursts. They then run back to their team and tag their second team member who repeats the exercise.


name: Famous Pairings
category: team-building
subcategory: knowledge
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 100
materials_category: stationery
materials_list: Pen and paper
skills_developed: general knowledge, teamwork
difficulty_level: usor
keywords: pairs, famous, knowledge, teams
tags: ["indoor"]
language: en
normalized_name: famous pairings
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part06
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A knowledge-based team game where scouts list as many famous pairs (human or animal) as possible in five minutes.

rules:
Put scouts into teams and give them five minutes to write down as many famous pairings as they can think of (e.g. Romeo and Juliet, Tom and Jerry). Team with most pairings wins.

source_excerpt:
Put the scouts into teams and give them five minutes to write down as many famous pairings as they can think of, either humans or animals, such as Romeo and Juliet, Tom and Jerry


name: Famous Pairings
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 100
materials_list: pen and paper
skills_developed: general knowledge, teamwork
difficulty_level: usor
keywords: quiz, pairings, trivia, teams
tags: ["indoor", "quiet game", "knowledge"]
language: en
normalized_name: famous pairings
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams compete to write down as many famous pairings (humans or animals) as they can think of in five minutes. The team with the most pairings wins.

rules:
Put scouts into teams and give them five minutes to write down as many famous pairings as possible. Team with most pairings wins.

source_excerpt:
Put the scouts into teams and give them five minutes to write down as many famous pairings as they can think of, either humans or animals, such as Romeo and Juliet, Tom and Jerry or maybe even Ben and Jerry!


name: Fan the Balloon
description: A relay race where scouts fan a balloon around a cone and back using a hand-held fan or card.
category: jocuri-cercetasesti
subcategory: relay
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 100
materials_category: equipment
materials_list: 1 balloon per team, 1 fan per team, 1 marker cone per team, chalk
skills_developed: coordination, breath/air control
difficulty_level: usor
keywords: balloon, relay, fan, race
tags: ["indoor"]
language: en
normalized_name: fan the balloon
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part06
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
rules:
Teams line up behind a line with a marker cone at the far end. Each lead scout gets a balloon and a fan. On 'Go!' scouts fan their balloon round the cone and back. First team to complete the relay wins. Have spare balloons for replacements.

source_excerpt:
On "Go!" scouts in turn have to fan their balloon round their marker cone and back. The first team to complete the relay is the winner.


name: Fast Patience
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 100-101
materials_list: pack of playing cards, 4 tables
skills_developed: memory, speed, sequencing
difficulty_level: usor
keywords: cards, relay, sequence, memory
tags: ["indoor", "relay", "card game"]
language: en
normalized_name: fast patience
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A card-based relay race where scouts run to their team's shuffled suit of cards and turn them over in order from Ace to King. First team to turn over their King wins.

rules:
Split cards into four suits and scouts into four teams. Shuffle each suit face down on a table. On 'Go!' scouts run to their pack and turn over one card at a time; if it's the next in sequence (starting with Ace) they leave it turned up and run back. If wrong, they turn it back and run back. First team to correctly turn over their King wins.

variations:
Play with compass direction cards in a specific order and correct position. Scouts who turn the correct card can have another go without running back.

source_excerpt:
At 'Go!' the first scout from each team runs to his pack and turns one card over. If it's the Ace he leaves it turned up and runs back. The next scout goes and has to turn over a 2.


name: Feather Blowing
variations: Play as a relay, blowing the feather up and down 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: page 101
materials_list: 1 feather per scout, chalk
skills_developed: lung capacity, coordination
difficulty_level: usor
keywords: feather, blowing, race
tags: ["indoor", "active", "race"]
language: en
normalized_name: feather blowing
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts blow a feather across a finish line from a start line. The first scout to get their feather over the line wins.

rules:
Mark a start and finish line. Scouts put their feathers on the floor behind the start line. On 'Go!' scouts blow their feathers across the finish line. First feather over the line wins.

source_excerpt:
On 'Go!' they have to put their feathers on the floor and blow them across the finish line at the far end of the hall.


name: Feather Toss Game
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 101-102
source_excerpt: A very infuriating game if your feather just doesn't want to fly, but great fun!
materials_list: 1 feather per team, chalk, marker cones
skills_developed: throwing, coordination
difficulty_level: usor
keywords: feather, relay, throwing, dart
tags: ["indoor", "active", "relay"]
language: en
normalized_name: feather toss game
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts throw large feathers like darts around a marker cone and back. The throwing scout must throw from where the feather lands. First team to complete the relay wins.

rules:
Put scouts in a team behind a line. Give lead scouts a feather each. On 'Go!' scouts throw feathers up and round the marker cone and back. Once over the line the next scout takes over. Throw like a dart. The throwing scout throws from where the feather lands.


name: Fickle Flies
category: team-building
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 102
materials_list: string
skills_developed: teamwork, problem-solving, coordination
difficulty_level: mediu
keywords: spider web, string, teamwork, outdoor
tags: ["outdoor", "team-building", "problem solving"]
language: en
normalized_name: fickle flies
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A teamwork activity where scouts pretend to be flies passing through a spider's web (string grid). Each hole can only be used once and scouts cannot touch the sides. Timed, with the fastest team through winning.

rules:
Make a rough grid pattern with string between two trees about three metres apart. Scouts are 'flies' passing through a spider's web. No hole can be used more than once. Scouts cannot touch the sides or they're trapped. Can be timed; fastest team wins. Scouts can go through unaided or be helped by their team.

source_excerpt:
Tell them that they're flies trying to get through a spider's web. However, no hole can be used more than once and they can't touch the sides otherwise they're trapped.


name: Fill Santa's Sack
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 102
source_excerpt: A great game to play in the run up to Christmas.
materials_list: 4 black bin bags, 1 balloon per scout
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: Christmas, balloon, bin bag, teams
tags: ["indoor", "active", "seasonal"]
language: en
normalized_name: fill santa's sack
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Christmas-themed game where scouts pat balloons into a designated bin bag. The team with the most balloons in their sack wins.

rules:
Put scouts into four teams. One member per team holds open a bin bag in a corner. Give all scouts a balloon. Assign each team to aim for a different bin bag (not their team's). On 'Go!' scouts pat balloons into the designated bin bag. No pushing or holding allowed. Team with most balloons in their sack wins; ties resolved by order of completion.


name: Fill the Bowls
variations: Vary the number of teams, bowls, balls or time period.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 102-103
materials_list: six washing-up bowls, loads of small balls or bean bags
skills_developed: speed, strategy, teamwork
difficulty_level: usor
keywords: bowls, balls, teams, collecting
tags: ["indoor", "active", "team game"]
language: en
normalized_name: fill the bowls
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One team tries to put balls into bowls while the other three teams throw them back out. After a minute, balls in bowls are counted. All teams take a turn; the team that collected the most balls wins.

rules:
Place bowls around the hall. Divide into four teams. On whistle, one team puts balls one at a time into any bowl; the other three remove and throw them away. After a minute, count balls in bowls. Repeat for all teams. Team that collected most wins.

source_excerpt:
one team has to put as many balls, one at a time, into any of the bowls. The other three teams have to get them out, one at a time, and throw them as far away as possible.


name: Fill the Gap
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 103
skills_developed: speed, agility
difficulty_level: usor
keywords: circle, running, tap, race
tags: ["indoor", "active", "circle game"]
language: en
normalized_name: fill the gap
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts form a large circle. One scout walks around the back, taps a scout on the shoulder, and both run in opposite directions around the circle to fill the gap. The last one back starts again.

rules:
Scouts form a large circle. One scout walks around the back and taps someone on the shoulder. Both scouts run around the outside of the circle in opposite directions to fill the gap. The last one back starts again.

source_excerpt:
Pick one scout who walks around the back of the scouts. When he taps one on the shoulder these two scouts have to run round the outside of the circle in opposite directions and fill the gap left by the tapped scout.


name: Fill the Jug
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 103
materials_list: 1 bucket per team, 1 water jug per team, 1 plastic cup per scout
skills_developed: teamwork, strategy, cooperation
difficulty_level: usor
keywords: water, jug, bucket, relay, team
tags: ["outdoor", "water game", "team game"]
language: en
normalized_name: fill the jug
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams race to transport water from a bucket to a jug using plastic cups. Scouts can cooperate however they like. First team to fill their jug wins.

rules:
Put buckets of water at one end and jugs at the other. Give each scout a cup. On 'Go!' scouts transport water from bucket to jug using their cups. First team to fill their jug wins.

source_excerpt:
On 'Go!' they have to transport the water from the bucket to the jug in the cups. It is up to the scouts how they go about this game in order to be the winner which is the team that fills its water jug up quickest.


name: Find North
category: orientare
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 103
materials_list: one stave or long stick per scout, compass
skills_developed: navigation, compass skills, orienteering
difficulty_level: usor
keywords: compass, north, navigation, stave
tags: ["outdoor", "scouting skills", "navigation"]
language: en
normalized_name: find north
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts use a stave or long stick to point toward magnetic north. After a few minutes, their accuracy is checked with a compass. Scout with the stick closest to magnetic north wins.

rules:
Scouts line up outside day or night with a stave or long stick and point it toward magnetic north. After a few minutes they walk back from their stick. A compass is used to compare. Scout closest to magnetic north wins.

source_excerpt:
Then ask them to point their stave in the direction of magnetic north. After a few minutes get them to walk back from their stick whilst you compare each one with a compass.


name: Find the Circle
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 103-104
materials_list: chalk
skills_developed: spatial awareness, speed, reaction
difficulty_level: usor
keywords: circle, dark, freeze, elimination
tags: ["indoor", "active", "Top Fifty", "dark game"]
language: en
normalized_name: find the circle
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Top Fifty game best played in darkness. Scouts walk around the hall; lights are turned off, then back on with a 'Freeze!' shout. Scouts not in the marked circle are out. Last scout left in the circle wins.

rules:
Mark a two-metre diameter circle. Scouts walk around the sides of the hall. Turn off lights, count to ten, turn them back on and shout 'Freeze!'. Scouts still moving or not in the circle are out. Last scout in wins. Circle can be made smaller or less time given as game progresses.

source_excerpt:
A Top Fifty game, best played when it's really dark. Not so effective if you have florescent lights.


name: Find the Farm Animal
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 104
materials_list: blindfold
skills_developed: listening, voice recognition, guessing
difficulty_level: usor
keywords: blindfold, farm animals, guessing, circle
tags: ["indoor", "circle game", "guessing"]
language: en
normalized_name: find the farm animal
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A blindfolded 'farmer' in the middle of a circle points to a scout and gives them a farm animal name. The scout makes that animal's noise and the farmer tries to guess which scout it is.

rules:
Scouts form a large circle with one blindfolded scout (the farmer) in the middle. The farmer turns and points at a scout, giving them a farm animal name. That scout makes the animal's noise and the farmer has one (two or three) guesses at who it is. If correct, they swap places.

source_excerpt:
He turns round and points at a scout and gives them a farm animal name. The scout who has been pointed at makes the noise that that animal makes and the farmer has one (two or three) guesses at who the scout is making the noise.


name: Find the Scout Leader
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 104
materials_list: maps, envelopes
skills_developed: map reading, navigation, teamwork
difficulty_level: mediu
keywords: map, navigation, hidden leader, outdoor
tags: ["outdoor", "navigation", "wide game"]
language: en
normalized_name: find the scout leader
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams use a map and envelope clues to find a hidden scout leader in the local area. Each team follows a different route of similar length to the hiding spot. First team to find the leader wins.

rules:
Put scouts into teams and give each team a sealed envelope. Leader hides in the local area. Another leader tells scouts to open their envelopes containing an outline map with the leader's approximate location and the route to take. First team to find the leader wins.

source_excerpt:
Each envelope will have an outline map, a mark showing roughly where you are, and a route that must be taken. The team to find you first is the winner.


name: Find the Stamp
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, concentration
difficulty_level: usor
keywords: observation, stamp, hidden, quiet
tags: ["indoor", "quiet game", "observation"]
language: en
normalized_name: find the stamp
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A postage stamp is hidden in plain sight in the hall. Scouts must find it without moving anything and quietly tell the leader. Once all scouts have found it, the first to find it is announced as the winner.

rules:
Stick a stamp somewhere visible but hard to spot. Scouts who find it tell the leader quietly then sit down. Once all scouts have sat down, the first to find 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. Each time a scout finds it they must come and tell you quietly and then sit down.


name: Find the Thimble
category: jocuri-cercetasesti
content_type: 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, concentration
difficulty_level: usor
keywords: observation, thimble, hidden, quiet
tags: ["indoor", "quiet game", "observation"]
language: en
normalized_name: find the thimble
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts leave the room while a thimble is hidden in plain sight. They return and must find it without moving anything. First to find it wins.

rules:
Scouts leave the room. Hide a thimble somewhere visible but inconspicuous. Call scouts back and ask them to find it without moving anything. First to find it is the winner.

variations:
For harder version, use a coin placed above head height (e.g., on top of a whiteboard) with just the edge showing.

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. Call the scouts back into the room and ask them to find it without moving anything.


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, reaction
difficulty_level: usor
keywords: circle, dark, freeze, teams, elimination
tags: ["indoor", "active", "dark game"]
language: en
normalized_name: find your circle
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Similar to Find the Circle but each team has their own 'Home Circle'. Lights are turned off and scouts must find their Home Circle before lights come back on. Scout remaining in their circle longest wins.

rules:
Put scouts into teams. Draw one two-metre circle per team. Each circle is a team's Home Circle. Scouts stand in any circle that isn't theirs. Lights off, count to ten. Lights on, shout 'Freeze!'. Scouts still moving or outside their Home Circle are out. Last scout left wins.

source_excerpt:
Put the scouts into teams and draw one two-metre diameter circle on the floor per team with plenty of space in between. 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
source_excerpt: A Top Fifty game. It gets scouts interacting with each other, even if minimally.
materials_list: slips of paper with bird names
skills_developed: social interaction, observation, listening
difficulty_level: usor
keywords: birds, slips, flock, grouping, icebreaker
tags: ["indoor", "icebreaker", "Top Fifty"]
language: en
normalized_name: find your flock
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Top Fifty game. Scouts each receive a folded slip with a bird name and wander around exchanging slips. When 'Find your flock!' is called, scouts look at their slip and try to group with others who have the same bird. First group to sit down together wins.

rules:
Give each scout a folded slip with a bird name. Tell scouts how many of each bird are in circulation. On 'Go!' scouts wander exchanging slips as many times as there are scouts. They don't look at their slip until 'Find your flock!' is called. Scouts then find others with the same bird and sit down together. First team to do so wins.

variations:
Longer game: last team out rather than first. Scouts can only make bird noises instead of calling bird names.


name: Finger 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: page 106
skills_developed: dexterity, concentration, agility
difficulty_level: usor
keywords: finger, wrestling, pairs, touch
tags: ["indoor", "pairs", "no equipment"]
language: en
normalized_name: finger wrestling
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Pairs of scouts arm-wrestle using only index fingers extended. The winner is the first to touch their opponent with their index finger anywhere other than on the wrestling arm.

rules:
Put scouts into pairs. Set up as arm wrestling but with index fingers extended. On 'Go!' scouts try to touch their opponent with their index finger anywhere other than the wrestling arm. The winner keeps their elbow on the table.

source_excerpt:
Set their arms up as in 'Arm Wrestling' but with index fingers extended. 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
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 106
materials_list: matches
skills_developed: tracking, sensory awareness, concentration
difficulty_level: mediu
keywords: tracking, woods, matches, senses, outdoor
tags: ["outdoor", "scouting skills", "wide game"]
language: en
normalized_name: fire lighter failure
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A leader hides in woods and strikes a match every minute. Scouts must use sight, smell, and sound to find the leader before all matches run out. First scout to find the leader wins.

rules:
Send a leader into the woods with a box of matches to strike one every minute. Tell scouts the leader is lighting a match every minute and needs to be found before matches run out. Scouts can use sight, smell, and sound; the leader will not call out. First scout to find the leader wins.

source_excerpt:
Send a leader out into the woods with a box of matches. He has to strike one every minute and let it burn out. Tell the scouts that there is a scout leader in the woods that is having trouble lighting his camp fire and is having to light a match every minute.


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, reaction
difficulty_level: usor
keywords: throwing, catching, teams, elimination
tags: ["indoor/outdoor", "active", "team game"]
language: en
normalized_name: fire!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams stand on parallel lines facing each other. A tennis ball is passed down the lines; if it hits a scout they're out; if caught the thrower is out. Last scout remaining on a line wins.

rules:
Two teams on parallel lines about ten metres apart with no gaps. Ball is thrown at the other team shouting 'Fire!'. Hit scouts are out. If caught, thrower is out. Ball alternates between teams down the lines. Any scout leaving the line or creating a gap is out. Last scout on a line wins.

source_excerpt:
Give the tennis ball to the lead scout on one line which he throws at the other team, shouting 'Fire!' If it hits a scout, that scout is out. If a scout catches it then the thrower is out.


name: Five Rope 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 107
materials_list: 5 x 30 cm lengths of rope, pen and paper
skills_developed: speed, agility, strategy
difficulty_level: usor
keywords: rope, race, teams, speed
tags: ["indoor", "active", "team game"]
language: en
normalized_name: five rope race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams at either end of the hall race to grab ropes from the middle. Called scouts run to the far wall, touch it, and grab ropes on the way back. One point per rope grabbed. Team with most points wins.

rules:
Divide scouts into two teams at either end of the hall. Place five rope lengths side by side in the middle. Number the scouts. Call a number; those two scouts run to the far wall, touch it, and grab as many ropes as they can on return. No taking ropes from the other scout. One point per rope. Call all numbers. 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. They cannot take any from the other scout.


name: Five Scouts
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 107-108
source_excerpt: A great bingo-style game to play during dark nights or on camp. Definitely a Top Ten.
materials_list: pens and paper, billy can
skills_developed: social interaction, concentration, name recognition
difficulty_level: usor
keywords: bingo, names, grid, camp, Top Ten
tags: ["indoor", "camp game", "quiet game"]
language: en
normalized_name: five scouts
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A bingo-style game rated Top Ten. Scouts fill a 5x5 grid with other scouts' names. Names are drawn from a billy can; scouts mark them off. First scout to cross five names in a row wins.

rules:
Give each scout a 5x5 grid. Each scout gets 25 scouts to sign their name in any box. Scouts write their own name on a small paper and put it in the billy can. Draw names one at a time and call them out. Scouts mark off names on their grid. First scout with five in a row (vertical, horizontal or diagonal) shouts 'Five Scouts!' and wins.


name: Flip a P
variations: Place coins on a round sticker so movement is easier to detect when the coin is hit.
category: sports-active
content_type: 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 x 1p coin per pair, 1 tennis ball per pair
skills_developed: aim, coordination
difficulty_level: usor
keywords: coin, tennis ball, aim, pairs, scoring
tags: ["indoor", "pairs", "aim game"]
language: en
normalized_name: flip a p
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Pairs take turns throwing a tennis ball down onto a penny coin to hit or flip it. A hit scores one point; flipping it scores three. First to reach fifteen points wins.

rules:
Put scouts into pairs with a 1p coin and a tennis ball. Coin is placed on the ground between them about two metres apart. Scouts alternate throwing the ball down at the coin. A hit scores one point; flipping the coin scores three. First to at least fifteen points wins. Winners play each other.

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: sports-active
content_type: 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, chalk
skills_developed: coordination, teamwork, strategy
difficulty_level: usor
keywords: balloon, blowing, four teams, quarters
tags: ["indoor", "active", "team game"]
language: en
normalized_name: floating bomb
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Four teams each defend a quarter of the playing area from a balloon. Scouts blow the balloon away from their quarter. Each time it touches a scout or the floor in a team's quarter, that team earns a penalty point. Team with fewest points wins.

rules:
Mark playing area into four quarters. Four teams each defend a quarter. Throw a large balloon into the area. Scouts blow it over to another quarter. Each time the balloon touches a scout or floor in a quarter, that team gets a point. Team with least points after a fixed time wins.

source_excerpt:
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.


name: Floating Bomb
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 59
materials_category: props
materials_list: feather or balloon
skills_developed: teamwork, coordination
difficulty_level: usor
keywords: feather, balloon, blowing, cubs
tags: ["indoor", "cubs", "active"]
language: en
normalized_name: floating bomb
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each six defends a quarter of the room. A feather or balloon is released in the centre by Akela. Cubs must blow to keep the feather/balloon airborne but if it lands in their portion, they have been 'hit'.

rules:
Each six defends one quarter of the room. Feather or balloon released from centre. Cubs blow to keep it up. If it lands in your quarter, your six is hit.

source_excerpt:
Each six defends a quarter of the room and a feather is released at the centre by Akela. The Cubs have to blow to keep the feather or balloon in the air, but if it lands in their portion they have been hit.


name: Flying Balloons
variations: Play with tied balloons thrown like darts.
category: sports-active
content_type: 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, coordination
difficulty_level: usor
keywords: balloon, initials, aim, bucket
tags: ["indoor", "fun", "aim game"]
language: en
normalized_name: flying balloons
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts inflate sausage-shaped balloons, write their initials, and release them. The scout whose balloon lands nearest to a bucket wins. Can also be played with tied balloons thrown like darts.

rules:
Give each scout a sausage-shaped balloon to inflate but not tie. Stand scouts at one end of hall with a bucket a few metres away. Scouts write initials on their balloon then let it go. Scout whose balloon lands nearest the bucket wins. Can do multiple rounds with scoring.

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
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 109
materials_list: 2 paper plates per scout, sticky tape, bucket, coloured pens, paper and pen
skills_developed: craft, aim, creativity
difficulty_level: usor
keywords: flying saucer, paper plates, aim, craft
tags: ["indoor", "craft", "aim game"]
language: en
normalized_name: flying saucers
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts make flying saucers from two paper plates taped together and throw them at a bucket. Points for landing in or near the bucket. First team to a target score or scout with most points after set time wins.

rules:
Each scout makes a flying saucer by turning one plate upside down and taping it to another. Decorate saucers. Throw at a bucket at the other end. Ten points for landing in the bucket, five points for within fifty centimetres. First team to a certain points total, or scout with most points after set time, wins.

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: sports-active
content_type: 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: long length of rope made into a circle or a line
skills_developed: balance, coordination, flexibility
difficulty_level: usor
keywords: rope, steps, fewest, walking
tags: ["indoor/outdoor", "active", "individual"]
language: en
normalized_name: foot race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts walk around a rope circle using as few steps as possible. One foot must remain on the ground at all times — no jumping. Scout with fewest steps wins.

rules:
Make a long rope into a circle or line. Scouts walk around or alongside it using fewest steps. One foot must remain on ground at all times; no jumping allowed; cannot use hands to recover from splits. Scout with fewest steps wins.

source_excerpt:
Scouts have to walk round the outside of, or alongside, the rope using as few steps as possible. The scout that takes the fewest steps is the winner.


name: Foot Relay
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 109
materials_list: chalk, marker cones
skills_developed: balance, coordination
difficulty_level: usor
keywords: relay, heel to toe, balance, cone
tags: ["indoor", "active", "relay"]
language: en
normalized_name: foot relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts must place feet heel-to-toe with each step around a cone and back. Any scout not touching heel to toe is sent back to start. First team to complete wins.

rules:
Teams behind start line. On 'Go!' lead scouts place one foot in front of the other so heel touches toe, go round the cone or over the line, and back. Number two repeats; first team to complete wins. Any scout not placing heel to toe is sent back to start.

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
materials_list: football
skills_developed: throwing, catching, reaction
difficulty_level: usor
keywords: football, bounce, circle, catching
tags: ["indoor/outdoor", "active", "circle game"]
language: en
normalized_name: football bounce
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts in a circle throw a football to each other, but it must bounce on the way. The scout in the middle tries to intercept. Whoever threw the ball when the middle scout grabs it swaps places with them.

rules:
Scouts form a circle with one scout in the middle. Scouts throw a football to one another but it must bounce. Once the middle scout gets hold of the ball he changes places with the scout who threw it. Any scout who fails to bounce the ball is also swapped with the middle.

source_excerpt:
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.


name: Football Run around Circle
variations: Sandwich ball between knees and waddle round, or between feet and hop round.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 109-110
materials_list: 1 football per team
skills_developed: speed, coordination, teamwork
difficulty_level: usor
keywords: football, relay, circle, running
tags: ["indoor/outdoor", "active", "relay"]
language: en
normalized_name: football run around circle
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams stand in circles. The scout with the ball runs clockwise around the outside of their circle back to their place and passes the ball left. Each scout repeats. First team to finish wins.

rules:
Put scouts into teams in circles facing out. Give one scout in each team a football. On 'Go!' scouts run clockwise around the outside of their circle and give the ball to the scout on their left. Each scout repeats; first team to finish wins.

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: 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 110-111
materials_list: sticky labels
skills_developed: speed, agility, teamwork
difficulty_level: usor
keywords: outdoor, trees, teams, tagging, forest
tags: ["outdoor", "wide game", "active"]
language: en
normalized_name: forest!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An outdoor game in a wood where teams each have named trees. 'It' calls a team name and all that team must swap trees. If It reaches a vacant tree before a team member, that scout becomes the new It.

rules:
Find a wood. Divide scouts into teams with tree names. Each scout stands touching a labelled tree. 'It' in the middle calls a team name; all that team must swap trees. If It gets to a vacant tree, the scout without a tree becomes It. Calling 'forest' makes all scouts swap trees.

variations:
Call two team names at once so scouts must move to a different-named tree. Call 'forest' to make all swap. Gradually remove sticky labels to end the game.

source_excerpt:
It then shouts out one of the team names, such as 'Yew!' and all team yew members must swap trees. If It gets to a vacant tree before one of yew team the scout without a tree then becomes It.


name: Fortunately, Unfortunately Report
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 110-111
skills_developed: creativity, storytelling, quick thinking
difficulty_level: usor
keywords: storytelling, circle, fortunately, unfortunately
tags: ["indoor", "quiet game", "creative"]
language: en
normalized_name: fortunately, unfortunately report
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A storytelling circle game where scouts alternate starting sentences with 'Fortunately' and 'Unfortunately' to build a narrative. A scout who cannot continue is out and a new report starts with the next scout.

rules:
Scouts sit in a circle and report an event. First scout starts with 'Fortunately', next with 'Unfortunately', alternating until a scout cannot continue. That scout is out. Start a new report with the next scout.

source_excerpt:
Scouts sit in a circle and report an event. First scout starts with 'Fortunately', next scout starts with, 'Unfortunately' and so it continues until a scout cannot think of anything to say.


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: pages 111
materials_list: 4 chairs, slips of paper and pen, bag
skills_developed: strategy, concentration, teamwork
difficulty_level: mediu
keywords: thrones, names, slips, teams, circle
tags: ["indoor", "strategy", "team game"]
language: en
normalized_name: four queens
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams compete to get four of their members onto four thrones (chairs) arranged in a circle. Scouts move by calling names on slips of paper. The first team to place all four members on the thrones wins a round.

rules:
Two teams. Pull names for two thrones per team from a bag. Remaining scouts form a circle including the chairs and a vacant space. Each scout holds a name slip. Scout to the right of the vacant space calls a name; that scout moves to fill the vacant space and swaps slips. Continue until one team has all four thrones. Reset for new rounds.

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: ball skills, coordination, strategy
difficulty_level: mediu
keywords: volleyball, four squares, teams, serve
tags: ["indoor/outdoor", "active", "ball game"]
language: en
normalized_name: four squares
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A volleyball-style game played in four 3x3 metre squares. Four teams take turns occupying a square. Players serve the ball so it lands in another square; the ball must be hit after one bounce and cannot be returned to the square it came from. Team with fewest penalty points wins.

rules:
Mark a 6x6 metre square divided into four 3x3 quarters. Four teams in lines at each corner; one player per quarter. Player serves with palm; ball must land in another quarter. Ball must be hit after one bounce, not returned to same square. After each hit player goes to back of team queue. Mishit = penalty point for team. Fewest points wins.

source_excerpt:
He has to serve the ball, using the palm of his hand, so that it lands in one of the other three quarters. As soon as he has served he has to go to the back of his team and the next team member takes his place.


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: ball skills, coordination, strategy
difficulty_level: mediu
keywords: cricket, bat, circle, bowling
tags: ["indoor/outdoor", "active", "ball game"]
language: en
normalized_name: french cricket
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A large-circle cricket game where one scout in the middle defends their legs with a bat. Bowlers aim to hit the batsman's legs or get them caught out. The batsman cannot move their feet and must face the first bowler throughout.

rules:
Scouts form a large circle. One in the middle has the bat. The batsman must face the first bowler throughout but may turn head and hands. Bowler can bowl at the batsman's legs or throw to another scout. Ball always bowled from the circle. If batsman's legs are hit or they are caught, they swap with the responsible scout.

variations:
Use a baseball bat or stump. Scouts can position anywhere to bowl (no running with ball). Batsman can move feet on spot if using narrow bat.

source_excerpt:
The batsman must face the first bowler throughout the game but may turn his head and hands. The bowler can either bowl the ball (underarm) at the batsman (the object being to hit his legs or to have him caught off the bat) or he can throw it to another scout to bowl.


name: French Cricket
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 59
materials_category: sports
materials_list: 1 cricket bat or baseball bat, 1 tennis ball
skills_developed: batting, bowling, agility
difficulty_level: usor
keywords: cricket, circle, batting
tags: ["outdoor", "indoor", "active", "ball"]
language: en
normalized_name: french cricket
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Players form a circle with the batsman in the centre facing the first bowler. Players bowl underarm at the batsman's legs or pass the ball for others to bowl. Batsman must stay facing the first ball-holder but can move the bat to protect their legs. When legs are hit, batsman swaps with the bowler.

rules:
Bowl or pass underarm at batsman's legs. Batsman stays facing the original bowler direction but can pivot bat. Legs hit = swap with that bowler.

source_excerpt:
The player with the ball can bowl under arm at the batsmans legs or pass the ball to another player around the circle to bowl. The object of the game is to hit the batsmans legs. The batsman must stay facing the man who first had 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
materials_list: 1 Frisbee, 2 goals or staves and rope
skills_developed: throwing, teamwork, strategy
difficulty_level: mediu
keywords: frisbee, football, goals, teams
tags: ["outdoor", "active", "team sport"]
language: en
normalized_name: frisbee football
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams play football using a Frisbee instead of a ball. No running with the Frisbee; scouts must pass it between teammates to score goals. Rules prevent crowding the goal or the Frisbee holder.

rules:
Two goals at either end. Two teams. Frisbee thrown scout to scout. No running with the Frisbee. No scout allowed less than two metres from the goal. No scout allowed nearer than one metre to the Frisbee holder. No offside. After a goal kick-off from the goal mouth. Most goals after set time or first to fixed number wins.

source_excerpt:
The Frisbee is thrown from scout to scout, the object being to score goals. No scout is allowed less than two metres from the goal, the scout with the Frisbee can't run (or walk) with it.


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_category: sports equipment
materials_list: 1 Frisbee, 2 goals or 3 staves and rope per goal
skills_developed: throwing, teamwork, strategy
difficulty_level: mediu
keywords: frisbee, football, goals, teams
tags: ["outdoor", "sports", "frisbee"]
language: en
normalized_name: frisbee football
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team game where scouts throw a Frisbee to score goals. Scouts cannot run with the Frisbee, must stay two metres from the goal, and must stay one metre from the Frisbee holder.

rules:
No running with the Frisbee. No scout allowed less than two metres from the goal. No scout allowed nearer than one metre to the scout holding the Frisbee. No offside. After a goal, kick off starts from the goal mouth. Winning team is the one with most goals after a set time or first to a fixed number of goals.

source_excerpt:
Angle the Frisbee when you throw it and it's possible to score a goal from one end of the pitch to the other.


name: Frisbee Golf
variations: Play with tarpaulins for holes and plastic or paper plates instead of Frisbees.
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 113
materials_list: 9 washing up bowls, 1 Frisbee/Aerobie per team, pen and paper
skills_developed: aim, throwing, teamwork
difficulty_level: usor
keywords: frisbee, golf, outdoor, aim
tags: ["outdoor", "active", "team game"]
language: en
normalized_name: frisbee golf
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams play golf using a Frisbee, aiming for washing-up bowls arranged near the perimeter of a field. Fewest total throws to complete all nine holes wins.

rules:
Place nine washing-up bowls near the perimeter of a field. Teams take turns throwing Frisbee at nearest bowl. Count throws per hole. Score is total throws to complete the course. Fewest throws wins. A leader accompanies 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. When the Frisbee lands in the bowl, that number throw is that team's score for that hole.


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_category: sports equipment
materials_list: 9 washing up bowls, 1 Frisbee or Aerobie per team, pen and paper
skills_developed: throwing accuracy, strategy, counting
difficulty_level: usor
keywords: frisbee, golf, throwing, course
tags: ["outdoor", "sports", "frisbee", "relay"]
language: en
normalized_name: frisbee golf
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A golf-like game where teams throw a Frisbee at washing-up bowls placed around a large field. Teams count the number of throws to complete the course and the team with fewest throws wins.

rules:
Place 9 washing-up bowls near the perimeter of a large field. Scouts take turns throwing the Frisbee at the nearest bowl, counting throws. When Frisbee lands in the bowl that is the score for that hole. Continue round the course. Winning team takes fewest throws to complete the course. A leader per team walks round with them.

source_excerpt:
Place the washing up bowls near the perimeter of a large field. 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
category: sports-active
content_type: 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
materials_list: chalk
skills_developed: jumping, strength, teamwork
difficulty_level: usor
keywords: jump, relay, distance, standing jump
tags: ["indoor/outdoor", "active", "relay"]
language: en
normalized_name: frog leap
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A distance relay where each scout does a standing jump from the toes of the previous scout's landing position. The team that has jumped the furthest combined distance wins.

rules:
Teams behind start line. Lead scouts stand toes on the line and jump forward. Next scout places heels at the toes of where the previous scout landed, then jumps. Each scout jumps in sequence. Winning team is the one that jumps the furthest combined distance.

source_excerpt:
The second scout in each team then puts the heels of his feet against the toes of where the lead scout first landed, the first scout moves out of the way and the second scout does a standing jump.


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
materials_category: minimal
materials_list: chalk
skills_developed: jumping, teamwork
difficulty_level: usor
keywords: jump, frog, relay, distance
tags: ["active", "physical", "teams"]
language: en
normalized_name: frog leap
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team relay where scouts compete to see which team can jump the furthest total distance using standing jumps, with each scout starting from where the previous one landed.

rules:
Scouts line up in teams behind a start line. Lead scout puts toes on the line and does a standing jump. Next scout puts heels against the toes of where the first landed, then jumps. Each scout does the same. Winning team is the one which has jumped the furthest total distance.

source_excerpt:
The lead scouts put the tips of their toes on the line and do a standing jump forward. The second scout in each team then puts the heels of his feet against the toes of where the lead scout first landed


name: Frog Relay
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 114
materials_list: 1 tennis ball per team, chalk, 4 marker cones
skills_developed: balance, coordination, speed
difficulty_level: usor
keywords: relay, hopping, tennis ball, knees
tags: ["indoor", "active", "relay"]
language: en
normalized_name: frog relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts hop with a tennis ball between their knees around a marker cone and back. First team to complete wins.

rules:
Four teams behind a line with a tennis ball each. Marker cone per team at far end. Lead scouts put ball between knees and hop round cone and back. Hand ball to next scout. First team to complete relay wins.

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. Hand the ball over to the next scout who repeats the exercise.


name: Frog Relay
description: A team relay where scouts hop to a cone and back with a tennis ball between their knees.
category: sports-active
content_type: 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_category: sports equipment
materials_list: 1 tennis ball per team, chalk, 4 marker cones
skills_developed: balance, coordination
difficulty_level: usor
keywords: hop, relay, ball, frog
tags: ["active", "physical", "relay"]
language: en
normalized_name: frog relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
rules:
Scouts form four teams. Lead scouts put tennis ball between knees and hop to the cone and back. Hand the ball to next scout who repeats. First team to complete the relay wins.

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
category: jocuri-cercetasesti
content_type: 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
skills_developed: speed, agility, teamwork, strategy
difficulty_level: usor
keywords: tag, freeze, It, running
tags: ["indoor/outdoor", "active", "tag game"]
language: en
normalized_name: frozen tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One scout is 'It' and tries to tag and freeze all other scouts. Frozen scouts can only be unfrozen by another unfrozen scout. It wins by freezing everyone.

rules:
One scout is It. Tagged scouts must freeze on the spot. An unfrozen scout can unfreeze a frozen scout by tagging them. It tries to freeze all scouts. Once all are frozen, It wins.

variations:
Time trial: each scout has a turn at being It. For harder mode: need two unfrozen scouts to unfreeze at the same time. For time trial: tagged scouts stay frozen.

source_excerpt:
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 and then he has won.


name: Frozen 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 114
skills_developed: speed, strategy, teamwork
difficulty_level: usor
keywords: tag, freeze, it, chase
tags: ["active", "no-equipment"]
language: en
normalized_name: frozen tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A tag game where tagged scouts must freeze until unfrozen by another unfrozen scout. The tagger wins by freezing all scouts.

rules:
One scout is It. Once tagged, scout must freeze. Can only be unfrozen if another unfrozen scout tags him. It tries to freeze all scouts to win.

variations:
Each scout can take a turn at being It to see who freezes everyone quickest. Make tagging easier by requiring two unfrozen scouts to unfreeze simultaneously. For time trial: anyone tagged remains frozen for the whole game.

source_excerpt:
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.


name: Frozen Tag
category: sports-active
subcategory: tag game
content_type: joc
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 682
skills_developed: physical activity, agility
difficulty_level: usor
keywords: tag, freeze, rescue, classic
tags: ["high energy", "indoor", "outdoor"]
language: en
normalized_name: frozen tag
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part43
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A classic freeze tag game where tagged players are frozen with arms out and legs spread, and can be rescued by a free player ducking under their arm or sliding between their legs. A player tagged three times becomes the new IT.

rules:
If a running player gets tagged by IT, she is frozen in place, arms held out at her sides and legs spread apart. She can be rescued by having another free player either duck under one of her arms or slide between her legs. Once a player has been tagged by IT three times, she 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. She can be rescued by having another free player either duck under one of her arms or slide between her legs.


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
source_excerpt: A great game, One of our Top Fifty. After the race, once the food has been washed, it can be eaten.
materials_list: fruit and vegetables, cocktail sticks, sharp knives and peelers, 1 table
skills_developed: creativity, engineering thinking, teamwork
difficulty_level: usor
keywords: fruit, vegetable, vehicle, ramp, race, creative
tags: ["indoor", "creative", "Top Fifty"]
language: en
normalized_name: fruit and veg
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Top Fifty creative game where teams build wheeled vehicles from fruit and vegetables using cocktail sticks. Vehicles are raced down a table-top ramp; the one that rolls furthest wins.

rules:
Give teams a selection of fruit and veg, a knife, a peeler, and cocktail sticks or toothpicks. Scouts make a vehicle with wheels and can be as imaginative as they like. Once built, make a slope with a table top and roll vehicles one by one. The one that goes furthest wins.


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_category: craft/food
materials_list: fruit and vegetables, cocktail sticks, sharp knives, peelers, 1 table
skills_developed: creativity, engineering thinking, teamwork
difficulty_level: mediu
keywords: fruit, vegetables, vehicle, race, creative
tags: ["creative", "edible", "team", "top-fifty"]
language: en
normalized_name: fruit and veg
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A creative team challenge where scouts build vehicles with wheels from fruit, vegetables, cocktail sticks and knives. Vehicles are raced down a table ramp and the furthest-rolling one wins. One of the book's Top Fifty games.

rules:
Put scouts into teams. Give each team fruit and veg, a knife, a peeler and cocktail sticks. Scouts must make a vehicle with wheels. Competition for the one that rolls furthest. Make a slope with a table top and roll vehicles down the ramp one by one.

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. Scouts have to make a vehicle with wheels.


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
materials_list: matches, 1 chair per team, stopwatch
skills_developed: balance, dexterity, concentration
difficulty_level: mediu
keywords: matches, chair, balance, dexterity, timed
tags: ["indoor", "individual", "skill game"]
language: en
normalized_name: get the matches
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts sit on chairs and must pick up four matchsticks from near each chair leg without touching the floor. Touching the floor means starting over. Times are recorded; individual and team winners.

rules:
Teams each have a chair with a matchstick by each leg. One scout sits on the chair. On 'Go!' they must pick up the four matchsticks without touching the floor. If they touch the floor, put matches back and start again. Record times. Individual winner for shortest time; team winner for shortest aggregate time.

source_excerpt:
On 'Go!' the sitting scouts have to pick up the four matchsticks without touching the floor. If they touch the floor they have to put the matches all back and start again.


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
materials_category: minimal
materials_list: matches, 1 chair per team, stopwatch
skills_developed: balance, dexterity, flexibility
difficulty_level: mediu
keywords: balance, dexterity, chair, matches
tags: ["individual", "timed", "physical"]
language: en
normalized_name: get the matches
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A dexterity challenge where scouts must pick up four matchsticks from the floor around a chair's legs while sitting on the chair, without touching the floor.

rules:
Each team has a chair with a matchstick by each leg. Sitting scout must pick up all four without touching the floor; touching the floor means replacing all matches and starting again. Record times. Individual winner for shortest time; team winner for shortest aggregate time.

source_excerpt:
On "Go!" the sitting scouts have to pick up the four matchsticks without touching the floor. If they touch the floor they have to put the matches all back and start again.


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, strategy
difficulty_level: usor
keywords: newspaper, grab, circle, mayhem
tags: ["indoor", "active", "Top Fifty"]
language: en
normalized_name: get the news
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Top Fifty game where scouts race to grab pieces of a newspaper from a circle, keeping the largest single piece. Scouts outside the circle cannot have their pieces taken. Last scout in the circle after count of ten is disqualified.

rules:
Mark a very large circle. Place one large sheet of newspaper in the middle. On 'Go!' scouts run in, grab newspaper and keep as much as possible (no physical contact) and get out before a count of ten. Anyone outside the circle cannot have their pieces taken. Anyone inside after ten is disqualified. Scout with largest single piece wins.

source_excerpt:
A Top Fifty game. Very simple but with ten seconds of mayhem as the boy with the largest piece of newspaper normally gets it shredded before he gets anywhere near the circle's perimeter.


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_category: minimal
materials_list: one sheet of newspaper, chalk
skills_developed: speed, strategy
difficulty_level: usor
keywords: newspaper, scramble, circle, grab
tags: ["active", "top-fifty", "no-equipment-extra"]
language: en
normalized_name: get the news
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A free-for-all scramble where scouts rush to grab as much of a single newspaper sheet as possible before the count of ten. One of the book's Top Fifty games.

rules:
Mark a large circle. Scouts stand outside. One sheet of newspaper in the middle. On Go, scouts run in and grab as much newspaper as they can without physical contact. Count to ten. Anyone outside circle cannot have their pieces taken. Anyone still inside after count of ten is disqualified. Scout with 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 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
skills_developed: core strength, balance, coordination
difficulty_level: mediu
keywords: relay, arms crossed, get up, balance
tags: ["indoor", "active", "relay"]
language: en
normalized_name: get up and go!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts lie down with arms crossed on their chest and must get up, run around a cone and return without moving their arms. Any scout who moves their arms is sent back to start.

rules:
Teams behind start line lying down with crossed forearms on chest. On 'Go!' lead scouts get up (arms on chest), run round cone or over line and back, then lie down again. Only when lying in original place can next scout go. Arms must stay crossed throughout or scout returns to start. First team to complete wins.

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_category: minimal
materials_list: chalk, marker cones
skills_developed: core strength, balance, self-control
difficulty_level: mediu
keywords: relay, arms, get up, lying down
tags: ["active", "physical", "relay", "challenge"]
language: en
normalized_name: get up and go!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts must get up from lying down with arms crossed over chest, run around a cone, return and lie down, all without moving their arms.

rules:
Teams line up behind start line lying down. Lead scouts cross arms over chest and get up without moving arms, run round cone/line and back, then lie in original place. Arms moved means back to start. Next scout goes when previous is lying back in original place.

source_excerpt:
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, agility, strategy
difficulty_level: usor
keywords: scarf, tag, two teams, speed, strategy
tags: ["indoor", "active", "tag game"]
language: en
normalized_name: give the dog a bone
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams at either end of the hall. A scarf is placed in the middle. When a number is called, the matching scouts try to grab the scarf and return to base without being tagged. Score a point for tagging or returning safely. Most points wins.

rules:
Two teams at either end. Scarf in the middle. Number the scouts. Called scouts try to grab the scarf and return to their team (touching the wall) without being tagged by the other scout. Once scarf is grabbed, other scout can tag. Score one point for returning or tagging. Team with more points wins.

source_excerpt:
This is not just a game of who's first to the scarf, sometimes there is a bit a standoff round the scarf before one scout takes the plunge.


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_category: minimal
materials_list: 1 scout scarf, length of rope or stick
skills_developed: speed, strategy, observation
difficulty_level: usor
keywords: scarf, tag, teams, grab
tags: ["active", "numbered", "teams"]
language: en
normalized_name: give the dog a bone
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A numbered team game where called scouts race to grab a scarf in the middle and return to base without being tagged by the opponent.

rules:
Two teams at either end of the hall. A scarf is placed in the middle. Called numbered scouts try to grab the scarf and return to their team (touching the wall) without being tagged. Score one point for getting back or tagging successfully. Winning team has more points.

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


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: 1 football per team, chalk
skills_developed: ball skills, teamwork, coordination
difficulty_level: mediu
keywords: football, headbutt, relay, pass
tags: ["indoor/outdoor", "active", "relay"]
language: en
normalized_name: goat
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part07
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams pass a football through their legs then the last scout headbutts it up the line without hands. A relay that progressively reduces the team. First team to complete wins.

rules:
Teams in lines. Give lead scout a football. Pass it backwards through legs. Last scout headbutts the ball up to lead scout without hands, picks it up, gives it to lead scout, crosses over the line and faces. Game continues with one less scout; new last scout repeats. When just lead scout is left, he gives ball and races to back of new line. First team to complete wins.

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, crosses over the line and faces the lead scout.


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_category: sports equipment
materials_list: one football per team, chalk
skills_developed: coordination, teamwork
difficulty_level: mediu
keywords: football, relay, headbutt, pass
tags: ["active", "physical", "relay"]
language: en
normalized_name: goat
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team passing relay where scouts pass a football backwards through their legs, then the last scout headbutts the ball to the lead scout and the game continues with diminishing team sizes.

rules:
Teams line up. Lead scout has football. Pass backwards through legs. Last scout headbutts ball up to lead scout without hands, picks it up and gives to lead scout, then crosses over line facing lead scout. Game continues with one less scout each round until just the lead scout who runs to back of new line.

source_excerpt:
scouts have to 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


name: Gold Theft
variations: Add more chairs to the hall, add or subtract cups, or change the number of cups to collect.
category: jocuri-cercetasesti
content_type: 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_category: minimal
materials_list: 5 chairs, 10 cups
skills_developed: speed, strategy, decision making
difficulty_level: usor
keywords: cups, chairs, steal, teams
tags: ["active", "manic", "strategy"]
language: en
normalized_name: gold theft
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A manic four-team game where called scouts race to collect cups from a central chair onto their own team's chair.

rules:
Four teams in corners, each with a chair. Ten cups on a chair in the middle. Called numbered scouts try to get four cups onto their chair. Cups can come from any chair but only one at a time. Winner is first to get four cups on their chair and stay on it.

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
skills_developed: observation, listening, acting
difficulty_level: usor
keywords: voice, disguise, guessing, sir
tags: ["quiet", "no-equipment", "listening"]
language: en
normalized_name: good morning sir
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A voice disguise game where a scout tries to identify which person said 'Good morning, sir' based on a disguised voice.

rules:
Scouts sit in a long line. Picker stands one metre in front, facing them. Sir stands behind picker facing away. Picker points to a speaker who says 'Good morning, sir' disguising their voice. Sir has one guess. If correct, stays; if wrong, returns to line and roles rotate.

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. Sir then has one guess as to who the speaker is.


name: Good News
description: A newspaper scanning game where teams race to find stories about good deeds within a time limit.
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
materials_category: stationery
materials_list: 1 newspaper per team, 1 pen or highlighter per team
skills_developed: reading, awareness, values
difficulty_level: usor
keywords: newspaper, good deeds, reading, scanning
tags: ["quiet", "educational", "values"]
language: en
normalized_name: good news
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
rules:
Give each team a newspaper and pen. On Go they mark stories mentioning a good deed. After five minutes pens are taken in. Check teams in descending order of stories claimed. Team with most correct stories wins. Use the same newspaper for each team.

source_excerpt:
On "Go!" they have to mark as many stories that mention a good deed being done. After five minutes, take the pens in and ask the teams how many stories they have.


name: Grab the Loot!
category: jocuri-cercetasesti
content_type: 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_category: minimal
materials_list: bunch of keys
skills_developed: strategy, observation, speed
difficulty_level: usor
keywords: burglar, detective, keys, circle, tag
tags: ["role-play", "active", "strategy"]
language: en
normalized_name: grab the loot!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A game where a burglar must retrieve keys from inside a circle while a hidden detective tries to tag them before they escape.

rules:
Scouts form circle with keys in middle. Burglar leaves hall; detective is chosen secretly. When burglar returns he moves around circle before darting in to grab the keys and exit by same route. When keys are grabbed detective can try to tag burglar before he exits. If successful detective becomes burglar; new detective chosen each round.

source_excerpt:
When the burglar returns he has to move round the circle before darting in, getting the keys and getting out of the circle by the same way that he entered.


name: Grab the Tail
category: jocuri-cercetasesti
content_type: 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_category: minimal
materials_list: 1 scarf, rope or strip of paper per scout
skills_developed: agility, strategy, speed
difficulty_level: usor
keywords: scarf, tail, grab, elimination
tags: ["active", "free-for-all"]
language: en
normalized_name: grab the tail
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A free-for-all game where every scout tries to pull the scarves tucked in others' clothing while protecting their own.

rules:
Each scout tucks a scarf into their clothing. They grab scarves from others. Scout who has scarf pulled out is out. Last scout with scarf still in place wins.

variations:
Scouts who are out can join in pulling scarves. Have just four scouts doing the pulling and the one with most pulls after a period of time wins.

source_excerpt:
Each scout tucks his scarf into his trousers / shorts / skirt / kilt. They then have to grab the scarves from the other scouts and pull them out.


name: Grasshopper Hop
description: A relay race where scouts hop with a ball between their knees to a cone and 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: page 118
materials_category: sports equipment
materials_list: 1 large ball per team, chalk, 1 marker cone per team
skills_developed: balance, coordination
difficulty_level: usor
keywords: hop, ball, relay, knees
tags: ["active", "physical", "relay"]
language: en
normalized_name: grasshopper hop
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
rules:
Teams line up behind start. Lead scouts put ball between knees and hop to cone and back. Ball passed to next scout. If ball dropped scout stops to replace it or returns to start. First team to complete relay wins.

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: jocuri-cercetasesti
content_type: 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
skills_developed: self-control, listening, speed
difficulty_level: usor
keywords: traffic light, freeze, red light, green light
tags: ["active", "no-equipment", "classic"]
language: en
normalized_name: green light, red light
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A classic statues-style game where scouts move towards the traffic light scout when they hear 'Green light' and freeze on 'Red light', with the traffic light turning around to catch movers.

rules:
One scout is traffic light facing away. On 'Green light' scouts can walk forward. On 'Red light' scouts freeze. Traffic light turns around; anyone seen moving is out. First to tag traffic light becomes traffic light in next round.

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_category: stationery
materials_list: pens and paper
skills_developed: creativity, identity, design
difficulty_level: usor
keywords: crest, badge, design, identity, motto
tags: ["creative", "arts-crafts", "identity"]
language: en
normalized_name: group crest
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A creative activity where scouts design a new crest for their group or section using local items of interest, potentially including a motto.

rules:
Scouts design a new crest using local items such as their hut and their area. Best design could be made into a badge. Include 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. The best could always be made into a badge.


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
skills_developed: social skills, listening, speed
difficulty_level: usor
keywords: groups, numbers, elimination, gathering
tags: ["active", "no-equipment", "top-fifty", "icebreaker"]
language: en
normalized_name: groups of one, two, three
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A grouping game where scouts must form groups of the called number or be eliminated. One of the book's Top Fifty games.

rules:
Between each number called, scouts run around the hall. Call 'Groups of one', then two, and so on. Scouts form groups of that number; those who cannot make the exact group number are out. Continue until the number called matches remaining scouts. Then go back down until two scouts are left as winners.

source_excerpt:
Call out "Groups of one", then "Groups of two" and so on. Each time scouts have to get into groups of that number with those that can't make up a group going out.


name: Gurning
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
materials_category: stationery
materials_list: sheets of newspaper, scissors
skills_developed: humour, social confidence
difficulty_level: usor
keywords: face, gurn, newspaper, funny
tags: ["fun", "silly", "performance"]
language: en
normalized_name: gurning
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A fun face-pulling contest where scouts stick their face through a newspaper hole and try to produce the best or worst gurn (dreadful face).

rules:
Cut a hole in each sheet of newspaper. Scouts take turns making the best/worst gurn through the hole. Best/worst example as judged by reaction of other scouts wins.

source_excerpt:
They then take it in turns to produce the best / worst gurn i.e. dreadful face, through the hole. Best / 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
skills_developed: self-control, concentration
difficulty_level: usor
keywords: ha, laugh, circle, restraint
tags: ["quiet", "funny", "no-equipment"]
language: en
normalized_name: ha! ha! ha!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A game of restraint where scouts lie in a circle saying successive 'ha's without smiling or laughing.

rules:
Scouts lie in circle shoulder to shoulder. First scout says 'Ha', second says 'Ha, ha', and so on. Any scout smiling, laughing, saying Ha out of turn, or saying wrong number is out. Being out resets the count to one.

source_excerpt:
The first scout says, "Ha," the second, "Ha, ha," and so on round the circle. Any scout smiling or laughing is out


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_category: sports equipment
materials_list: 2 tables, 1 football or softball
skills_developed: coordination, teamwork, sportsmanship
difficulty_level: mediu
keywords: ball, goals, table, hand
tags: ["active", "indoor", "sports", "teams"]
language: en
normalized_name: hand ball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A two-team ball game where scouts can only hit the ball with one hand and must score goals by hitting overturned tables.

rules:
Two teams in halves of hall. Tables on sides as goals behind each team. Throw ball into middle. Scouts can only hit ball with one hand (other behind back). No catching or scooping. No scout within one or two metres of either goal. Every time tabletop is hit a goal is scored.

source_excerpt:
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.


name: Hand 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: page 120
skills_developed: strength, balance, strategy
difficulty_level: usor
keywords: wrestling, balance, pairs, knockout
tags: ["active", "physical", "no-equipment", "tournament"]
language: en
normalized_name: hand wrestling
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A one-on-one balance competition where paired scouts hold hands with right feet together and try to pull or push each other off balance.

rules:
Scouts pair up, put right feet together, hold one or both hands, and try to pull or push each other off balance. Knockout tournament with overall winner.

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
skills_developed: communication, concentration, teamwork
difficulty_level: mediu
keywords: writing, hand, relay, word, communication
tags: ["quiet", "team", "top-fifty", "concentration"]
language: en
normalized_name: hand writing
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team relay where leaders write letters on scouts' hands and the message is passed down the line by touch. One of the book's Top Fifty games.

rules:
Teams in lines with a leader. Leader draws first letter on back of first scout's hand who repeats to next. First scout returns for second letter while letters continue down the line. First scout at end of line to shout correct word wins for their team.

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
description: A knowledge and sorting game where teams match countries to their Christmas greetings.
category: altele
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 120-121
materials_category: stationery
materials_list: paper and pen
skills_developed: cultural awareness, alphabetical order, memory
difficulty_level: mediu
keywords: Christmas, countries, greetings, matching, languages
tags: ["educational", "cultural", "Christmas", "languages"]
language: en
normalized_name: happy christmas
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
rules:
Copy list of countries and greetings onto slips of paper. Teams arrange countries in alphabetical order and match each to the correct greeting. Team with most correct pairings wins.

source_excerpt:
They have to arrange the countries in alphabetical order and then put the correct greeting next to it. After they have finished the team with most correct pairings is the winner


name: Haricot Bean Toss
category: jocuri-cercetasesti
content_type: 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_category: minimal
materials_list: pack of haricot beans, pack of Sharpies, 1 washing-up bowl, 1 jam jar, chalk
skills_developed: accuracy, fine motor skills
difficulty_level: usor
keywords: bean, toss, jar, accuracy
tags: ["individual", "throwing", "accuracy"]
language: en
normalized_name: haricot bean toss
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A tossing game where scouts throw uniquely marked beans at a jar inside a washing-up bowl, scoring points for beans in the jar or bowl.

rules:
Each scout gets 10-20 beans marked with a distinctive colour/pattern. Scouts stand behind a semi-circle. They throw beans at the jar for 2-3 minutes. Score 10 points for bean in jar, 5 for bean in bowl. Highest score wins; playoff if tied.

source_excerpt:
Scouts have two or three minutes to throw their beans at the jar. 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: jocuri-cercetasesti
content_type: 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_category: minimal
materials_list: sponge ball
skills_developed: agility, strategy, teamwork
difficulty_level: mediu
keywords: whale, harpoon, dodge, obstacle
tags: ["active", "role-play", "dodge"]
language: en
normalized_name: harpooning
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A movement game where one scout (the whale) must navigate through stationary scouts (rocks) to reach a destination without being hit by a sponge ball harpoon.

rules:
Scouts (rocks) spread out with 1 metre gaps. One scout is whale starting top-left, must reach bottom-right. Scout top-right has sponge ball harpoon. Rocks cannot move but can rotate and pass the harpoon. If whale reaches destination unharpooned he chooses next whale. If harpooned he's out and successful harpooner becomes next whale.

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

source_excerpt:
He starts in the top left-hand corner and he has to get to the bottom right. The scout in the top right has the sponge ball which is the harpoon.


name: Head It, Catch It
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_category: sports equipment
materials_list: football
skills_developed: listening, reactions, coordination
difficulty_level: usor
keywords: head, catch, ball, circle, elimination
tags: ["active", "circle", "ball", "sports"]
language: en
normalized_name: head it, catch it
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A ball game where scouts in a circle must do exactly what is commanded (head or catch) or the opposite in the variation, with those doing wrong being eliminated.

rules:
Scouts stand in large circle, leader in middle. Leader throws ball to random scouts shouting 'head' or 'catch'. Scout must do as instructed or they're out. Last one standing wins.

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
skills_developed: coordination, sequencing, teamwork
difficulty_level: usor
keywords: head, nose, knees, toes, relay
tags: ["active", "physical", "relay", "no-equipment"]
language: en
normalized_name: head, nose, knees and toes
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team relay where scouts touch their head, nose, knee and toe of the scout in front and pass the action down the line and back.

rules:
Teams in straight lines. On Go lead scouts turn and touch their head, nose, knee and toe with one hand to the second scout. Second scout does same to third and so on. When end of line reached actions go back up the line. First line back to start wins.

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, scout can run around his leader 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 123
materials_category: minimal
materials_list: 1 coin per team
skills_developed: probability, running, persistence
difficulty_level: usor
keywords: coin, guess, relay, heads tails
tags: ["active", "relay", "guessing"]
language: en
normalized_name: heads and tails
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team relay where scouts must guess which hand a leader's coin is hidden in, running repeatedly until guessing correctly.

rules:
Teams behind end line. Lead scouts run to leaders who present two clenched fists. Scout guesses which hand has coin. Wrong: run again. Right: run to back of line and next scout goes. First team with all members correct wins.

source_excerpt:
The scouts have to guess which hand their coin is in. The lead scouts then run back to their teams. If they were wrong they run again, and keep running backwards and forwards until they're right.


name: Heads and Tails
category: sports-active
content_type: joc
source_file: WDS-Beaver-Games-Book.pdf
source_files: ["WDS-Beaver-Games-Book.pdf"]
page_reference: page 5
skills_developed: teamwork, agility, strategy
difficulty_level: mediu
keywords: chain, tag, teams
tags: ["indoor", "active", "beaver scouts"]
language: en
normalized_name: heads and tails
extraction_confidence: high
source_id: e081f289_wds_beaver_games_book
source_ids: ["e081f289_wds_beaver_games_book"]
chunk_key: e081f289_wds_beaver_games_book.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams each form a chain by grasping the waist of the person in front. The 'HEAD' (first) must catch the opposing team's 'TAIL' (last), dragging the whole chain. Anyone letting go becomes the new 'TAIL'. Touching the tail scores a point.

rules:
Divide the Beaver Scouts into two teams. Each Beaver Scout grasps the waist of the person in front. The 'HEAD' has to catch the 'TAIL' of the opposing team by dragging everyone with him/her. Anyone letting go of the chain becomes the 'TAIL'. If the 'HEAD' touches the 'TAIL' that team wins a point and all players change places.

source_excerpt:
The 'HEAD' (first in the team) has to catch the 'TAIL' (last in the opposing team), by dragging everyone with him/her.


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
skills_developed: observation, deduction
difficulty_level: usor
keywords: thumbs up, guess, classic, kneeling
tags: ["quiet", "classic", "no-equipment"]
language: en
normalized_name: heads down, thumbs up
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A classic game where kneeling scouts with thumbs up must guess which standing scout tweaked their thumb.

rules:
Scouts kneel with heads down and thumbs up. Six standing scouts each select one scout, tweak their thumbs and return to position. Tweaked scouts guess who tweaked them. Correct guess means they swap places.

source_excerpt:
The kneeling scouts bow their heads (no peeking!) and put their thumbs up. The six then select a scout each, go and tweak his thumbs (gently!) and return to their position.


name: Hidden 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 124
materials_category: food
materials_list: wrapped sweets
skills_developed: observation, searching
difficulty_level: usor
keywords: treasure, sweets, hunt, torch, night
tags: ["outdoor", "night", "camp", "hunt"]
language: en
normalized_name: hidden treasure
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A scout hunt where sweets are hidden around the play area and scouts search for them individually or in teams.

rules:
Before game, hide sweets throughout play area. At night, sweets in silver foil are useful as they show up in torchlight. Scouts hunt individually or in teams; most sweets after set time wins.

source_excerpt:
Before the game put the sweets throughout the play area. At night, sweets wrapped in silver foil are useful as they will be picked up by torchlight.


name: Hide and String
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 124
materials_category: craft
materials_list: 100 metres of string, scissors
skills_developed: searching, knotting, teamwork
difficulty_level: usor
keywords: string, scavenger hunt, tie, longest
tags: ["outdoor", "camp", "searching", "knots"]
language: en
normalized_name: hide and string
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A scavenger hunt where over one hundred pieces of string are hidden around camp or meeting place and teams find and tie them together to make the longest piece.

rules:
Cut string into 100+ pieces (15cm to 1m). Hide each piece around meeting place or camp. Scouts in teams find pieces and tie them together. Team with longest piece in time allowed wins.

source_excerpt:
They are to find as much of it as possible and tie it together to make one long piece. The team that makes the longest piece in the time allowed is the winner.


name: Hide and Touch
category: jocuri-cercetasesti
content_type: 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
materials_category: minimal
materials_list: cards with items written on them, 1 per scout
skills_developed: spatial awareness, memory, observation
difficulty_level: mediu
keywords: dark, touch, lights, find, card
tags: ["indoor", "dark", "elimination"]
language: en
normalized_name: hide and touch
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A dark-room game where scouts find a named object in the dark and touch it. Advanced version has a moving human as the target.

rules:
Give each scout a card with an item in the hall. Lights out; scouts find and touch the item. Lights on; those who missed are out. Swap cards and repeat. When few scouts left make one scout the target item; when touched they hold the toucher's arm and shout 'Lights On!' — that toucher wins.

source_excerpt:
Turn the lights out and give the scouts a few seconds to find the item and put their finger on it. Turn the lights on and the ones that haven't managed it are out and have to sit at the side.


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_category: sports equipment
materials_list: 6 hockey sticks, one tennis ball, two tables
skills_developed: coordination, teamwork, strategy
difficulty_level: mediu
keywords: hockey, teams, numbered, indoor
tags: ["active", "indoor", "sports", "numbered"]
language: en
normalized_name: hockey
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An indoor hockey game with numbered teams where called scouts take positions as attacker, defender and goalie.

rules:
Two teams sit behind tables at each end. Hockey sticks distributed in positions. Call three numbers for attacker, defender and goalie. Goal scored by hitting table on its side or between legs. After goal players return, three more numbers called. Sticks not raised above knee height.

variations:
Increase or decrease number of players. Have rush-goalie. Play four-way with enough scouts. Use kitchen scourer instead of tennis ball.

source_excerpt:
Call out three numbers, these are the attacker, defender and goalie who take up their positions and start playing. Once a goal is scored (by hitting a table on its side or by going between the legs) the six players return


name: Home
variations: Scouts have to find their own gap. It's gap is closed up.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 125-126
skills_developed: speed, awareness, agility
difficulty_level: usor
keywords: circle, running, home, gaps
tags: ["active", "circle", "no-equipment"]
language: en
normalized_name: home
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circle running game where It taps five scouts, all six run around the circle, then race to fill the gaps left by the running scouts.

rules:
Scouts in circle hold out right arms touching shoulder of scout on right. It runs round and taps five scouts who also run around outside. Once six running, It calls 'Home!' and all six must get back into circle through any gaps. Last in becomes new 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
variations: Have inner and outer circle and see if two scouts can get 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_category: minimal
materials_list: 2 hoops
skills_developed: cooperation, flexibility, communication
difficulty_level: mediu
keywords: hoop, circle, pass, hands
tags: ["cooperative", "top-fifty", "team-building"]
language: en
normalized_name: hoop circle
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A cooperative circle game where scouts pass a hoop around without breaking hands. One of the book's Top Fifty games.

rules:
Scouts hold hands in circle. Hoop hung on one scout's arm. Pass hoop around without breaking hands (put head through then legs or vice versa). Once mastered, form two teams and race.

source_excerpt:
Put the scouts in a circle and get them to hold hands. Hang a hoop on one scout's arm and get them to pass the hoop round the circle without breaking hands.


name: Hop Stick
category: sports-active
content_type: 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_category: minimal
materials_list: 1 stick per scout, chalk
skills_developed: hopping, balance, coordination
difficulty_level: usor
keywords: hop, stick, relay, ladder
tags: ["active", "physical", "relay"]
language: en
normalized_name: hop stick
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team relay where scouts hop over a row of sticks then pick up the last one and hop back, progressively removing sticks.

rules:
Teams behind start line. Sticks placed 30cm apart in front. Lead scout hops over all sticks, turns, picks up last stick and hops back. Next scout starts. First team with all sticks picked up and members back wins.

source_excerpt:
Put the sticks down in front of each team, 30 cms apart like rungs on a ladder. On "Go!" the lead scouts hop over all the sticks.


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
skills_developed: balance, physical strength, coordination
difficulty_level: mediu
keywords: hop, shoulder-charge, teams, balance
tags: ["active", "physical", "no-equipment"]
language: en
normalized_name: hop the hall
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A physical team game where one team tries to hop from end to end while shoulder-charging the opposing centre team.

rules:
One team at end of hall, other at centre. All lift one leg and hold it. End team hops to other end shoulder-charging centre team. Using hands/arms = out. Letting go of leg = join other team. Play several rounds; team with more members at end wins.

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. Any scout that uses his hands or arms is out


name: Hoppity 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 127
materials_category: minimal
materials_list: chalk
skills_developed: balance, strength, strategy
difficulty_level: mediu
keywords: hop, pairs, pull, balance, leg
tags: ["active", "physical", "pairs"]
language: en
normalized_name: hoppity hop
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A paired pulling game where scouts hold each other's lifted leg and try to drag their partner backwards over a line.

rules:
Mark two parallel lines 3 metres apart. Scouts pair up and face each other between the lines. Each lifts left leg and holds partner's left leg with right hand. On Go, try to pull partner backwards over their line. As soon as any part of a scout goes over their 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
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_category: minimal
materials_list: 1 sheet of newspaper, tape
skills_developed: quick reactions, social skills
difficulty_level: usor
keywords: hot potato, circle, pass, elimination
tags: ["circle", "icebreaker", "elimination"]
language: en
normalized_name: hot potato
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circle passing game where scouts pass a scrunched newspaper potato until the leader shouts 'Hot potato!' and the holder is out.

rules:
Scouts form circle. Pass newspaper potato around. On 'Hot potato!' shout, scout holding it is out. If argument, two sit down. Last scout wins.

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
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 47
materials_category: equipment
materials_list: 1 handkerchief
skills_developed: reflexes, attention
difficulty_level: usor
keywords: handkerchief, circle, IT
tags: ["scouts", "circle", "active"]
language: en
normalized_name: hot potato
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A scout is IT and stands in the centre while others sit in a circle. Players toss a handkerchief to one another with many false moves. IT must touch the handkerchief while it is in the air. If successful, the last player to throw becomes the new IT.

rules:
IT tries to touch the handkerchief while in the air. Players may make false moves but cannot delay the pass. If IT touches the handkerchief, the last thrower becomes IT.

source_excerpt:
The players toss a handkerchief to one another; making many false moves and gestures. The IT must touch the handkerchief while in the air.


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_category: sports equipment
materials_list: 1 sponge ball, chalk, paper and pen, 1 whistle
skills_developed: teamwork, speed, communication
difficulty_level: usor
keywords: hot potato, ball, whistle, half, teams
tags: ["active", "teams", "ball game"]
language: en
normalized_name: hot potato i
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A two-team game where scouts try to keep a ball out of their half. A leader periodically blows a whistle and the team with the ball in their half gets a mark.

rules:
Two teams on either side of centre line. Leader with whistle shuts eyes. Ball thrown in. Scouts get ball out of their half as quickly as possible. On whistle blast, team with ball in their half gets a mark. Fewest points after set time wins.

variations:
Four teams with corners. Each side must catch or pick ball up then pass it twice (or more) before throwing back.

source_excerpt:
Scouts have to get the ball out of their side as quickly as possible. 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!
category: jocuri-cercetasesti
content_type: 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_category: minimal
materials_list: a tennis ball or any suitable object
skills_developed: listening, communication, teamwork
difficulty_level: usor
keywords: hot, cold, hidden, clues, team
tags: ["active", "team", "hunt"]
language: en
normalized_name: hotter, hotter, hotter!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team hidden object hunt where team members shout temperature clues to guide their scout to the hidden ball.

rules:
Teams each send one scout out. Ball hidden while they're away. On return, teammates shout 'hotter' or 'colder' to guide their scout. 'Burning' = almost on top; 'freezing' = far away. Team first to 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
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_category: pioneering
materials_list: pioneering poles, rope
skills_developed: pioneering, knots, problem solving, teamwork
difficulty_level: dificil
keywords: cage, escape, pioneering, poles, rope
tags: ["outdoor", "pioneering", "challenge", "camp"]
language: en
normalized_name: houdini scouts
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A pioneering challenge where paired teams build a cage around each other using poles and rope, then race to escape.

rules:
Even number of teams; pair them up. Teams take turns building a cage around opposing team using poles and rope in 10 minutes. Time how long each team takes to escape. Fastest escape team wins; team keeping others longest also wins.

source_excerpt:
Teams take it in turns to build a cage around the other teams using poles and rope. They have ten minutes. After ten minutes, time how long it takes each team to escape.


name: How Loud?
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_category: equipment
materials_list: 1 sound level meter
skills_developed: fun, confidence
difficulty_level: usor
keywords: loud, noise, sound level, meter, competition
tags: ["fun", "individual", "noisy"]
language: en
normalized_name: how loud?
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A noise-making competition where scouts try to generate the highest sound level reading on a meter from one end of the hall.

rules:
Scouts at one end of hall. Sound level metre at other end. Each scout makes as much noise as possible for five seconds; note maximum level. Highest reading wins. Time to verify; repeat with everyone listening.

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. The winner (loser?) is the scout who generates the highest reading.


name: How Many Coins?
description: A pair guessing game where scouts hold a hidden number of coins and guess the combined total.
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 129
materials_category: minimal
materials_list: 5 x 1p coins or buttons per scout
skills_developed: estimation, number sense, strategy
difficulty_level: usor
keywords: coins, guess, pairs, counting
tags: ["quiet", "pairs", "guessing"]
language: en
normalized_name: how many coins?
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
rules:
Give each scout 5 small items. Scouts pair up. Each takes out up to 5 items in a fist. Pairs guess how many items they both hold combined. Winner goes to next round. Unpaired scouts advance automatically.

source_excerpt:
In pairs they take out up to five of the items and hold them in an outstretched fist. The pairs then guess how many items they are both holding in total.


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
materials_category: miscellaneous
materials_list: 5 x 1p coins or buttons per scout
skills_developed: estimation, counting
difficulty_level: usor
keywords: coins, guessing, pairs
tags: ["indoor", "quick"]
language: en
normalized_name: how many coins?
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts are each given five small items to put in their pocket. They pair up, each holding some items in an outstretched fist, and guess the total number held between them. Winners advance through rounds until one winner remains.

rules:
Each scout gets 5 small items in their pocket. In pairs, each holds up to 5 items in a fist. They guess the combined total. Winner advances. Any odd scout without a pair goes straight to the next round.

source_excerpt:
Give each scout five small items which they put in their pocket. Get the scouts to pair up. In pairs they take out up to five of the items and hold them in an outstretched fist.


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
skills_developed: compass skills, orientation, quick reactions
difficulty_level: mediu
keywords: compass, directions, north south east west, orientation
tags: ["educational", "navigation", "no-equipment"]
language: en
normalized_name: human compass
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An elimination game where scouts must quickly face the correct compass direction when called, with the last scout standing winning.

rules:
Scouts line up facing north. On each called direction last scout to face correctly and all facing wrong way are out and sit down. Advance from cardinal to inter-cardinal directions and degrees. Last standing wins.

source_excerpt:
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 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
skills_developed: orientation, compass directions, reaction speed
difficulty_level: usor
keywords: compass, directions, elimination
tags: ["indoor", "no-equipment"]
language: en
normalized_name: human compass
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts line up in the hall and must face the correct direction when a compass direction is called out. The last to face the correct way or those who face the wrong way are eliminated. Progresses from cardinal to ordinal directions and then degrees.

rules:
Scouts line up facing a designated north wall. Leader calls out directions; last scout to face correctly and those facing wrong are out. Progress from N/S/E/W to NE/SW etc., then to degrees. Last scout standing wins.

source_excerpt:
Scouts line up down the middle of the hall, facing one wall which you designate as north. 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 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
skills_developed: problem solving, communication, cooperation
difficulty_level: mediu
keywords: human knot, untangle, cooperation, puzzle
tags: ["team-building", "cooperative", "no-equipment"]
language: en
normalized_name: human knot
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A cooperative problem-solving game where scouts grab hands across a huddle and then untangle themselves into a circle without letting go.

rules:
Scouts form circle then move into huddle. Reach out and grab two hands not belonging to same scout. Without letting go (hands can swivel), undo the knot to form circle or two.

source_excerpt:
Ask them then to hold out their hands and grab the hands (not both belonging to the same scout) of two other scouts. Then, without letting go (although hands can swivel and pivot), they have to undo the knot they have just created


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
skills_developed: teamwork, problem-solving, communication
difficulty_level: mediu
keywords: knot, teamwork, puzzle
tags: ["indoor", "no-equipment", "classic"]
language: en
normalized_name: human knot
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts form a circle, move into a huddle and grab two other scouts' hands. Without letting go, they must untangle themselves back into a circle.

rules:
Scouts form a circle, then huddle. Each scout grabs two different scouts' hands (not both from same scout). Without letting go (hands can swivel/pivot), they untangle to form a circle or two circles.

source_excerpt:
Get the scouts to form a circle then move into a huddle in the middle. Ask them then to hold out their hands and grab the hands (not both belonging to the same scout) of two other scouts.


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_category: minimal
materials_list: chalk
skills_developed: agility, coordination, speed
difficulty_level: mediu
keywords: obstacle, relay, leapfrog, crawl
tags: ["active", "physical", "relay"]
language: en
normalized_name: human obstacle race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts must run past, leap frog over, and crawl through three scouts acting as obstacles.

rules:
Teams line up. Three scouts placed at 5m intervals: first standing straight, second in leapfrog position, third with feet apart. Lead scout runs past first, leapfrogs second, crawls through third's legs, then lines up on other side. Repeat for all team members.

source_excerpt:
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


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_category: stationery
materials_list: chalk
skills_developed: agility, coordination
difficulty_level: mediu
keywords: relay, obstacle, leap frog
tags: ["indoor", "active", "teams"]
language: en
normalized_name: human obstacle race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts must run past one standing scout, leap frog a second, and crawl through the legs of a third before lining up on the other side.

rules:
Teams line up behind a marked line. Three scouts act as obstacles at 5-metre intervals: one standing, one in leap frog position, one with feet apart. Each scout runs past the first, leap frogs the second, crawls through the third, then lines up on the other side. First team to complete wins.

source_excerpt:
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.


name: Human Obstacle Race
variations: For variety, include a somersault.
category: sports-active
subcategory: relay
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 58
skills_developed: agility, jumping, crawling
difficulty_level: mediu
keywords: obstacle, relay, leap, crawl
tags: ["relay", "indoor", "boy scouts", "agility"]
language: en
normalized_name: human obstacle race
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where three scouts act as human obstacles and teammates must run around the first, leap over the second, and crawl between the legs of the third.

rules:
Three boys placed as human obstacles in line at 10-yard intervals: first in position of attention, second in leap-frog position, third in straddle position. Players run around the first boy, leap over the second, crawl between the legs of the third, then run around an object and return, tagging the next player who repeats.

source_excerpt:
Players are required to run around the first boy, leap over the second and crawl between the legs of the third; then run around an object, returning and tagging the next player, who repeats.


name: Hummers
description: A breath-holding contest where scouts hum for as long as possible without taking a breath.
variations: Whistle.
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
skills_developed: breath control, concentration
difficulty_level: usor
keywords: hum, breath, contest, longest
tags: ["quiet", "individual", "no-equipment"]
language: en
normalized_name: hummers
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
rules:
Scouts form long line and take a deep breath. On Go, scouts hum. Scout who hums longest without taking a breath wins. To verify, time the hum and repeat with others listening.

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


name: Hummers
variations: Whistle instead of hum.
category: jocuri-cercetasesti
content_type: 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
skills_developed: breath control
difficulty_level: usor
keywords: humming, breath, elimination
tags: ["indoor", "no-equipment", "quiet"]
language: en
normalized_name: hummers
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts take a deep breath and on a signal start humming. The scout who hums longest without taking a breath wins. Times are verified.

rules:
Scouts line up, take a deep breath, then hum on 'Go!'. The last scout still humming without taking a breath wins. To verify, time the hum and repeat with everyone listening.

source_excerpt:
Scouts form a long line and take a deep breath. On "Go!" scouts start to hum. The scout that hums for longest without taking a breath is the winner.


name: Hunt the Cheeky Monkey
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 130
materials_category: craft
materials_list: reflective or fluorescent card cut into 50 monkey shapes, 1 torch per scout, pen and paper
skills_developed: observation, searching, night navigation
difficulty_level: usor
keywords: monkey, hunt, torch, night, outdoor
tags: ["outdoor", "night", "camp", "hunt"]
language: en
normalized_name: hunt the cheeky monkey
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An outdoor night hunt where scouts search for reflective or fluorescent monkey shapes hidden in trees, using torches.

rules:
Hang monkey shapes from low branches in wide area. Tell scouts the monkeys escaped from a nearby camp. Scout who finds most brings them back, or one with most after set time wins.

variations:
Each find logged; after a few, leader rehang them. 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: 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 130
materials_category: craft
skills_developed: observation, night navigation
difficulty_level: usor
keywords: torch, night game, scavenger hunt, camp
tags: ["outdoor", "night", "camp"]
language: en
normalized_name: hunt the cheeky monkey
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A night-time torch-lit scavenger hunt where scouts find reflective monkey-shaped cards hung from branches and collect as many as possible.

rules:
Hang reflective monkey shapes from reachable low branches over a wide area. Each scout has a torch and must find and collect monkeys. The scout who finds the most or collects the most in a set time wins.

variations:
Each found monkey must be brought to the leader who records it; a leader re-hangs them. Can also be played in daylight with fluorescent/brightly coloured card.

source_excerpt:
We love this one on camp or in the woods when it's really dark. With a torch the monkeys stick out for miles if you hit them with the light.

materials_list:
reflective card or tape, fluorescent card cut into 50 monkey shapes, 1 torch per scout, pen and paper


name: Hunt the Crumples
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 130-131
materials_category: minimal
materials_list: newspapers, coloured paper, 1 carrier bag per scout
skills_developed: searching, teamwork
difficulty_level: usor
keywords: crumples, newspaper, scavenger hunt, grass
tags: ["outdoor", "camp", "hunt", "team"]
language: en
normalized_name: hunt the crumples
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team scavenger hunt where scouts collect crumpled newspaper balls hidden in long grass, with coloured crumples worth bonus points.

rules:
Crumple newspaper sheets into balls and distribute in long grass. Scouts in teams collect as many as possible in 20 minutes. Team with most wins.

variations:
Include coloured paper crumples worth 2 points. Make smaller crumples with silver and gold paper worth 5 and 10 points.

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


name: Hunt the Crumples
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 130-131
materials_category: miscellaneous
materials_list: newspapers, coloured paper, 1 carrier bag per scout
skills_developed: teamwork, searching
difficulty_level: usor
keywords: collect, newspaper, grass, teams
tags: ["outdoor", "active", "teams"]
language: en
normalized_name: hunt the crumples
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Newspaper balls are scattered in long grass and scouts in teams collect as many as possible within twenty minutes. Team with the most wins.

rules:
Crumple newspaper into tight balls and distribute in long grass. Teams collect as many crumples as possible in twenty minutes. Team with the most wins.

variations:
Include coloured paper crumples worth two points; smaller silver and gold crumples 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. 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.


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_category: minimal
materials_list: five tokens per scout in a team, pen and paper
skills_developed: hiding, searching, strategy, stealth
difficulty_level: mediu
keywords: hunt, hide, tokens, wide game
tags: ["outdoor", "wide-game", "strategy", "teams"]
language: en
normalized_name: hunt the scout
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A two-team hide and seek game where hunters find hidden scouts and collect tokens, then roles are swapped.

rules:
Two teams: hunted (given 5 tokens each) and hunters. Hunted hide in defined area. After 2 minutes hunters search. When hunter finds hunted, hunted gives one token; hunter must move on. Once tokens gone, hunted returns to base. Game stops when all return or after 30 minutes. Teams swap roles; hunter with most tokens wins.

source_excerpt:
When a hunter finds a hunted, the hunted gives the hunter a token who must then move on. If the hunter is with other scouts, only one gets the token.


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_category: miscellaneous
materials_list: five tokens per scout in a team, pen and paper
skills_developed: stealth, strategy, observation
difficulty_level: mediu
keywords: hide and seek, tokens, hunters, wide game
tags: ["outdoor", "wide-game", "teams"]
language: en
normalized_name: hunt the scout
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A hide-and-seek token game where one team hides and the other hunts. Hunters collect tokens from found scouts. Teams swap roles and the hunter with most tokens overall wins.

rules:
Two teams: hunted (each with 5 tokens) hide in a defined area. After 2 minutes, hunters search. When a hunter finds a hunted scout, that scout gives a token and the hunter moves on. Once all tokens are given or 30 minutes pass, everyone returns. Teams swap roles. Hunter with most tokens at end wins.

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 Scout
category: jocuri-cercetasesti
subcategory: stealth
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 57
skills_developed: stealth, observation, camouflage
difficulty_level: mediu
keywords: hiding, stealth, observation, outdoor
tags: ["outdoor", "hiding game", "boy scouts"]
language: en
normalized_name: hunt the scout
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A hiding game where one scout has 5 minutes to hide in defined territory and the finder becomes the next hider.

rules:
One scout is given 5 minutes to hide in clearly defined territory. The scout who finds him is to hide next time, unless the hider cannot be found, in which case they hide again.

source_excerpt:
One Scout is given 5 minutes to hide himself in a certain clearly defined territory. The Scout who finds him is to hide next time.


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_category: minimal
materials_list: 1 slipper
skills_developed: observation, deduction, chanting
difficulty_level: usor
keywords: slipper, cobbler, chant, circle, guess
tags: ["circle", "chanting", "guessing", "classic"]
language: en
normalized_name: hunt the slipper
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circle chanting game where a scout in the middle must guess which scout is secretly holding the slipper being passed behind their backs.

rules:
Scouts in tight circle with hands behind backs. One scout in middle. Slipper is passed around backs while scouts chant. Middle scout then guesses who has the shoe by chanting their name. If correct, stays in middle. If wrong, swaps with scout holding the shoe.

source_excerpt:
the slipper is passed around the back of the circle. The scout in the middle then chants, "Cobbler, cobbler tell me true, which of you has got my shoe?"


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_category: miscellaneous
materials_list: 1 slipper
skills_developed: observation, deduction
difficulty_level: usor
keywords: slipper, circle game, chant, guessing
tags: ["indoor", "classic", "circle-game"]
language: en
normalized_name: hunt the slipper
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circle game where a scout in the middle must identify which scout is secretly holding a slipper that is passed behind backs while scouts chant a rhyme.

rules:
Scouts sit in a tight circle with hands behind backs. One scout in the middle closes eyes as a slipper is passed behind the circle while scouts chant. The middle scout then guesses who has the slipper. Correct guess: stays in middle. Incorrect: swaps with the scout who had the shoe.

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. 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,"


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
source_excerpt: number one says, "I am [first name on whiteboard]," whilst disguising his name as best he can.
materials_category: stationery
materials_list: pens and paper, whiteboard and marker
skills_developed: deduction, observation, listening, acting
difficulty_level: mediu
keywords: identity, voice, disguise, whiteboard, guessing
tags: ["quiet", "icebreaker", "identity", "teams"]
language: en
normalized_name: i am...
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A guessing game where teams of scouts each say 'I am [name on whiteboard]' in disguised voices and others must identify which number scout truly is that name.

rules:
Teams in horizontal lines facing whiteboard. Lead team's names written in random order on board; scouts copy them. Lead team goes behind lines. Leader asks each numbered scout who says 'I am [name]' in disguise. Remaining scouts guess which number really was each name. Teams swap. After all rounds, answers marked; highest score wins.


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_category: stationery
materials_list: pens and paper, whiteboard and marker
skills_developed: voice recognition, deduction, memory
difficulty_level: usor
keywords: identity, voice, guessing, whiteboard
tags: ["indoor", "teams", "icebreaker"]
language: en
normalized_name: i am...
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams try to identify which scout is 'really' a name on the whiteboard as each scout says 'I am [name]' while disguising their voice. Observers guess which numbered scout is the actual person.

rules:
Teams sit in lines facing a whiteboard. Lead team's names written in random order. Lead team stands behind others; each scout says 'I am [name from board]' while disguising their voice. Observers write guesses. Team with most correct identifications wins.

source_excerpt:
Write the names in a random order of the lead team in a column on the board which the scouts copy down. The lead team goes to behind the lines of scouts and 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: icebreakers
subcategory: ice-breaker
content_type: joc
source_file: Resource Pack_ Learning By Playing (Catalunya)-20181011T113930Z-001.zip
source_files: ["Resource Pack_ Learning By Playing (Catalunya)-20181011T113930Z-001.zip"]
page_reference: page 208
skills_developed: memory, creativity, self-expression, fun
difficulty_level: usor
keywords: circle, cumulative, self-expression, gesture, icebreaker
tags: ["icebreaker", "circle game", "memory", "self-expression"]
language: en
normalized_name: i am...
extraction_confidence: high
source_id: c3162825_resource_pack__learning_by_playing_catalunya_20181011t113930
source_ids: ["c3162825_resource_pack__learning_by_playing_catalunya_20181011t113930"]
chunk_key: c3162825_resource_pack__learning_by_playing_catalunya_20181011t113930.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circle game where participants build a cumulative story about themselves. Each person says 'I am [trait]' with a gesture, the rest repeat, and the next person adds a new trait. By the end, a long funny story is created.

rules:
Participants stand in a circle. One starts by saying something about himself (e.g. 'I am strong') with a gesture. The rest repeat word and gesture. Next in circle says the previous statement and adds something (e.g. 'and I sing in the shower'). Rest repeat phrase and gesture. Continues around the circle.

source_excerpt:
One starts by saying something about himself e.g. "I am strong" and showing that he is strong with gestures. The rest repeat the word and the gesture. Next in the circle says "I am strong" and add something else e.g. "and I sing in the shower".


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
skills_developed: memory, concentration, listening
difficulty_level: mediu
keywords: memory, suitcase, holiday, chain, circle
tags: ["quiet", "memory", "circle", "no-equipment"]
language: en
normalized_name: i went on holiday and in my suitcase i packed...
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A memory circle game where each scout repeats all previous items and adds a new one, with mistakes leading to elimination.

rules:
Scouts sit in circle. First scout says phrase and adds an item. Next repeats correctly and adds item. Scout who makes a mistake is out. Last scout remaining wins. Leader may write items down to adjudicate.

source_excerpt:
The first says the above and adds an item. 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
skills_developed: lateral thinking, pattern recognition, deduction
difficulty_level: mediu
keywords: camp, lateral thinking, name, letter, puzzle
tags: ["quiet", "puzzle", "lateral-thinking", "circle"]
language: en
normalized_name: i went to camp
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A lateral thinking game where scouts must bring an item to camp that starts with the same letter as their own name, without being told the rule.

rules:
Scouts sit in circle. Leader (if name starts with A, Anne, Abi etc.) says 'I went to camp and I took an Axe.' Next scout names an item; if it starts with the same letter as their name they can come. Scouts figure out the hidden rule.

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 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
skills_developed: lateral thinking, pattern recognition
difficulty_level: mediu
keywords: secret rule, circle game, lateral thinking
tags: ["indoor", "no-equipment", "classic"]
language: en
normalized_name: i went to camp
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A lateral thinking circle game where the secret is that each scout's item must start with the same letter as their first name. Scouts not in on the secret are told whether they 'can come to camp' based on this rule.

rules:
Scouts sit in a circle. Each says 'I went to camp and took a [item].' If the item starts with the same letter as the scout's name, they can come to camp. Otherwise they can't. Continue until everyone gets the secret.

variations:
Pass a wooden spoon round; say 'Thank you' before repeating the phrase. Any scout who also says 'thank you' when given the spoon is in on the secret.

source_excerpt:
I Went to Camp is one of the most frustrating games to play if you're not in the know. Some scouts will pick it up almost immediately, others will still be puzzling about it on the way home!


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
skills_developed: memory, concentration
difficulty_level: usor
keywords: memory, suitcase, circle game, holiday
tags: ["indoor", "no-equipment", "classic"]
language: en
normalized_name: i went on holiday and in my suitcase i packed..
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A memory circle game where each scout must repeat all previously mentioned items and add a new one. Scouts who make a mistake are eliminated.

rules:
Scouts sit in a circle. First scout says the phrase and adds an item. Each subsequent scout repeats everything said before and adds a new item. A mistake means elimination. Last scout remaining wins.

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. Continue round the circle with each scout adding an item so long as he can correctly repeat what the last scout said.


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
skills_developed: vocabulary, quick thinking, alphabet knowledge
difficulty_level: usor
keywords: alphabet, holiday, circle game, word game
tags: ["indoor", "no-equipment"]
language: en
normalized_name: i'm going on holiday
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circle game where scouts fill in blanks in a travel story, each scout must contribute a word starting with the current letter of the alphabet. Hesitation or wrong letter means elimination.

rules:
Scouts stand in a large circle. The leader recites a holiday story with gaps. Scouts take turns filling gaps with words starting with the current letter (A for 5 turns, then B, etc.). Hesitation or wrong letter means sitting down.

source_excerpt:
Put the scouts in a large circle, standing up. You say, "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]"


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
materials_category: sports
materials_list: 1 ball per team
skills_developed: throwing, catching, memory
difficulty_level: usor
keywords: ball, numbers, teams, catching
tags: ["indoor", "active", "teams"]
language: en
normalized_name: i'm here!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams stand in numbered circles; a middle scout calls out numbers and throws a ball to the scout who responds 'I'm here!'. First team to have all numbered scouts sit down wins.

rules:
Teams form circles with numbered scouts. One scout per team sent out then returned to stand in circle's centre with a ball. Middle scout calls numbers; that numbered scout calls 'I'm here!'; ball is thrown and caught. Once successful, that scout sits. First team to all sit wins.

source_excerpt:
On "Go!" the middle scouts call out, "One" whereupon scouts One call out, "I'm here!" The middle scouts throw the ball at them who throw it back. Once it has been thrown out and back and caught cleanly, scouts One can sit down.


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_category: sports
materials_list: one football per team, chalk
skills_developed: coordination, teamwork, agility
difficulty_level: mediu
keywords: football, relay, line game
tags: ["indoor", "active", "teams"]
language: en
normalized_name: in and out
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where a football is passed backward along a line of scouts, the last runs in and out of the line to the front, and the line gradually reforms until complete.

rules:
Teams line up behind a chalk line. Lead scout has a football, passed backwards (between legs or over heads). Last scout runs in and out of line to the front, hands ball to lead scout, and stands in front. Game continues until first lead scout gives ball forward and runs to back of new line. First team to complete wins.

source_excerpt:
Give each lead scout a football and on "Go!" scouts have to pass it backwards either 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 the ball to him and crosses over the line and faces the lead scout.


name: In the Corner
description: A blindfolded scout has three attempts to burst a balloon in the corner 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_category: miscellaneous
materials_list: balloons, 1 blindfold
skills_developed: spatial awareness, stealth
difficulty_level: usor
keywords: balloon, blindfold, stamping
tags: ["indoor", "fun"]
language: en
normalized_name: in the corner
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
rules:
Blindfold a scout and place a blown-up balloon in a corner. The blindfolded scout has three attempts to burst it by stamping.

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
skills_developed: listening, reaction speed, concentration
difficulty_level: usor
keywords: pond, bank, elimination, listening
tags: ["indoor", "no-equipment", "active"]
language: en
normalized_name: in the pond
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts stand around a circle on the floor. The leader calls 'In the pond!' (jump in) or 'On the bank!' (jump out). Last scout to respond is eliminated; scouts who respond to trick commands are also out.

rules:
Scouts stand around a circle. 'In the pond!' = jump in. 'On the bank!' = jump out. Last to respond is out. Moving on repeated same command is out. Responding to trick variations ('On the pond', 'In the bank') is out. Last scout wins.

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. When you shout, "On the bank!" all the scouts jump backwards outside the circle.


name: In The Pond
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 47
materials_category: equipment
materials_list: chalk
skills_developed: listening, concentration, quick reactions
difficulty_level: usor
keywords: pond, commands, trick
tags: ["scouts", "indoor", "active"]
language: en
normalized_name: in the pond
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A large circle ('the pond') is marked on the floor. Players stand around the edge. The leader shouts 'In the Pond' (jump in) or 'On the Bank' (jump out), but may also shout trick commands like 'On the Pond' or 'In the Bank'. Players must not move on wrong orders. Movers are out or pay a forfeit.

rules:
'In the Pond' = jump in the circle. 'On the Bank' = jump out. 'On the Pond' or 'In the Bank' = trick commands, do not move. Moving on a wrong order means out or forfeit.

source_excerpt:
When he shouts "In the Pond," you all jump into the circle. When he shouts "On the Bank," you all jump out. But. sometimes he will try and trick you by saying "On the Pond" or "In the Bank."


name: Instant Story
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 134-135
skills_developed: creativity, quick thinking, listening
difficulty_level: usor
keywords: story, word game, creativity, circle
tags: ["indoor", "no-equipment", "creative"]
language: en
normalized_name: instant story
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts sit in a circle and build a story word by word, each adding one word in turn. Anyone who hesitates is out. Last scout remaining wins.

rules:
Scouts sit in a circle. First scout says one word. Each subsequent scout adds one word. Hesitation = out. Last scout remaining wins.

variations:
No full stops! One scout starts with an object in a phrase/sentence; the last scout must finish the full round with the same object, with all contributing one word.

source_excerpt:
Scouts sit in a circle and tell a story. 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
skills_developed: speed, coordination, teamwork
difficulty_level: usor
keywords: circle race, pairs, running
tags: ["indoor", "active", "no-equipment"]
language: en
normalized_name: international space station
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two scouts (the Space Station) holding hands circle the group and slap another pair's joined hands, triggering a race around the circle in opposite directions. First pair back takes the gap.

rules:
All scouts hold hands in a circle except two (the Space Station). Space Station circles and slaps a joined pair of hands. Station runs clockwise, slapped pair runs anti-clockwise. First pair back to the gap takes it; others become new Space Station.

source_excerpt:
Suddenly they will slap a pair of holding hands. The International Space Station will, still holding hands, run clockwise around the circle as the pair of scouts that were slapped, still holding hands, run anti-clockwise around the circle.


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_category: miscellaneous
materials_list: 1 blindfold per scout
skills_developed: trust, spatial awareness, listening
difficulty_level: usor
keywords: blindfold, touch, elimination
tags: ["indoor", "blindfold"]
language: en
normalized_name: is that you?
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
All but one scout are blindfolded and walk slowly around the hall. When they bump into someone, they ask 'Is that you?' Bumping into the sighted scout results in having their blindfold removed. Last blindfolded scout wins.

rules:
All but one scout blindfolded. Blindfolded scouts walk and ask 'Is that you?' when bumping into someone. Another blindfolded scout replies the same. The sighted scout says nothing and removes the blindfold of whoever bumps into them. Game continues until one blindfolded scout remains (winner). Unblindfolded scouts stay still.

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?" If they've bumped into another blindfolded scout that scout will also say, "Is that you?" and they both move on.


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_category: miscellaneous
materials_list: a long length of rope, stopwatch
skills_developed: strategy, stealth, teamwork
difficulty_level: mediu
keywords: hide and seek, jail, capture, wide game
tags: ["outdoor", "wide-game", "teams"]
language: en
normalized_name: jailed
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A timed game where one team hides and the other hunts, capturing scouts and placing them in a rope jail. Teams swap roles and the faster team wins.

rules:
Two teams: convicts run off and hide. After 1 minute, hunters chase. Tagged convicts are taken to the rope jail. Game stops when all convicts are jailed; time is recorded. Teams swap. Team with shorter round-up time wins.

variations:
Jailed convicts can escape if tagged by a fellow team member, requiring some hunters to 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. On "Go!" one team, the convicts, runs off and hides. After one minute the other team, the hunters, go out to find them.


name: Jelly Bean Journey
category: jocuri-cercetasesti
content_type: 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: food
materials_list: 200 jelly beans, 2 tables, 8 bowls, 1 plastic spoon for each scout
skills_developed: balance, coordination
difficulty_level: mediu
keywords: jelly beans, spoon race, relay, teams
tags: ["indoor", "active", "food-props"]
language: en
normalized_name: jelly bean journey
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts transport jelly beans from one bowl to another using only a spoon handle held in their mouth.

rules:
Four teams; each has a bowl of 50 jelly beans at one end and an empty bowl at the other. Scouts transport beans using spoon handles in their mouths. First team to empty their first bowl gets 5 points plus 1 per bean in their bowl; other teams score 1 per bean. Most points wins.

variations:
Scouts can only transport one bean at a time. Dropped beans penalised (minus 5 points each or disqualification).

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
skills_developed: coordination, social skills
difficulty_level: usor
keywords: partners, circle game, swapping
tags: ["indoor", "icebreaker", "no-equipment"]
language: en
normalized_name: jimmy the one
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A partner-swapping circle game. One scout in the middle calls out positions (back to back, side to side, etc.), and on 'Jimmy the One!' everyone must find a new partner including the caller.

rules:
Scouts find a partner and form a circle. One scout (Jimmy) in the middle calls positions. Pairs respond. On 'Jimmy the One!' all find new partners including Jimmy. Scout left without partner becomes new Jimmy.

source_excerpt:
Scouts find a partner and form a circle. One scout goes in the middle and says, "Back to back", "side to side", "knee to knee", "arm in arm", "nose to nose" etc. Whatever it is the pairs have to do it.


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_category: sports
materials_list: 2 footballs, 2 basketballs, 2 rugby balls, 2 volleyballs, 2 tennis balls, 4 marker cones
skills_developed: coordination, teamwork, multi-sport skills
difficulty_level: mediu
keywords: multi-ball, goals, sports, teams
tags: ["outdoor", "active", "teams", "family-camp"]
language: en
normalized_name: jumble fumball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A multi-ball goal-scoring game where two teams compete using different types of balls, each with its own movement rule (kick, bounce, throw, etc.).

rules:
Two teams with marker cone goals. All balls in the middle. No carrying. Footballs kicked, basketballs bounced then passed, rugby balls thrown, volleyballs kicked, tennis balls back-heeled (none to oneself). Each ball scores one goal. No one within 2m of defending goal. Team scoring most goals wins.

source_excerpt:
Put the scouts into two teams with marker cones for goals at either end of the playing area. Put all the balls in the middle of the playing area and the teams about ten metres away inside their respective halves.


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_category: sports
materials_list: one football per team, chalk
skills_developed: coordination, balance, teamwork
difficulty_level: mediu
keywords: relay, football, hop, knees
tags: ["indoor", "active", "teams"]
language: en
normalized_name: kangaroo
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race like 'In and Out' but the last scout must put the ball between their knees and hop to the front.

rules:
Teams line up behind a chalk line. Ball passed backwards through legs. Last scout puts ball between knees and hops to lead scout, hands ball over, and stands in front. Continues until first lead scout passes ball to scout in front and races to back. First team to complete wins.

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_category: sports
materials_list: 1 large sponge ball and 1 chair per team
skills_developed: balance, coordination
difficulty_level: usor
keywords: hop, relay, ball, teams
tags: ["indoor", "active", "teams"]
language: en
normalized_name: kangaroo hop
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where each scout must squeeze a sponge ball between their knees and hop around a chair before passing the ball to the next team member.

rules:
Teams line up with a chair in front. Team leader squeezes ball between knees, hops around chair, returns and passes to next member. If ball comes loose, scout stops it with feet and continues from where it ended. First team to all complete wins.

source_excerpt:
Give each team leader a ball and on "Go!" they have to squeeze it between their knees and hop round the chair. Then the ball passes to the next member of the team and so on.


name: Keepy Ballony Uppy
variations: Give each team three balloons; first or third to touch ground/burst means that team is 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: page 138
materials_category: miscellaneous
materials_list: one balloon per team
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: balloon, keepy uppy, teams
tags: ["indoor", "active", "teams"]
language: en
normalized_name: keepy ballony uppy
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams keep a balloon in the air as long as possible using any body part, without holding or trapping it. Team whose balloon stays up longest wins.

rules:
Teams given one balloon. On 'Go!' balloon is thrown up and scouts use any body part to keep it in the air. Not allowed to hold or trap it. Team keeping balloon up longest without it touching ground or bursting wins.

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. They are not allowed to hold onto it, nor are they allowed to trap it (between legs and arms etc).


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_category: sports
materials_list: 1 beach ball per team
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: beach ball, keepy uppy, counting
tags: ["indoor", "active", "teams"]
language: en
normalized_name: keepy beachbally uppy
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams count how many times they can hit a beach ball into the air without it touching the ground, with no scout allowed to hit twice in a row.

rules:
Teams each get a beach ball. Count how many times ball is hit up without touching ground. No scout hits ball more than once in a row. Team with most hits when all are out wins, or most hits within a time limit.

source_excerpt:
Put the scouts into teams and give them each a beach ball. 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_category: sports
materials_list: 2 large sponge balls
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: sponge ball, keepy uppy, teams, competitive
tags: ["indoor", "active", "teams"]
language: en
normalized_name: keepy scouty uppy
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams separated by a line each try to keep their sponge ball in the air longer. Ball touching the floor means that team loses the round.

rules:
Two teams separated by a line. Each team gets a ball. Ball thrown in air; team keeps it up using hands, feet, heads. No holding, no balancing, no consecutive hits. Team whose ball touches floor loses. Play multiple rounds.

source_excerpt:
Put the scouts into two teams and separate them with a line down the middle of the hall. 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 139
materials_category: sports
materials_list: football, big wall
skills_developed: kicking, coordination
difficulty_level: usor
keywords: football, wall, kicking, teams
tags: ["indoor", "outdoor", "active"]
language: en
normalized_name: kick a wall ball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams take turns kicking a football against a wall; each scout must do so in one kick. Team with most successful consecutive single kicks wins.

rules:
Teams numbered. Scout 1 kicks ball against wall, then scout 2 must also kick it. If it takes more than one kick, that team's turn ends. Move to next team. Team with most successful kicks wins.

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. If he takes more than one kick that team's turn is over and you move onto the second team.


name: Kick out a Neighbour
variations: When changing seats, no scout can end up next to either of their previous neighbours.
category: jocuri-cercetasesti
content_type: 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_category: miscellaneous
materials_list: 1 torch, chairs
skills_developed: memory, observation
difficulty_level: usor
keywords: torch, dark, neighbours, circle game
tags: ["indoor", "dark", "night"]
language: en
normalized_name: kick out a neighbour
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circle game in the dark where a central scout identifies neighbours illuminated by a torch. Wrong answer means swapping places; 'not very well' triggers a seat-scramble.

rules:
Lights out. Scouts sit in circle. 'It' in middle asks a scout to name their neighbours (flashing torch). Wrong = swap. Correct: It asks how one neighbour is. 'Fine' = all stay. 'Not very well' = everyone scrambles for new seats with It joining. Scout without seat becomes It.

source_excerpt:
Turn the lights out. Scouts sit on chairs in a circle. 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?" He then flashes his torch at the three scouts quickly.


name: Kidnap
category: sports-active
content_type: 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_category: stationery
materials_list: chalk
skills_developed: strategy, speed, teamwork
difficulty_level: mediu
keywords: kidnap, territory, teams, dragging
tags: ["indoor", "outdoor", "active", "physical"]
language: en
normalized_name: kidnap
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams defend their lines and try to kidnap scouts from the opposing team by dragging them across into no-man's land. Team with more scouts on their side after 10 minutes wins.

rules:
Two lines 5m apart. Scouts are safe behind their own line. Scouts venturing between the lines can be grabbed and dragged to the other team's side. Team with more scouts on its side after 10 minutes wins. Kidnapped scouts can sit out or join the capturing team.

source_excerpt:
Draw two lines five metres apart and put the scouts behind one line or the other, where they are safe. Scouts that venture between the two lines are not safe and could be dragged back behind the other team's lines.


name: Kill a Scout
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 140
materials_category: miscellaneous
skills_developed: strategy, teamwork, stealth
difficulty_level: mediu
keywords: water, newspaper, team battle, camp
tags: ["outdoor", "camp", "water", "active"]
language: en
normalized_name: kill a scout
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A water-gun battle using washing-up bottles and newspaper 'jackets'. Teams shoot opponents; each hit requires a return to base for a new jacket. Team with fewest wet jackets after a fixed time wins.

rules:
Teams each get washing-up bottles with water. Each scout wears a newspaper jacket (with a hole for head). On 'Go!' teams try to spray opponents' jackets. Hit scouts cannot shoot until they get a new jacket. Wet jackets collected by team. After fixed time, team with fewest wet jackets wins.

source_excerpt:
Put the scouts into teams and give them each a washing-up bottle filled with water. Cut a hole in each sheet of newspaper (easily done by folding each sheet in half and cutting a half circle out of the folded side, then opening up). Put a sheet over each scout's head to form a bullet-proof jacket.

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


name: Kill a Scout!
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 140-141
materials_category: stationery
materials_list: 3 slips of paper per scout, 1 plastic coin bag per scout, 3 paper bags, 1 sheet of paper and pen
skills_developed: strategy, stealth, social deduction
difficulty_level: dificil
keywords: assassination, camp game, long-running, strategy
tags: ["camp", "multi-day", "strategy"]
language: en
normalized_name: kill a scout!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A long-running camp assassination game where each scout is secretly assigned a victim, a weapon, and a location. They must get the victim and weapon to the location at the same time to score a kill.

rules:
Each scout writes their name, an item, and a location on slips of paper. Random assignment: each scout gets another's name (victim), a weapon item, and a location. To 'kill': get victim and weapon to location simultaneously. Victim gives killer their slips and is out. Scout with most kills at end wins.

source_excerpt:
One of our favourite games for camp as it can be played over a weekend or even a week alongside any other planned activities. It's perfect for when we have a bit of free time.


name: Kipper Fanning I
variations: Use tissue paper for the kipper to make it harder.
category: jocuri-cercetasesti
content_type: 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_category: craft
materials_list: a piece of paper cut into a fish shape per team, a rolled-up newspaper per team
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: kipper, fanning, newspaper, relay
tags: ["indoor", "teams", "relay"]
language: en
normalized_name: kipper fanning i
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay where teams fan a paper fish along the length of a hall using a rolled-up newspaper. Team completing the required number of lengths first wins.

rules:
Teams split in half at either end of hall. Lead scout fans a paper kipper to the other end using a rolled-up newspaper, passes newspaper; next scout fans it back. First team to complete required number of back-and-forth trips wins.

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. The winner is the first team to fan the kipper backwards and forward the requisite number of times.


name: Kipper Fanning 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 142
materials_category: craft
materials_list: a piece of paper cut into a fish shape per team, a rolled-up newspaper per team, five frying pans
skills_developed: coordination, teamwork
difficulty_level: mediu
keywords: kipper, fanning, frying pan, relay
tags: ["indoor", "teams", "relay", "chaotic"]
language: en
normalized_name: kipper fanning ii
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A more complex fanning relay where four teams each fan their paper fish to a central frying pan, then back to their team's frying pan, causing chaos in the middle.

rules:
Four teams in corners, each with a fish, newspaper, and frying pan. First scout fans fish to central frying pan, then fans it back to team frying pan. Pass newspaper to next team member. First team to all complete wins.

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_category: stationery
materials_list: 1 book per team, pen and paper per team
skills_developed: observation, memory, estimation
difficulty_level: mediu
keywords: book, observation, quiz, teams
tags: ["indoor", "teams", "observation"]
language: en
normalized_name: know your book
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams study a book for three minutes, then answer questions about its physical properties and contents. Team with highest score wins.

rules:
Teams given a book, paper, and pen. Study book for 3 minutes. Books taken away. Questions asked: weight, dimensions, page count, words on cover, author, publisher, publication date, etc. Team with highest score wins; tiebreaker: count words on first line.

source_excerpt:
Tell the scouts to examine the book for three minutes. Then take the books away and ask questions about them, such as: How must does the book weigh (with a 10% margin of error)?


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_category: sports
materials_list: tennis ball
skills_developed: reaction speed, vocabulary, catching
difficulty_level: usor
keywords: animals, ball, circle game, categories
tags: ["indoor", "classic", "circle-game"]
language: en
normalized_name: land, sea or air
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts stand in a circle; the leader throws a ball to a scout while calling 'land', 'sea', or 'air' and counting to five. The scout must catch, name an appropriate animal, and return the ball before five.

rules:
Scouts in circle; leader in middle. Leader throws ball to a scout calling 'land', 'sea', or 'air' and counts to five. Scout must catch ball, name a land/sea/air animal as appropriate, and throw back before 'five'. No repeats. Fail = out.

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". 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.


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
materials_category: sports
materials_list: volleyball
skills_developed: coordination, teamwork, dodging
difficulty_level: mediu
keywords: volleyball, protect, line, circle
tags: ["indoor", "active", "dodgeball-variant"]
language: en
normalized_name: last man
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Four scouts form a linked line to protect 'Last Man' from being hit by a volleyball thrown by scouts in a surrounding circle. When Last Man is hit, the thrower takes the front of the line.

rules:
Four scouts in a line, hands on waists. Last Man at back. Circle scouts throw volleyball to hit Last Man below waist. Line twists/twirls to protect Last Man. When hit, the thrower goes to front of line and Last Man goes to circle. After 10 minutes, four scouts in line are winners.

source_excerpt:
Four scouts form a line, hands on waists of the scout in front. The scout at the back is Last Man. The other scouts form a circle round the line of four. Give the ball to the scouts in the circle who have throw it to try to hit Last Man below the waist.


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_category: miscellaneous
materials_list: 2 long lengths of rope
skills_developed: endurance, pacing, running
difficulty_level: mediu
keywords: running, endurance, elimination, pacing
tags: ["outdoor", "camp", "active", "endurance"]
language: en
normalized_name: last man over
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An endurance race where scouts run to a finish line and back repeatedly. The last scout over each time drops out until one winner remains.

rules:
Scouts line up on a rope. Run to finish line ~50m away. Last scout over drops out. Run back; last again drops out. Continue until one scout remains — winner.

source_excerpt:
The scouts line up along a length of rope. On "Go!" they have to run to and over the finish line around fifty metres away. The last scout over the finish line 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
skills_developed: agility, coordination, teamwork
difficulty_level: usor
keywords: leap frog, relay, teams
tags: ["indoor", "outdoor", "active", "classic"]
language: en
normalized_name: leap frog
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts leap frog all scouts in front of them until they reach the head of the line, then crouch down and the next scout repeats.

rules:
Teams line up in single file with space between; scouts crouch on bent knees. Last scout leap frogs all scouts to the front, then crouches. Each scout takes a turn. First team to finish wins.

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. Then he gets down and the scout at the back repeats the leap frogging.


name: Leap Frog Race
variations: Run the race in reverse (as a new race or extending the current one) to return everyone to start.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 144-145
skills_developed: agility, coordination, teamwork
difficulty_level: usor
keywords: leap frog, relay, teams
tags: ["indoor", "active", "classic"]
language: en
normalized_name: leap frog race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay where the lead scout leap frogs down the line of crouching teammates and resumes position at the end, then the next scout does the same.

rules:
Teams line up kneeling with heads down. Lead scout stands and leap frogs down the line, then resumes same position at end. Second scout does the same. First team to complete wins.

source_excerpt:
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.


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_category: miscellaneous
materials_list: 1p coin per team, chalk
skills_developed: observation, speed, probability
difficulty_level: usor
keywords: coin, guessing, teams, relay
tags: ["indoor", "active", "teams"]
language: en
normalized_name: left or right
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts race to their team leader to guess which fist contains a coin. Points scored for correct guesses. Faster scouts have more chances. First team to 20 points or highest score after 5 minutes wins.

rules:
Teams in lines at one end; leader at other end holding a coin in one fist. Scout runs up and pats a fist. Correct = leader notes one point, scout returns for next teammate. Leader re-swaps coin behind back between attempts.

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
materials_category: coins, chalk
materials_list: 1p coin per team, chalk
skills_developed: speed, observation, probability
difficulty_level: usor
keywords: relay, coin, guessing
tags: ["indoor", "teams", "relay"]
language: en
normalized_name: left or right
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay game where scouts run to their team leader and guess which fist holds a coin. The leader swaps the coin between hands behind their back between turns. The first team to twenty points wins.

rules:
Scouts form teams in lines behind a line at one end of the hall. Each team has a leader at the other end holding a coin. Lead scouts run up and pat one of the leader's outstretched fists. If it contains the coin, one point is scored. The leader swaps the coin behind their back or not. The first team to twenty points or 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: 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
skills_developed: balance, strength, coordination
difficulty_level: mediu
keywords: leg pull, balance, pairs, strength
tags: ["indoor", "physical", "pairs"]
language: en
normalized_name: leg pull
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Partners face each other in the middle of the hall, both lift their left legs and grab their partner's left leg. On 'Go!' each tries to hop backwards dragging their partner to their wall to win.

rules:
Pairs from opposite walls meet in the middle. Both lift and grab partner's left leg. On 'Go!' each tries to hop backwards pulling partner to their own wall. First to get partner to their wall wins.

source_excerpt:
Bring the two lines together so that they meet in the middle. Pairs opposite each other both lift their left legs at the same time grabbing their partner's left leg. At "Go!" pairs both need to hop backwards bringing their pair with them until one of them gets the other back to his wall


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
skills_developed: balance, strength
difficulty_level: mediu
keywords: pairs, hopping, balance
tags: ["indoor", "pairs", "physical"]
language: en
normalized_name: leg pull
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A pairing game where scouts grab their partner's left leg and hop backwards trying to drag their partner to their own wall.

rules:
Pair up scouts with one half along each wall. Bring the two lines together so they meet in the middle. Pairs lift their left legs simultaneously, grabbing their partner's left leg. On 'Go!' pairs hop backwards, bringing their pair with them until one gets the other back to their wall.

source_excerpt:
At "Go!" pairs both need to hop backwards bringing their pair with them until one of them gets the other back to his wall where the successful leg-puller will be deemed the winner.


name: Leg Pull
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 91
skills_developed: balance, strength, agility
difficulty_level: usor
keywords: hopping, leg pull, one-on-one, balance
tags: ["indoor", "physical", "one-on-one"]
language: en
normalized_name: leg pull
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part06
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A one-on-one hopping game where two scouts each hold the other's left leg and hop backwards, trying to pull their partner to their own wall first.

rules:
Pairs line up along the long axis of the hall, backs to opposite walls. Each person lifts their left leg and holds their partner's left leg. On command, each hops backward trying to pull their partner. First to touch their own wall (or cross a line) wins.

source_excerpt:
each person lifts his left leg in the air and holds onto his partners left leg. Upon a suitable command, each player has to hop backwards trying to pull his partner with him.


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
skills_developed: strength, coordination
difficulty_level: mediu
keywords: wrestling, legs, pairs, strength
tags: ["indoor", "physical", "pairs"]
language: en
normalized_name: leg wrestling
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Pairs lie on their backs beside each other, lock elbows, raise touching legs, then try to use locked legs to flip their opponent over their shoulders.

rules:
Pairs lie on backs side by side, lock touching elbows facing away. Lift touching legs straight up. On 'Go!' lock legs around opponent's knee and pull. Scout who gets pair completely over their shoulders wins.

source_excerpt:
Put the scouts into pairs. Each pair lie down on their backs beside each other. They lock touching elbows and face away from each other. Then they lift their touching legs so they're pointing straight up.


name: Leg Wrestling
category: sports-active
subcategory: dual strength
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 54
skills_developed: strength, coordination
difficulty_level: mediu
keywords: wrestling, leg, strength, pairs
tags: ["indoor", "physical", "dual", "boy scouts"]
language: en
normalized_name: leg wrestling
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A two-player strength skill contest where opponents lie side by side with heads pointing opposite directions and try to roll each other over by locking legs.

rules:
Two scouts lie on backs side by side with elbows locked and heads pointing in opposite directions. Together they count three. On first and second count they bring each inside leg to a vertical position. On third count they vigorously lock legs and attempt to roll the other fellow up onto his shoulders and completely over.

source_excerpt:
On the third count they vigorously lock legs and attempt to roll the other fellow up onto his shoulders and thence completely over. It isn't always the heaviest Scout that wins.


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
materials_category: stationery
materials_list: 1 tape measure, 1 ruler, pen and papers, white board
skills_developed: estimation, measurement, mathematics
difficulty_level: usor
keywords: estimation, measurement, lengths, quiz
tags: ["indoor", "STEM", "estimation"]
language: en
normalized_name: lengths
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts estimate the lengths of various items and spaces in the hall using a reference ruler. Points awarded for closest estimates. Highest total score wins.

rules:
Show scouts a 30cm ruler. They estimate lengths of hall, width, height, circle circumferences/diameters, height of objects, small items in mm. Write answers, swap papers and mark. Closest = 5 pts, second = 3 pts, third = 1 pt.

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
materials_category: measuring tools, paper
materials_list: 1 tape measure, 1 ruler, pen and papers, white board
skills_developed: estimation, measurement, mathematics
difficulty_level: usor
keywords: measurement, estimation, STEM
tags: ["indoor", "educational", "STEM"]
language: en
normalized_name: lengths
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A measurement estimation game where scouts estimate lengths of various items in the hall and earn points for the most accurate estimates.

rules:
Show scouts a ruler with the thirty centimetre mark. Tell them to estimate lengths of items in the hall (length, width, height, circumferences, small items). Scouts write down their answers, then swap papers and mark. The scout nearest each item gets five points, second nearest three points, third nearest one point. Highest score wins.

source_excerpt:
The scout that is nearest, second and third nearest to each item gets five, three and one points. The scout with the highest score is the winner, with a second, third and fourth place.


name: Lifeboats
category: jocuri-cercetasesti
content_type: 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
skills_developed: reaction, listening
difficulty_level: usor
keywords: lifeboats, grouping, quick game
tags: ["indoor", "no-equipment", "filler"]
language: en
normalized_name: lifeboats
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
During any activity, the leader shouts 'Lifeboats!' and holds up a number of fingers. Scouts must form groups of that size. Scouts who can't form a correct group go to fetch the drinks.

rules:
At any time shout 'Lifeboats!' and hold up fingers indicating group size. Scouts not in a correctly-sized group go and get 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. Those that don't / can't then go and get the drinks.


name: Lifeboats
category: jocuri-cercetasesti
content_type: 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
skills_developed: quick thinking, social awareness
difficulty_level: usor
keywords: grouping, quick, social
tags: ["indoor", "quick", "social"]
language: en
normalized_name: lifeboats
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A quick grouping game where the leader shouts 'Lifeboats!' and holds up fingers indicating how many scouts should group together. Those who can't form a group go get the drinks.

rules:
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. Those that don't/can't then 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. Those that don't / can't then go and get the drinks.


name: Litter Pick-Up
rules: Give each scout a bag. The scout who picks up the most litter wins a prize.
category: camp-outdoor
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 146-147
materials_category: miscellaneous
materials_list: 1 plastic bag per scout
skills_developed: community service, environmental awareness
difficulty_level: usor
keywords: litter, environment, community, camp
tags: ["outdoor", "community", "camp", "environment"]
language: en
normalized_name: litter pick-up
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A community or camp activity where scouts are incentivised to pick up as much litter as possible with the prize going to whoever collects the most.

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 and will receive a prize.


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_category: bags
materials_list: 1 plastic bag per scout
skills_developed: environmental awareness, community service
difficulty_level: usor
keywords: litter, community, environment
tags: ["outdoor", "community", "environment"]
language: en
normalized_name: litter pick-up
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A community or camp game where scouts collect litter, with the scout picking up the most items winning a prize.

rules:
Give scouts a bag each and tell them 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_category: sports
materials_list: 1 large sponge ball, stopwatch
skills_developed: dodging, teamwork, strategy
difficulty_level: mediu
keywords: dodgeball, defend, pairs, circle
tags: ["indoor", "active", "dodgeball-variant"]
language: en
normalized_name: little and large
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A dodge-ball variant where one scout ('Little') in a circle must be hit by the ball while another ('Large') defends by intercepting. Pair who survives longest in the circle wins.

rules:
Scouts form a large circle with the ball. Two scouts inside: 'Little' must be hit below waist; 'Large' defends by blocking. Once Little is hit, pair swaps with another pair. After all have had a go, pair that survived longest wins.

source_excerpt:
Scouts form a large circle and are given the ball. Two scouts go into the circle. 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_category: balls
materials_list: 1 large sponge ball, stopwatch
skills_developed: tactics, teamwork, agility
difficulty_level: mediu
keywords: dodge ball, circle, tactics
tags: ["indoor", "dodge ball", "teams"]
language: en
normalized_name: little and large
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A dodge ball game where two scouts go inside a circle: one ('Little') must be hit by the ball, and the other ('Large') defends them. The pair that survives longest wins.

rules:
Scouts form a large circle with the ball. Two scouts go inside: 'Little' and 'Large'. Circle scouts throw the ball trying to hit Little below the waist while Large defends. Once Little is hit the pair swap with another pair. The pair that survived longest in the circle wins.

source_excerpt:
Once Little has been hit the pair change places with another pair. Once everyone has had a go inside the circle the pair that survived the longest in the circle are the winners.


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
skills_developed: agility, strategy, reaction
difficulty_level: mediu
keywords: tag, lock arms, circle, chasing
tags: ["indoor", "active", "no-equipment"]
language: en
normalized_name: lock arm tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A tag game where scouts in pairs form an inner and outer circle with locked arms. An escaping scout can lock arms with a pair, freeing the other end to become the new escaper.

rules:
Scouts in pairs form two concentric circles, each pair locking arms. One scout is 'It' chasing an escaping scout. Escaping scout can lock arms with a pair; the scout on the other end becomes the new escaper. Successful tag means the tagged scout becomes It.

source_excerpt:
Make one other scout "It" who has to chase an escaping scout in order to tag him. 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
skills_developed: agility, awareness, teamwork
difficulty_level: mediu
keywords: tag, circles, lock arms
tags: ["indoor", "tag", "active"]
language: en
normalized_name: lock arm tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A tag game where scouts in concentric circles lock arms in pairs. An escaping scout can lock arms with a pair to pass on the 'escaping' role.

rules:
Divide scouts into two teams in two concentric circles, each outer scout paired with an inner scout, locking arms. One scout is 'It' chasing an escaping scout. If the escaping scout locks arms with a pair, the scout on the other end becomes the escaping scout. Play continues until the escaping scout is tagged, then they swap roles with It.

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_category: miscellaneous
materials_list: marker cones
skills_developed: coordination, teamwork, synchronisation
difficulty_level: usor
keywords: race, arms, teams, coordination
tags: ["indoor", "outdoor", "active", "teams"]
language: en
normalized_name: lock-arm race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams of four lock arms side by side and race to a finish line without breaking the chain. Breaking arms results in disqualification.

rules:
Teams of 4 lock arms side by side. Race to finish line or around a cone and back. Any breaking of interlocked arms = disqualification. First complete team over the line wins.

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


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_category: cones
materials_list: Marker cones
skills_developed: coordination, teamwork, speed
difficulty_level: usor
keywords: race, arms locked, team
tags: ["indoor", "race", "teams"]
language: en
normalized_name: lock-arm race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where teams of four scouts lock arms and must run side by side to the finish line without breaking arms.

rules:
Put scouts into teams of four with a start and finish line. All four scouts lock arms and must run side by side. Any breaking of two or more arms results in disqualification. First team over the line wins.

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
variations: Scouts must keep part of a hand and a foot behind the line.
category: creative-stem
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 147-148
materials_category: stationery
materials_list: chalk
skills_developed: balance, flexibility
difficulty_level: usor
keywords: reach, chalk, stretch, balance
tags: ["indoor", "individual", "physical"]
language: en
normalized_name: long reach
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts try to place a chalk mark as far forward as possible while keeping part of their body behind a line. Results are compared against height order.

rules:
With part of body behind a line, scouts try to place chalk mark as far forward as possible. Line scouts up by height and compare marks.

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
category: sports-active
content_type: 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_category: chalk
materials_list: Chalk
skills_developed: flexibility, balance
difficulty_level: usor
keywords: reach, chalk, physical
tags: ["indoor", "physical", "individual"]
language: en
normalized_name: long reach
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A measuring/physical challenge where scouts try to leave a chalk mark as far forward as possible while keeping part of their body behind a line.

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.

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

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, 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_category: miscellaneous
materials_list: 2 tin cans per team, 1 short pencil, 1 ping pong ball, 1 long pen, 1 matchbox per team, chalk
skills_developed: observation, quick thinking, category recognition
difficulty_level: usor
keywords: shapes, miming, relay, sorting
tags: ["indoor", "active", "teams"]
language: en
normalized_name: long, short, rectangle, round
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Numbered scouts race to retrieve the correct item (long/short/rectangle/round) from a central tin and deposit it in their team's tin. First back wins a point.

rules:
Teams on outside of circle, sitting in lines. Tin with four items (long pen, short pencil, matchbox, ping pong ball) in circle. Leader calls a number and mimes long/short/rectangle/round. That scout fetches correct item from circle tin, deposits in team tin, sits down. First back scores a point. Wrong item = no points.

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, run to the tin at the end of its team, and deposit it before sitting back down.


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: pages 148
materials_category: props
materials_list: 2 tin cans, 1 short pencil, 1 ping pong ball, 1 long pen, 1 matchbox per team, chalk
skills_developed: observation, speed, attention
difficulty_level: usor
keywords: relay, shapes, mime
tags: ["indoor", "relay", "teams"]
language: en
normalized_name: long, short, rectangle, round
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay game where scouts run to retrieve specific items from a tin based on the leader's mime ('long', 'short', 'rectangle', or 'round') and deposit them in another tin.

rules:
Put scouts into teams in lines outside a circle. At one end of each line in the circle, a tin with four items (short pencil, ping pong ball, long pen, matchbox). A scout stands in the middle calling numbers and miming the shape. Called scout runs to get correct item, deposits it in far tin. First scout back scores a point. Wrong item = no points and item stays in wrong tin.

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, run to the tin at the end of its team, and deposit it before sitting back down.


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
skills_developed: social skills, reaction, observation
difficulty_level: usor
keywords: neighbours, chairs, swapping, circle game
tags: ["indoor", "icebreaker", "chairs"]
language: en
normalized_name: love your neighbour
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part09
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circle chair game where a central 'It' scout asks another if they love their neighbours. Negative answer triggers a neighbour swap; conditional answer causes everyone matching the condition to swap seats.

rules:
'It' in middle. Asks a scout 'Do you love your neighbours?' 'No' = neighbours swap seats before It can take one. 'Yes but not those who [x]' = all matching [x] swap before It takes a seat. Scout without seat becomes It.

source_excerpt:
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 of him have to get up and swap places before It can sit down in one of their spaces.


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
skills_developed: social awareness, quick thinking
difficulty_level: usor
keywords: circle game, neighbours, swap
tags: ["indoor", "social", "circle"]
language: en
normalized_name: love your neighbour
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circle game where 'It' in the middle asks scouts if they love their neighbours. The answer determines which scouts must swap places, with It trying to steal a seat.

rules:
Scouts sit in a circle with one 'It' in the middle. It asks a scout, 'Do you love your neighbours?' If the answer is 'No', neighbours swap. If 'Yes, but not those who x', all matching scouts swap. It tries to sit in a vacated space. Scout left without a place becomes It.

source_excerpt:
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 of him have to get up and swap places before It can sit down in one of their spaces.


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_category: timing
materials_list: Pen and paper, stopwatch
skills_developed: stealth, speed, strategy
difficulty_level: usor
keywords: tag, hunt, stealth
tags: ["outdoor", "wide game", "active"]
language: en
normalized_name: man hunt
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A tag game where one hunter is sent to find and tag scouts. Tagged scouts join the hunt. Last untagged scout wins.

rules:
One scout is the man hunter and waits with you. Send other scouts into the playing area. After a minute send the man hunter off to tag any scouts he can find. Once tagged, that scout joins the man hunter in tagging. Continues until time runs out or only one scout remains untagged.

variations:
Tagged scouts must report to the leader before they can start tagging. Play in teams with each team taking turns to tag all others, with the winning team being the one that tags all in the shortest time.

source_excerpt:
One scout is the man hunter and waits with you. Send the other scouts off into the playing area. After a minute send the man hunter off who has to tag any scouts he can find.


name: Manic Ball Circle
variations: To prolong the game, shout 'Reverse!' if one ball is catching up with the other.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 149-150
materials_category: balls
materials_list: Two large balls
skills_developed: coordination, teamwork, speed
difficulty_level: usor
keywords: ball, circle, passing
tags: ["indoor", "active", "teams"]
language: en
normalized_name: manic ball circle
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A fast-paced circle passing game where two numbered teams pass balls in opposite directions trying to catch up with each other's ball.

rules:
Put scouts in a circle, numbered 1, 2, 1, 2 alternately (even number required). Give a ball to a number 1 scout and another ball to a number 2 scout opposite. On 'Go!' each team passes clockwise to the next team member (two scouts away). If a ball is dropped it must stop until the dropper retrieves it. The team whose ball catches up with the other ball wins. Leader can shout 'Reverse!' to change direction.

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_category: balls
materials_list: 5 large sponge balls
skills_developed: agility, throwing, reflexes
difficulty_level: mediu
keywords: dodge ball, free for all, active
tags: ["indoor", "active", "dodge ball"]
language: en
normalized_name: manic dodge ball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A free-for-all dodge ball game in a circle where any scout can throw any ball at any other scout. Hit scouts below the knee are out.

rules:
Put scouts into a large circle. Put 5 balls inside. 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 an unbounced ball, the thrower is out. Last scout in 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
category: jocuri-cercetasesti
content_type: 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_category: marbles, chalk
materials_list: 2 marbles per team, chalk
skills_developed: balance, coordination, dexterity
difficulty_level: mediu
keywords: relay, marbles, toes
tags: ["indoor", "relay", "physical"]
language: en
normalized_name: marble relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where barefoot scouts must carry marbles under their toes to the wall and back, passing to the next teammate.

rules:
Scouts form teams and line up behind start line. Remove footwear and socks. Lead scouts get two marbles on the floor, must carry them under toes to the wall at the far end, touch it, and walk back to the next scout who takes over. First team to complete the exercise wins.

source_excerpt:
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 to the next scout in their team who takes over.


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_category: food, string, equipment
materials_list: 1/2 large marshmallows per scout, 1 stave or broom stick, 4 lengths of string, chalk
skills_developed: teamwork, fun, coordination
difficulty_level: mediu
keywords: marshmallow, eating, relay
tags: ["indoor", "food", "relay"]
language: en
normalized_name: marshmallow munch
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where teams take turns eating marshmallows strung on string using only their mouths, working upward.

rules:
Thread marshmallows on strings with knots, 10cm apart, tied to a horizontal broom stick in front of four teams. Lead scouts run up, put hands behind backs, eat the bottom marshmallow using only their mouths, then run back and the next scout eats the one above. First team to eat all their marshmallows shouts 'Marshmallow Munch!' and gets 5 points (4, 3, 1 for others). Touching marshmallows is minus one point per touch, dropping is minus one per marshmallow.

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_category: torches, tape
materials_list: 50 small lengths of reflective tape stuck on postcards with a string loop, torches
skills_developed: observation, navigation, night skills
difficulty_level: usor
keywords: night game, torches, camp, reflective
tags: ["outdoor", "night", "camp"]
language: en
normalized_name: martian treasure
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A night camp game where scouts use torches to find reflective cards hidden in the woods, pretending they are Martian money.

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

variations:
If scouts bring back each piece as they find it, you can keep a running total. Each returned piece earns a chocolate.

source_excerpt:
Tell the scouts that the Martians had landed in the woods but had to leave in a hurry leaving their (reflective) money behind. Scouts have to go into the woods, find it using their torches and bring it back.


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_category: props
materials_list: 1 empty glass bottle with a narrow neck, 8 matches per scout
skills_developed: dexterity, balance, patience
difficulty_level: mediu
keywords: matches, bottle, dexterity
tags: ["indoor", "quiet", "dexterity"]
language: en
normalized_name: match mountain
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circle game where scouts take turns placing matches on top of an empty bottle. The first to use all their matches wins, but scouts must take fallen matches.

rules:
Scouts form a circle each holding 5 matches. Put a bottle in the middle. Scouts take turns placing one match on top of the bottle. Every time matches fall from the tower, the scout who placed must take them. First scout to get rid of all his matches wins.

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_category: cones
materials_list: Marker cones
skills_developed: agility, coordination, teamwork
difficulty_level: usor
keywords: relay, running styles, race
tags: ["indoor", "relay", "active"]
language: en
normalized_name: medley relay race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where each team member runs a different style: normal run, sideways, backwards, then sideways again to the finish.

rules:
Put scouts into teams of four with a start, finish, and three intermediate lines. Scout 1 runs normally to scout 2 and tags him. Scout 2 runs sideways to scout 3. Scout 3 runs backwards to scout 4. Scout 4 runs sideways (other side) to the finish line. First team 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, the fourth scouts run sideways (the other side) to the finish line.


name: Middle Stump
category: sports-active
content_type: 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_category: balls, bottles, chalk
materials_list: 3 large plastic bottles, two small sponge balls, chalk, pen and paper
skills_developed: throwing accuracy, tactics
difficulty_level: mediu
keywords: bottles, throwing, accuracy
tags: ["indoor", "throwing", "teams"]
language: en
normalized_name: middle stump
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A bowling/accuracy game where called pairs of scouts from opposite teams race to knock over the centre bottle with a ball without hitting the outer ones.

rules:
Put scouts into two teams sitting in long lines at opposite ends. Number them. Put three bottles parallel in the middle plus one ball each side. Call a number; those two scouts grab a ball, get behind their throwing line and try to knock the centre bottle first for one point. Knocking other bottles is minus one point each. After all numbers called, team with more points wins.

variations:
Knock the outside bottles out for one point each, centre being minus one. Knock them all over for one point each. Knock any two for two points (one or three scores nothing).

source_excerpt:
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. If they knock the other bottles over they are each minus 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
materials_category: balloons, newspaper
materials_list: 1 balloon per scout, 1 newspaper per scout, sticky tape
skills_developed: agility, tactics, awareness
difficulty_level: mediu
keywords: balloons, newspaper, last man standing
tags: ["indoor", "active", "balloons"]
language: en
normalized_name: mind your back
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A balloon-bursting game where each scout has a balloon taped to their back and must burst others' balloons using rolled newspaper while protecting their own.

rules:
Blow up balloons and tape one to each scout's back. Give each scout a rolled newspaper. On 'Go!' scouts must burst other scouts' balloons whilst protecting their own. Once their own balloon is burst they leave the playing area. Last scout with intact balloon wins.

source_excerpt:
On "Go!" scouts have to burst the balloons of the other scouts whilst protecting their own. Once their own balloon is burst they must leave the playing area.


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_category: marbles, plates
materials_list: 3 plates, 5 marbles
skills_developed: speed, strategy, dexterity
difficulty_level: mediu
keywords: marbles, fast, relay
tags: ["indoor", "active", "teams"]
language: en
normalized_name: mine, mine, mine!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A fast, exhausting relay game where called pairs of scouts race to grab marbles from the middle plate, deposit them on their team plate, and win the last marble.

rules:
Two teams sit opposite each other. Three plates: one in middle with 5 marbles, one per team at the ends. Number scouts from opposite ends. Call a number; those scouts race to the middle, grab marbles one at a time shouting 'Mine!', deposit on their plate, and the one who grabs the last marble shouts 'Mine! Mine! Mine!' for a team point. Add up points after everyone has had a go.

source_excerpt:
The team member who gets it shouts, "Mine! Mine! Mine!" and gets a team point. Marbles go back, two scouts collapse and you call another number.


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_category: furniture, props
materials_list: 2 chairs and 1 table per team, various objects
skills_developed: teamwork, problem solving, strategy
difficulty_level: dificil
keywords: minefield, challenge, transport
tags: ["indoor", "team building", "challenge"]
language: en
normalized_name: minefield i
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team challenge where scouts must transport all equipment (chairs, table, objects) across the hall without touching the 'minefield' floor, using only chairs.

rules:
Put scouts into teams at one end of the hall. Give each team two chairs, one table and various objects. They must transport everything across the hall without anything touching the minefield apart from the chairs. Anyone who steps on the minefield is blown up and leaves. 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. Anyone who steps on the minefield is blown up and has to leave the playing area.


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
materials_category: bottles, chalk
materials_list: Plastic bottles, torch, chalk
skills_developed: memory, spatial awareness, stealth
difficulty_level: mediu
keywords: dark, memory, obstacles
tags: ["indoor", "dark", "memory"]
language: en
normalized_name: minefield ii
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A dark-room game where scouts must walk down lanes with plastic bottle obstacles after studying their positions, with lights turned off during the challenge.

rules:
Put scouts into teams, mark lanes. Each team places plastic bottles at random points in their lane, then teams swap lanes. Scouts study bottle positions for a minute, lights go off, called scouts must walk down their lane without knocking bottles. Team with most bottles still standing after all scouts walk wins.

source_excerpt:
Give them a minute to see where the bottles are positioned and turn off the lights and call a number. Those so-numbered scouts have to walk down their lane avoiding knocking over any bottles.


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_category: blindfolds, furniture
materials_list: 10 chairs, tables and benches, 1 blindfold per scout, maybe packed tents and mouse traps
skills_developed: communication, trust, teamwork, listening
difficulty_level: mediu
keywords: blindfold, minefield, trust
tags: ["indoor", "blindfold", "team building"]
language: en
normalized_name: minefield iii
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A blindfolded obstacle course where blindfolded scouts are guided by one unblindfolded teammate through a cluttered minefield.

rules:
Put scouts into teams at one end, blindfolded. One unblindfolded team member at the other end. In the minefield put chairs, tables, benches and tents. The sighted scouts guide blindfolded teammates through obstacles (over, under, around). Once across they can start again. First team to get all members across wins.

variations:
Once members cross, they can remove blindfolds and help others. Put little nipper mouse traps (with bait points removed) down. Instead of teams, play as pairs - one giving instructions, one blindfolded.

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_category: chairs
materials_list: One chair per scout
skills_developed: listening, quick thinking, spatial awareness
difficulty_level: usor
keywords: chairs, planets, musical chairs
tags: ["indoor", "circle", "active"]
language: en
normalized_name: mission control
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A musical chairs variant where chairs are named after planets. One scout is Mission Control, walking around calling planet names to gather followers. When 'Landing!' is called, scouts must sit on a different planet's chair.

rules:
Chairs placed randomly, each named after a planet. Mission Control walks calling planet names; those scouts line up and follow. Once all scouts are out of their chairs, Mission Control shouts 'Landing!' and scouts must sit on a chair that is not their original planet. Last to sit down 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_category: balloons, tape, string
materials_list: 30 balloons, 1 roll of packing tape, 1 x 30cm length of string per team
skills_developed: teamwork, fun, coordination
difficulty_level: usor
keywords: balloons, tape, mummify
tags: ["indoor", "balloons", "team challenge"]
language: en
normalized_name: monster balloon
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team challenge where scouts wrap one team member in packing tape (sticky side out) and stick 30 inflated balloons to them. Then they burst all the balloons.

rules:
Put scouts into teams with 30 balloons and packing tape. Scouts wrap one team member in tape (sticky side out), inflate balloons to at least 30cm diameter, and stick them to the mummified scout. First team to stick all balloons wins. Then on 'Go!' teams burst their scout's balloons; first team to burst all wins.

source_excerpt:
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 (use the string to check) and stick them to the mummified scout.


name: Moon Landing
category: jocuri-cercetasesti
content_type: 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_category: chairs, cones
materials_list: 1 chair and 1 marker cone per team, chalk
skills_developed: coordination, teamwork, fun
difficulty_level: usor
keywords: relay, rocket, moon
tags: ["indoor", "relay", "chain game"]
language: en
normalized_name: moon landing
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A linked chain relay game where teams of scouts act as a rocket, flying to the moon (a chair) and leaving one scout behind each trip until the whole rocket has landed.

rules:
Put scouts into teams behind a start line with a cone (earth) and a chair (moon) at the other end. Scouts hold waists in a chain (the rocket). On 'Go!' they fly to the moon; the scout at the back detaches and sits on the chair. The rocket returns around earth then back to the moon again, with each trip leaving the back scout on the chair stack. First team whose whole rocket lands on the moon wins.

source_excerpt:
Each time the rocket gets to the moon the scout at the back detaches and sits on the lap of the last scout to detach. Then winning team is the first one whose rocket lands on the moon in its entirety.


name: Moon Orbits
category: sports-active
content_type: 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_category: flags
materials_list: 1 country flag for each team
skills_developed: speed, listening, teamwork
difficulty_level: usor
keywords: running, flags, orbits
tags: ["indoor", "active", "teams"]
language: en
normalized_name: moon orbits
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A running game where scouts with a certain number grab their team flag and run the named number of circuits around the circle before sitting back down.

rules:
Put scouts into teams and number them. All sit randomly in a large circle with flags in the middle. Call out '[Number] orbit [number]'. The called number scouts grab their team flag and run around the outside of the circle the stated number of times, then replace flag and sit. Score 5, 3, 2 for first, second, third. After all have had a go, highest 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
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
materials_category: blindfolds
materials_list: 1 blindfold per scout
skills_developed: communication, trust, non-verbal skills
difficulty_level: mediu
keywords: blindfold, silent, team finding
tags: ["indoor", "blindfold", "team building"]
language: en
normalized_name: mother duck
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A blindfolded team game where scouts must silently find their 'mother duck' and form a chain without speaking.

rules:
Teams gather at one end of the hall. One scout per team (the mother duck) goes to the other end. All scouts are blindfolded. On 'Go!' team members must find their mother duck silently. First to find holds their hand; subsequent ducklings can hold any hand in their team's chain. No speaking allowed. First team fully holding hands wins.

source_excerpt:
During the game no one is allowed to speak. The first team to be holding each other's hands is the winner.


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_category: balls
materials_list: 1 football per team
skills_developed: strength, teamwork, balance
difficulty_level: mediu
keywords: piggyback, relay, ball
tags: ["indoor", "physical", "teams"]
language: en
normalized_name: mount ball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A piggyback relay where pairs of scouts (horse and rider) race around their team circle passing a football.

rules:
Put scouts into teams in two circles (inner and outer) facing out. Give a scout a football. On 'Go!' heavier scouts act as horses and lighter ones ride piggyback holding the ball clockwise around the outside of their circle and give the ball to the next pair. First team to finish wins.

source_excerpt:
On "Go!" 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 back to their places.


name: Mount 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 157
skills_developed: agility, speed, awareness
difficulty_level: usor
keywords: tag, piggyback, active
tags: ["indoor", "tag", "active"]
language: en
normalized_name: mount tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A tag game where scouts avoid being tagged by jumping on another scout's back (piggyback). Both are safe while mounted.

rules:
One scout is 'It' and the others scatter. Scouts can jump on any other scout's back for a piggyback to avoid being tagged - both are safe. Once successfully tagged, the tagged scout becomes It and the previous It cannot be immediately re-tagged.

source_excerpt:
To avoid being tagged scouts must mount another scout as a piggy back. Scouts can jump on any other scout, rendering them both safe from being tagged.


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_category: mousetraps, newspaper
materials_list: 4 little nipper mouse traps per team, 1 newspaper per team
skills_developed: throwing accuracy, defense, teamwork
difficulty_level: mediu
keywords: mousetraps, newspaper, throwing
tags: ["indoor", "active", "teams"]
language: en
normalized_name: mouse bombing
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A game where teams roll up newspapers ('flying mice') and throw them to spring mousetraps, while seated opponent scouts try to deflect them.

rules:
Two teams. Four scouts from each team sit opposite each other two metres apart. One metre behind both lines are four set mousetraps, with newspaper beyond that. On 'Go!' teams roll up newspaper and throw it over both lines of scouts to spring the mousetraps. Seated scouts defend by waving hands. 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_category: blindfolds
materials_list: 1 blindfold
skills_developed: agility, timing, spatial awareness
difficulty_level: mediu
keywords: mousetrap, circle, blindfold
tags: ["indoor", "active", "circle"]
language: en
normalized_name: mouse trap
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A tag game where one team forms a circling trap and blindfolded team members periodically drop their arms to 'trap' mice running in and out.

rules:
Four teams. One team forms a circle (the trap) with one blindfolded scout inside. Circle scouts hold hands and run clockwise with arms raised. Three other teams are mice running in and out. Mice can only be out of the circle for a maximum of 10 seconds. When the blindfolded scout shouts 'Mousetrap!' circle scouts lower their arms, trapping any scouts inside. Play continues until one mouse remains. Swap teams so each has a go at being the mousetrap.

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: jocuri-cercetasesti
content_type: joc
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 239
skills_developed: running, agility, listening
difficulty_level: usor
keywords: mousetrap, mice, circle, spring
tags: ["no-equipment", "outdoor", "indoor"]
language: en
normalized_name: mouse trap
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Four children form a Mouse Trap by standing in a circle holding hands with arms raised. Other children are 'mice' running in and out. When someone calls 'Spring the Trap', the trap children drop their arms catching mice inside. Caught mice join the trap.

rules:
Four children form the trap: stand in circle facing in, hold hands, arms up. Mice run in and out. Someone facing away calls 'Spring the Trap' — trap brings arms down catching mice inside. Caught mice join the trap. Game continues until only a few mice remain; they become the new trap.

source_excerpt:
Four children become the Mouse Trap. They stand in a circle, facing in, holding hands with their arms extended and up high. The other children are "mice" and they run in and out of the trap.


name: Mouse!
category: jocuri-cercetasesti
content_type: 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_category: tarpaulins, cones
materials_list: 4 marker cones, 2 large tarpaulins or blankets per team, pen and paper
skills_developed: teamwork, listening, speed
difficulty_level: mediu
keywords: tarpaulin, relay, reaction
tags: ["indoor", "relay", "teams"]
language: en
normalized_name: mouse!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A tarpaulin relay race where teams carry 'tents' to the finish while responding to 'Mouse!' calls by stopping and covering themselves.

rules:
Put scouts into teams behind start line with two large tarpaulins each. Teams carry tarpaulins towards the finish. On 'Mouse!' teams stop, put one tarpaulin on ground, stand on it and cover themselves with the other. Award 5 points for first team all standing on tarpaulin, 3 points for first to cover. On 'All clear!' continue running. Award 10 points for first team to cross finish. Most points wins.

variations:
If one team is well ahead, wait until it crosses the finish line then call 'Mouse!' again so it can't earn 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
materials_category: bamboo cane, string, mousetraps, props
skills_developed: dexterity, patience, problem solving
difficulty_level: mediu
keywords: fishing, mousetrap, dexterity
tags: ["indoor", "pairs", "dexterity"]
language: en
normalized_name: mousetrapping
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A fishing activity using bamboo canes, string and spring mousetraps to 'catch' items on the floor beyond a line.

rules:
Put scouts into pairs. Give each pair a bamboo cane, string and mousetrap with a drilled hole. Line pairs along a line with a parallel line a metre away and items beyond that. Scouts attach string to bamboo and mousetrap, set the traps and dangle them over items to catch them when the mousetrap springs. One point per successfully fished item.

variations:
Pairs either side of parallel lines with items in-between. Pairs cannot fish for more than one of the same item. 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, 1 x 2m length of string, 1 little nipper mouse trap per pair, drill, chalk, various items to fish for


name: Move to the Left
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 159
materials_category: chairs
materials_list: 1 chair per scout
skills_developed: quick thinking, reflexes
difficulty_level: usor
keywords: chairs, musical chairs, directions
tags: ["indoor", "circle", "chairs"]
language: en
normalized_name: move to the left
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A musical chairs variant where 'It' in the middle calls directions and tries to sit in the vacated chair as scouts move.

rules:
Scouts form a circle of chairs and sit. One is 'It' in the middle. When It shouts 'Move to the left!' scouts move to the left chair as it becomes vacant. It tries to sit before the scout on the right does. When It succeeds, that scout becomes It. It can also shout 'Move to the right!' to confuse.

source_excerpt:
When he shouts, "Move to the left!" scouts move to the chair on their left as soon as it is / becomes vacant and It tries to sit on the vacant chair before the scout on the right does.


name: Mummied Scout
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 159-160
materials_category: toilet paper
materials_list: 2 rolls of toilet paper per team
skills_developed: creativity, teamwork, fun
difficulty_level: usor
keywords: mummy, toilet paper, wrapping
tags: ["indoor", "creative", "teams"]
language: en
normalized_name: mummied scout
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team creative challenge where scouts mummify one team member using toilet paper rolls. Best mummy wins.

rules:
Put scouts into teams each with one member in the middle. Team members pass toilet paper around, wrapping up the volunteer for maximum 5 minutes. The team with the best mummy (neat, comprehensive, amusing) wins.

variations:
Once mummified, scouts walk up and down the hall for one minute; winner is the scout who breaks the fewest sheets of toilet paper.

source_excerpt:
team members pass the toilet paper around, all the while wrapping up the volunteer. Give them a maximum of five minutes then stop. The team with the best mummy (e.g. neat, comprehensive, amusing) is the winner.


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_category: ball
materials_list: Tennis Ball
skills_developed: observation, deduction, acting
difficulty_level: usor
keywords: murder mystery, detective, circle
tags: ["indoor", "deduction", "circle"]
language: en
normalized_name: murder - crazy murder
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A whodunit circle game with a tennis ball as the murder weapon. A detective tries to identify which scout holds the ball while others are 'killed' by the murderer's signal.

rules:
Scouts sit in a circle, hands behind backs. Detective leaves the room. A tennis ball is pressed into one scout's hands (the murderer). Everyone opens eyes and learns the secret signal. Detective returns to the middle. Murderer makes the signal; the scout making eye contact falls backwards ('dies'), then passes the ball to a neighbour. Detective accuses by pointing. Wrong guess = swap with accused; correct = swap with murderer.

source_excerpt:
The murderer then has to make contact with one of the other scouts and make the hand wave. The scout that is making eye contact with the murderer then has to die by falling gently backwards, often in blood-curdling fashion.


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
skills_developed: observation, deduction, acting, stealth
difficulty_level: usor
keywords: murder mystery, detective, wink
tags: ["indoor", "deduction", "circle"]
language: en
normalized_name: murder
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A classic whodunit circle game where a detective tries to identify a murderer who kills other scouts by making a secret signal.

rules:
Scouts sit in a circle. Detective leaves. Leader taps one scout's shoulder to make them the murderer. Scouts learn the secret signal. Detective returns to the middle. Murderer makes eye contact and signals; contacted scouts die dramatically. Murderer must kill someone every 10 seconds; detective has limited time to accuse. Wrong guess = swap with accused; correct = swap with murderer.

variations:
Make the secret signal a wink to make it harder for the detective. Make it a pat on head to make it obvious to make it harder 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
materials_category: paper, pen
materials_list: Pen and paper for each scout, container
skills_developed: empathy, kindness, social skills
difficulty_level: usor
keywords: secret friend, camp, kindness
tags: ["camp", "social", "bonding"]
language: en
normalized_name: my secret friend
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A camp bonding activity where each scout secretly draws a name and must be especially kind to that person throughout camp without revealing themselves.

rules:
Give each scout a paper and pen. They write their name and put it in a container. Scouts draw a name; if their own, they pick anyone they like. They must be their drawn scout's secret friend for the duration of camp — being notably nicer — without revealing why. Towards the end of camp scouts can try to guess who their secret friend is.

source_excerpt:
Scouts must be told that under no circumstances must they tell anyone else who they have picked. The scout that they have picked is to be their secret friend for the duration of the camp.


name: My Secret Friend
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 161
source_excerpt: One of the best ever games to play at camp. It can be played whatever else is being done on camp.
materials_category: papetarie
materials_list: pen, paper, container
skills_developed: empathy, kindness, friendship
difficulty_level: usor
keywords: camp, secret friend, kindness
tags: ["camp", "friendship", "social"]
language: en
normalized_name: my secret friend
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A camp-long game where each scout is assigned a secret friend whose name they draw from a container. They must be extra nice to their secret friend for the duration of camp without revealing themselves. Towards the end of camp, scouts try to guess who their secret friend was.

rules:
Each scout writes their name on paper, folds it, and places it in a container. Scouts draw a name each (if they draw their own they pick anyone). They must be noticeably nicer to their assigned scout without revealing why. Towards end of camp, scouts can try to guess their secret friend.


name: Nail the Stump
variations: Use one nail per team with each team member taking turns to hit the nail once.
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 162
materials_category: tools, wood
materials_list: 1 hammer and 1 tree stump per team, 1 long nail per scout
skills_developed: tool use, safety, teamwork
difficulty_level: mediu
keywords: hammer, nail, stump
tags: ["outdoor", "skills", "tool use"]
language: en
normalized_name: nail the stump
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team relay where scouts take turns hammering a nail into a tree stump. First team to hammer all their nails completely wins.

rules:
Put scouts into teams with a stump, hammer and nail each. On 'Go!' scouts take it in turns to hammer a nail into the tree stump. First team to successfully hammer all their nails in completely wins.

source_excerpt:
On "Go!" scouts have to 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: Nail the Stump
variations: Use one nail per team with each team member taking 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
materials_category: unelte
materials_list: hammer, tree stump per team, 1 long nail per scout
skills_developed: hammer technique, teamwork, safety
difficulty_level: usor
keywords: hammer, nail, stump, team relay
tags: ["outdoor", "skills", "tools"]
language: en
normalized_name: nail the stump
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams race to hammer nails into tree stumps. A Top Fifty game that teaches scouts how to swing a hammer safely and hit a nail effectively by holding it near the handle end.

rules:
Put scouts into teams, give each team a stump, hammer and one nail per scout. On Go!, scouts take turns hammering their nail into the stump. The first team to hammer all their nails in completely wins.

source_excerpt:
A Top Fifty game as it gives us the opportunity to practice how to swing a hammer safely, and hit a nail into some wood effectively by holding it near the handle end.


name: Nails, Screws, Washers and Nuts
variations: Play with two teams taking two items each, or make all cards with just 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: pages 162-163
materials_category: cards
materials_list: Cards with paired items taped or pictured on each side - at least twice as many as scouts
skills_developed: strategy, speed, awareness
difficulty_level: mediu
keywords: cards, flipping, strategy
tags: ["indoor", "strategy", "teams"]
language: en
normalized_name: nails, screws, washers and nuts
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A fast card-flipping game where four teams flip scattered double-sided cards to show their team's symbol, while inadvertently helping or hindering other teams.

rules:
Cards spread on floor, each with two different items (screw/nail, screw/washer, etc.). One team each is nails, screws, washers, and nuts. Scouts flip one card at a time to show their team's symbol uppermost. Cannot move cards. After 5 minutes, team with most of their symbol showing 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 with two teams each taking two items, 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_category: carti/carduri
materials_list: cards with hardware images
skills_developed: speed, strategy, observation
difficulty_level: usor
keywords: cards, teams, hardware
tags: ["indoor", "team game", "fast-paced"]
language: en
normalized_name: nails, screws, washers and nuts
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An A1 Top Fifty game. Four teams each represent a hardware item (nails, screws, washers, nuts). Cards spread on the floor have two items pictured; scouts turn cards so only their team item shows. Fast and furious with the twist of accidentally helping the opposing team.

rules:
Cards are in multiples of 6 (each set has all pairs: screw/nail, screw/washer, screw/nut, nail/washer, nail/nut, washer/nut). Teams are nails, screws, washers, nuts. Scouts turn over cards one at a time to show their own item, cannot move cards. After five minutes, the team with most of their item uppermost wins.

source_excerpt:
Fast and furious with the added advantage of not knowing which team you're sometimes accidently helping!


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
materials_category: balloons, marker
materials_list: 1 balloon per scout, felt-tip pen
skills_developed: speed, observation, teamwork
difficulty_level: usor
keywords: balloons, names, race
tags: ["indoor", "active", "balloons"]
language: en
normalized_name: name that balloon
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team race where scouts must find their own named balloon from a pile and get into their team first.

rules:
Put scouts into teams and give each scout a balloon to blow up, secure, and write their name on. Take all balloons to one end and mix them up. On 'Go!' scouts must retrieve their balloon and get into their team. First team with each member holding their correct balloon wins.

source_excerpt:
On "Go!" scouts have to retrieve their balloon and get into their team. The first team with the correct balloon each is the winner.


name: Name that 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 163
materials_category: baloane
materials_list: 1 balloon per scout, felt-tip pen
skills_developed: agility, observation
difficulty_level: usor
keywords: balloon, name, relay
tags: ["indoor", "balloon", "team race"]
language: en
normalized_name: name that balloon
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams race to retrieve their own labelled balloons from a mixed pile. Each scout blows up and labels a balloon with their name; then balloons are mixed up and scouts race to find theirs and return to their team.

rules:
Put scouts into teams, give each scout a balloon to blow up and write their name on. Mix balloons at one end of the room. On Go!, scouts retrieve their own balloon and get into their team. First team with the correct balloon each wins.

source_excerpt:
Put the scouts into several teams and give a balloon to each scout for them to blow up and secure. Then get them to write their name on one with a felt-tip pen.


name: Name the Leaders
variations: Can 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
skills_developed: navigation, memory, strategy
difficulty_level: usor
keywords: nicknames, leaders, wide game
tags: ["outdoor", "wide game", "search"]
language: en
normalized_name: name the leaders
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A wide game in the woods where scouts follow a chain of leader nicknames until they find all leaders and collect their names.

rules:
Give several leaders nicknames; each leader knows another's nickname. Leaders go out into the playing area (woods ideal). Tell each scout one leader nickname to find. Finding the right leader gives a new nickname to find. First scout back to base with all leaders' names and nicknames wins.

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. The first scout back to base with all the leaders' names and their nicknames is the winner.


name: Name the Leaders
variations: 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
skills_developed: navigation, memory, teamwork
difficulty_level: usor
keywords: leaders, nicknames, wide game
tags: ["outdoor", "wide game", "woods"]
language: en
normalized_name: name the leaders
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Leaders hide in the playing area (preferably woods) each with a nickname. Scouts are told one leader's nickname and must find that leader, who then gives them the next nickname to find. First scout back with all names and nicknames wins.

rules:
Give each leader a nickname and have each leader know another leader's nickname. Leaders spread out in the play area. Tell each scout one leader nickname to find. Found leader gives next nickname. First scout back with all names and nicknames wins. Can also be played in teams.

source_excerpt:
They then go out into the play area – woods are good. Then tell the scouts one leader nickname (they don't all have the same one) and they have to go and find that leader.


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
materials_category: wool, cards
skills_developed: strategy, tactics, teamwork
difficulty_level: mediu
keywords: wide game, wool, rock-paper-scissors
tags: ["outdoor", "wide game", "strategy"]
language: en
normalized_name: naval combat
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A wide game where teams of scouts play 'Destroyer, Submarine, Battleship' (rock-paper-scissors variant) to win wool from opponents, with the team collecting the most wool winning.

rules:
Put scouts into teams of 3-4 with a base and coloured wool tied round their wrists. Each scout gets a playing card (Destroyer, Submarine, Battleship). When meeting an opponent, they compare cards: Destroyer beats Submarine, Submarine beats Battleship, Battleship beats Destroyer. Winner takes loser's wool; loser returns to base for more. Loser cannot play on the way back. At end, count won wool (excluding own team colour); most wool wins.

source_excerpt:
When a scout meets another scout from an opposing team they play "Destroyer, Submarine, Battleship" with their playing cards. A Destroyer beats a Submarine, a Submarine beats a Battleship and a Battleship beats a Destroyer.

materials_list:
A large quantity of short lengths of 3 or 4 different coloured wool (20 cms each), cards marked 'Destroyer', 'Submarine' and 'Battleship' - enough for two per scout


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_category: materiale diverse
skills_developed: strategy, teamwork, outdoor navigation
difficulty_level: mediu
keywords: wool, playing cards, wide game, naval
tags: ["outdoor", "wide game", "woods", "team"]
language: en
normalized_name: naval combat
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A wide game favourite played in teams in the woods. Teams have coloured wool tied to their wrists and play Destroyer/Submarine/Battleship (rock-paper-scissors variant) when meeting opponents. Winning scout takes opponent's wool. Team with most collected wool at end wins.

rules:
Teams of 3-4 with a base each, given one colour of wool. Scouts tie their team's wool round their wrist and each get a playing card (Destroyer, Submarine, Battleship). Meeting an opponent, they play cards: Destroyer beats Submarine, Submarine beats Battleship, Battleship beats Destroyer. Winner takes loser's wool; loser returns to base for new wool. To swap cards, return to base. At whistle, gather wool — discard own team's colours, count only won colours. Team with most lengths wins.

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


name: Naval Combat
category: wide-games
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 83
materials_category: consumabile
materials_list: coloured wool for lives, 6 destroyer cards, 4 submarine cards, 2 battleship cards
skills_developed: strategy, risk assessment, running
difficulty_level: mediu
keywords: naval, ships, rock-paper-scissors, wide game
tags: ["outdoor", "wide-game", "strategy"]
language: en
normalized_name: naval combat
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part05
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Three or more teams each with a naval shipyard base. Players take a ship card (destroyer, submarine, or battleship) and coloured wool. Combat takes place in a centre area — battleship beats destroyer, destroyer beats submarine, submarine beats battleship. Loser returns for new wool. Team with most wool wins.

rules:
A combat area is marked off in the center of the field. A battleship takes a destroyer, a destroyer takes a submarine and a submarine takes a battleship. The losing boy hands over his piece of wool to the winner and returns to his shipyard for a new piece of wool.

source_excerpt:
A battleship takes a destroyer, a destroyer takes a submarine and a submarine takes a battleship. The losing boy hands over his piece of wool to the winner and returns to his shipyard for a new piece of wool.


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
skills_developed: agility, strategy, teamwork
difficulty_level: mediu
keywords: capture, circle, teams
tags: ["indoor", "active", "teams"]
language: en
normalized_name: net the scout
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A capture game where groups of four holding hands (circles) try to capture free scouts by surrounding them.

rules:
Scouts form teams of five. Four hold hands in a circle, one is free. The circles must not let go. On 'Go!' circles try to capture the free scouts inside their circles. First circle to catch a free scout earns a point (teams can't catch their own free scout). Swap free scouts each round. After all have had goes, team with most captures wins.

source_excerpt:
On "Go!" the circles try to capture the free scouts inside their circles. The first circle to catch a free scout gets a point.


name: Net the 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 164
skills_developed: teamwork, agility, coordination
difficulty_level: usor
keywords: circle, chase, team
tags: ["active", "indoor/outdoor", "team game"]
language: en
normalized_name: net the scout
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams of five: four form a circle by holding hands while one is free. Circles try to capture free scouts from other teams inside their ring. First circle to catch a free scout gets a point.

rules:
Scouts form teams of five. Four hold hands to form a circle, one is free. The fours mustn't let go. On Go!, circles try to capture free scouts inside their circles (can't catch their own team's free scout). First circle to catch a free scout scores. Swap free scouts after rounds. Team with most captures wins.

source_excerpt:
Scouts form teams of five. Four hold hands to form a circle, the other is free. The fours mustn't let go of each other's hands.


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_category: balls, chalk
materials_list: 1 sponge ball, chalk, stopwatch
skills_developed: throwing accuracy, agility, strategy
difficulty_level: mediu
keywords: dodge ball, stationary, passing
tags: ["indoor", "active", "dodge ball"]
language: en
normalized_name: never ending dodge ball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part10
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A dodge ball game where only 'It' can move. Other scouts stay stationary and pass the ball to hit It. Once hit, the successful thrower becomes the new It.

rules:
Scouts stand randomly with one as 'It'. Throw ball into the playing area. Only It can run around. All other scouts must stay exactly where they are and throw the ball at It or pass it around to get it nearer. When a scout hits It, It stays and the scorer becomes the new It.

variations:
Time each scout as they become It. The scout who is It for longest (aggregate or longest single stint) when the game ends is the winner.

source_excerpt:
Only It is allowed to run around. 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_category: mingi
materials_list: 1 sponge ball, chalk, stopwatch
skills_developed: throwing, agility, teamwork
difficulty_level: usor
keywords: dodge ball, It, sponge ball
tags: ["active", "indoor", "running"]
language: en
normalized_name: never ending dodge ball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One scout is It and runs around; all other scouts stay put. Scouts pass and throw a sponge ball to hit It. When It is hit, It stays put and the scout who hit It becomes the new It and runs off. Game continues indefinitely.

rules:
One scout is It and runs around. Others stay exactly where they are and throw/pass the ball to hit It. When It is hit, It stays and the thrower becomes the new It. Chalk circles may be drawn round scouts' feet to keep them in place.

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

source_excerpt:
Only It is allowed to run around. 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: 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
skills_developed: counting, agility
difficulty_level: usor
keywords: number, chase, circle
tags: ["circle game", "active"]
language: en
normalized_name: mystery number
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two scouts in the middle of a circle decide on a mystery number between one and twenty. The scouts forming the circle walk around calling out the number of steps they are taking. When they reach the mystery number, the two middle scouts chase them.

rules:
Scouts form a large circle with two scouts in the middle. The two in the middle pick a mystery number between 1 and 20. Circle scouts walk calling out their step count. When they reach the mystery number, the two scouts chase them. Any tagged before touching the hall wall joins the two in the middle.

source_excerpt:
Scouts form a large circle with two scouts in the middle. The scouts in the middle decide on a mystery number between one and twenty.


name: News Relay
variations: If wide enough, make it a straight race with all scouts running at once. Can also be done in pairs.
category: sports-active
content_type: 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_category: ziare
materials_list: two sheets of newspaper per team or scout, chalk, 1 marker cone per team
skills_developed: balance, coordination, teamwork
difficulty_level: usor
keywords: newspaper, relay, balance
tags: ["relay", "indoor", "balance"]
language: en
normalized_name: news relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts must travel from one end of the hall to a marker cone and back using only two sheets of newspaper as stepping stones, never touching the ground directly.

rules:
Teams line up behind a start line. Lead scouts get two newspaper sheets each and must travel to marker cone and back, always stepping only on newspaper. Falling off or treading on ground means returning to start. First team to complete the race wins.


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_category: ziare
materials_list: 2 sheets of newspaper per scout, chalk, 1 bucket per team
skills_developed: throwing accuracy
difficulty_level: usor
keywords: newspaper, bucket, throwing
tags: ["indoor", "throwing", "team"]
language: en
normalized_name: newspaper bucketball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts crumple two sheets of newspaper each into balls and try to throw them into their team's bucket from behind a line. Team with most paper in bucket after two minutes wins.

rules:
Put scouts into teams with two newspaper sheets each. Mark a line and place a bucket about three metres away. Scouts have two minutes to crumple paper and throw into bucket. Team with most paper in bucket wins.

variations:
Scouts have max five throws per go; if they fail, keep ball and go to back of line with minus point for miss. Put teams in lines from a large circle aiming at a central bin.

source_excerpt:
Scouts are given two minutes to crumple up their two pieces of paper and throw them into their bucket. After two minutes the paper in the bucket is counted and the team with most is the winner.


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_category: ziare
materials_list: 4 newspapers, 4 buckets/washing-up bowls, rubbish bin, chalk
skills_developed: throwing accuracy, persistence
difficulty_level: usor
keywords: newspaper, bucket, relay, throwing
tags: ["indoor", "relay", "throwing"]
language: en
normalized_name: newspaper bucketball ii
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Four-team relay where each scout tears a newspaper sheet, crumples it, and throws it into their team's bucket. If they miss, they must retrieve and try again until successful. Team reaching preset score first or scoring most within time wins.

rules:
Line four teams behind a line with a bucket four metres ahead. Lead scout pulls a sheet, scrumples into ball, throws into bucket. If missed, retrieves ball, returns behind line and tries again. Once successful, goes to back of line and next scout repeats. Each bucket scores one point. First to preset score or most within time wins.

source_excerpt:
On "Go!" the lead scouts pull out a sheet, scrunch it up into a ball and throw it into their bucket. If they miss they retrieve the ball, return to behind the line


name: Newspaper Stars
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 166
materials_category: ziare
materials_list: 1 sheet of paper per scout
skills_developed: creativity, fine motor skills
difficulty_level: usor
keywords: newspaper, star, craft
tags: ["craft", "indoor", "newspaper"]
language: en
normalized_name: newspaper stars
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each scout has one sheet of newspaper and five minutes to tear the largest five-pointed star they can. Winners are the scout with the largest star and the scout with the most accurate star.

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 most accurate stars win.

source_excerpt:
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 (not necessarily the same scout) are the winners.


name: Newspaper Strip
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 166
materials_category: ziare
materials_list: 1 sheet of paper per scout
skills_developed: creativity, patience, fine motor skills
difficulty_level: usor
keywords: newspaper, strip, craft
tags: ["craft", "indoor", "newspaper"]
language: en
normalized_name: newspaper strip
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each scout has one sheet of newspaper and five minutes to tear the longest unbroken strip of paper from their sheet. The scout with the longest strip wins.

rules:
Give each scout one sheet of newspaper. On Go!, they have five minutes to tear the longest unbroken strip of paper. The scout with the longest strip wins.

source_excerpt:
Give each scout one sheet of newspaper. On "Go!" they have five minutes to tear the longest unbroken strip of paper from their sheet.


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
materials_list: stopwatch
skills_developed: self-control, humour, social skills
difficulty_level: usor
keywords: smile, circle, willpower
tags: ["icebreaker", "indoor", "circle game", "fun"]
language: en
normalized_name: not happy
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One scout stands in the middle of a circle while others try to make them smile or laugh. Each scout has a turn in the middle. The scout who lasts longest without smiling wins.

rules:
One scout in the middle of a circle. On Go!, other scouts try to make the middle scout smile (by laughing, jokes, etc.) without leaving the circle. Each scout takes a turn. Scout lasting longest without smiling wins. Any lasting more than a minute can join a grand final.

source_excerpt:
On "Go!" the other scouts have to make the scout in the middle smile, by whatever means possible. They could try all laughing together, laugh like a Mexican wave, tell a joke etc.


name: Notched Name
description: Blindfolded scouts have one minute to write their name on paper. The neatest complete name wins.
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 167
materials_category: papetarie
materials_list: 1 blindfold, 1 pen and paper per scout
skills_developed: coordination, writing, fun
difficulty_level: usor
keywords: blindfold, writing, name
tags: ["indoor", "blindfold", "fun"]
language: en
normalized_name: notched name
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
rules:
Blindfold all scouts. Give each a sheet of paper and pen. They have one minute to write their name. The neatest complete name wins.

source_excerpt:
Blindfold the scouts and give them a sheet of paper and a pen each. They then have one minute to write their name.


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
materials_category: mobilier
materials_list: 9 chairs
skills_developed: knowledge, strategy, teamwork
difficulty_level: usor
keywords: noughts and crosses, tic-tac-toe, quiz, chairs
tags: ["quiz", "indoor", "strategy"]
language: en
normalized_name: noughts and crosses
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A large-scale Noughts and Crosses (tic-tac-toe) game using 9 chairs. Teams answer questions correctly to place a scout on a chair. First team to get three in a row wins a round.

rules:
Arrange 9 chairs in 3x3 formation. Two teams take turns answering questions. Correct answer lets a scout sit on a chair. First team with 3 in a row (vertical, horizontal, diagonal) wins the round. Play multiple rounds. Team with most round wins over a set time wins.

source_excerpt:
Ask team one a question. If it's answered correctly one of that team's scouts can go and sit on a chair.


name: Number Battle
category: jocuri-cercetasesti
content_type: 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
materials_category: papetarie
materials_list: slips of paper with numbers 1-10, five times more slips than scouts
skills_developed: strategy, agility, mental arithmetic
difficulty_level: usor
keywords: numbers, tagging, teams
tags: ["active", "indoor/outdoor", "tag game"]
language: en
normalized_name: number battle
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two-team tagging game using numbered slips. When scouts from opposing teams meet and one tags the other, they compare numbers — higher beats lower (except 1 beats 10). Winner takes loser's number slip; loser gets a new one. Scout with highest total at end wins.

rules:
Two teams each get numbered slips. When a scout tags an opponent, they compare numbers. Higher number wins (one beats ten). Winner takes loser's number; loser gets a new slip from you. At end (fixed time or slips run out), scout with highest total score wins.

source_excerpt:
When one scout tags another scout from the other team they compare numbers. The higher number beats the lower number. Everything beats one apart from ten – one beats ten.


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_category: mingi
materials_list: large sponge ball
skills_developed: throwing, agility, reaction speed
difficulty_level: usor
keywords: number, ball, freeze, tag
tags: ["active", "indoor", "ball game"]
language: en
normalized_name: number tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
All scouts are numbered. A ball is thrown in the air and a number is called. That numbered scout retrieves the ball while others freeze, then tries to hit a frozen scout with the ball. The hit scout then throws the ball and calls the next number.

rules:
Number all scouts, throw ball in the air while scouts scatter. Call a number — that scout retrieves ball and all others freeze. Scout tries to hit a frozen scout with the ball. If missed, tries again. Scout hit throws ball in air and calls a number to continue.

source_excerpt:
Number all the scouts and throw the ball in the air whilst the scouts scatter. Call out a number. That numbered scout has to catch / retrieve the ball at which point the scouts must freeze.


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
skills_developed: agility, coordination
difficulty_level: usor
keywords: tag, off ground, chase
tags: ["active", "tag game", "indoor/outdoor"]
language: en
normalized_name: off the ground tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Classic tag variant where scouts can avoid being tagged by getting their feet off the ground. It cannot wait by any off-ground scout and must keep moving.

rules:
One scout is It; others scatter. Tagged scout becomes It; tagger cannot be immediately tagged back. To avoid being tagged, scouts get feet off the ground. It cannot wait by any off-ground scout. Off-ground scouts must get back down once It has moved away.

source_excerpt:
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.


name: Off to Camp!
variations: Add additional items including wellies, compass round the neck, copy of a scout book in 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: page 168
materials_category: haine/accesorii
materials_list: 1 suitcase/large rucksack/tarpaulin per team, umbrella, hat, coat, gloves, scarf
skills_developed: speed, dressing skills, teamwork
difficulty_level: usor
keywords: relay, dressing, suitcase, camp
tags: ["relay", "indoor", "fun", "dressing"]
language: en
normalized_name: off to camp!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where each scout must open a suitcase, put on all items inside (umbrella, hat, coat, gloves, scarf), travel to the other end of the hall, return, take everything off, repack and close the suitcase for the next scout.

rules:
Scouts in teams at one end with suitcase full of items. On Go!, first scout opens suitcase, puts on all items, travels to other end, returns, takes off all clothes and repacks suitcase. Repeats for each scout. First team with all scouts dressed, travelled, and undressed wins.

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
source_excerpt: Great in the woods or with a new moon.
materials_category: altele
materials_list: 1 washing-up bowl, 1 torch
skills_developed: stealth, patience, outdoor skills
difficulty_level: usor
keywords: stealth, torch, night game, woods
tags: ["outdoor", "night game", "stealth", "camp"]
language: en
normalized_name: old king cole
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A stealth game best played in the woods or with a new moon. One scout (Old King Cole) sits in the dark with a bowl and a torch. Others must approach and touch the bowl without being flashed by the torch. Those flashed must return to base.

rules:
One scout sits in the woods with a bowl beside him and a torch. Other scouts approach from their base to touch the bowl without being flashed. If flashed, they return to base and start again. Scout who touches the pot without being flashed swaps places with Old King Cole. Old King Cole cannot sweep with torch — only single flashes.


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
materials_category: sfori
materials_list: long length of rope
skills_developed: listening, reaction speed, agility
difficulty_level: usor
keywords: rope, commands, reactions, jumping
tags: ["active", "indoor", "listening game"]
language: en
normalized_name: on the canoe
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A listening and reaction game using a rope on the floor. Scouts jump to different sides or positions relative to the rope based on commands (On the bank, In the river, Bridge, On the canoe). Last scout in is the winner.

rules:
Lay rope down the hall length; scouts line up along it. Commands: 'On the bank' — jump to one side; 'In the river' — jump to other side; 'Bridge' — straddle rope with one foot each side; 'On the canoe' — both feet on the rope. Last to respond or wrong move is out. Calling same command twice and moving is also out.

source_excerpt:
"On the canoe" means jump up and put both feet on the rope. Each time you call a command, the last scout to carry it out, or any scout that does the wrong move, is out.


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
materials_category: mingi
materials_list: 1 ball per scout less one
skills_developed: speed, agility
difficulty_level: usor
keywords: balls, elimination, race
tags: ["active", "indoor", "elimination game"]
language: en
normalized_name: one less
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Musical chairs variant with balls. Balls are placed in a line and scouts race to grab one. Scout without a ball is out each round. Continues until one winner remains.

rules:
Put balls in a long line with space between. Scouts line up in a parallel line about fifteen metres away. On Go!, scouts run and grab a ball. Scout without one is out. Remove one ball each round until one scout remains as winner.

source_excerpt:
Put the balls in a long line with plenty of space in-between. Put the scouts in a parallel line about fifteen metres away. On "Go!" scouts have to run and grab a ball.


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_category: mingi
materials_list: 2 or more books or matchboxes, 1 tennis or large sponge ball
skills_developed: aiming, strategy
difficulty_level: usor
keywords: skittles, bowling, teams
tags: ["indoor", "team game", "bowling"]
language: en
normalized_name: one pin skittles
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Top Fifty game where teams take turns rolling a ball at a book/matchbox pin at the other end of the hall. Knocking it over eliminates a scout from the back of the opposing team. Continues until one scout remains.

rules:
Two or more teams line up at one end of the hall. One book/matchbox per team at the other end. Lead scout rolls ball at their book; if knocked over, the last scout in another team (or last team to roll) goes out. Play continues until one scout remains.

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

source_excerpt:
Another of our Top Fifty games 'cos you can knock your other team out by what you do, rather than what they don't do.


name: One-handed Monkeys
category: sports-active
content_type: 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_category: mancare
materials_list: 1 banana per scout, 1 table per team, chalk
skills_developed: dexterity, speed
difficulty_level: mediu
keywords: banana, relay, one-handed
tags: ["relay", "food", "fun", "camp"]
language: en
normalized_name: one-handed monkeys
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts must eat a banana one-handed — peeling it using their teeth with one hand behind their back. First team with all members having eaten a banana wins.

rules:
Teams line up behind start line with bananas on tables at the other end. On Go!, one scout runs, picks up banana, holds one hand behind back, peels and eats it with teeth. Once consumed, runs back to tag next teammate. First team with all members having eaten a banana wins.

variations:
Scout must whistle before running back to show banana is consumed. Use other peelable fruit like oranges (best played outside with a hose).

source_excerpt:
This is one way to get the scouts to eat their fruit on camp! Desperate to win scouts don't bother with the peeling and just eat


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
materials_category: papetarie
materials_list: pens and paper, objects to hide along trail, optional map
skills_developed: observation, navigation, memory
difficulty_level: mediu
keywords: trail, observation, scavenger hunt
tags: ["outdoor", "navigation", "observation"]
language: en
normalized_name: open your eyes!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts follow a defined route or trail to find and record hidden objects placed along it. Teams sent at staggered times; winning team records most items accurately and in correct places.

rules:
Define a route/trail and place objects along it with varying difficulty of hiding. Send teams at staggered times to find and record items (location and/or description depending on type). Winning team records most items accurately and in correct places.

source_excerpt:
Define a route or trail, either one that the scouts already know - or provide a map, having placed a number of objects along the route.


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: This is a great game as it gets us all in a muddle!
skills_developed: cognitive flexibility, coordination, listening
difficulty_level: mediu
keywords: opposites, challenge, muddle
tags: ["indoor", "icebreaker", "cognitive"]
language: en
normalized_name: opposites
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A muddle game where a challenger says one thing while doing another. The challenged must do and say the opposite of what the challenger did and said. Points awarded for correct or incorrect responses.

rules:
Two teams, numbered. A number is called and the scout from one team challenges the opposite number by saying something (e.g., 'I am standing on one leg') while doing something different (e.g., patting head). The challenged must say and do the opposite correctly. Both correct = draw; either wrong = point(s) for the other team. Alternate challengers.


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
skills_developed: agility, balance, fun
difficulty_level: usor
keywords: tag, ostrich, funny
tags: ["active", "tag game", "fun"]
language: en
normalized_name: ostrich tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Tag variant where to avoid being tagged a scout must lift one knee, put their arm underneath and pinch their nose. It cannot wait by any ostrich scout.

rules:
One scout is It; others scatter. Tagged scout becomes It; tagger cannot be immediately tagged back. To avoid being tagged, scout lifts one knee, puts arm under it, and pinches nose with thumb and forefinger. It cannot wait by any ostrich scout. Off-ground status ends once It moves 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_category: mingi
materials_list: one football per team, chalk
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: relay, ball passing, over under
tags: ["relay", "indoor", "ball"]
language: en
normalized_name: over and under
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay where teams pass a football alternating between through the legs and over the head. The last scout runs through the line to the front; teams shrink as this continues. First team to complete the sequence wins.

rules:
Teams line up behind a line, each lead scout gets a football. On Go!, scouts pass ball backwards alternating between legs and over head. Last scout runs in and out of line to the front and faces the lead scout. Game continues with one less scout in line each time. When only lead scout remains, he gives ball to scout in front and races to back. First team to complete wins.

source_excerpt:
Give each lead scout a football and on "Go!" scouts have to pass it backwards, alternating between their legs and over their heads down the line.


name: Over and Under
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 37
materials_category: equipment
materials_list: markers
skills_developed: agility, teamwork
difficulty_level: usor
keywords: relay, patrol, crawling
tags: ["scouts", "relay", "patrol"]
language: en
normalized_name: over and under
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part03
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Patrols line up in file. The Patrol Leader runs to a marker, returns, crawls through the legs of the Patrol, touches a rear marker, then returns by climbing over the backs of the Patrol. Each Scout takes a turn in sequence. A race between Patrols.

rules:
Patrol Leader runs to front marker, returns, crawls through all Patrol legs, touches back marker, then climbs over all backs to their place. Number two then goes over the back of the Patrol Leader first. Continue until all have gone.

source_excerpt:
The Patrol Leader runs to the front of the play area, and touches a marker, returns to the front of the Patrol and crawls between the legs of the Scouts, through the Patrol


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
materials_category: mingi
materials_list: one football per team, chalk
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: relay, ball passing, over the top
tags: ["relay", "indoor", "ball"]
language: en
normalized_name: over the top
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Similar to Over and Under but the ball passes only over the head (not alternating). Last scout runs to the front; continues until all scouts have moved. First team to complete wins.

rules:
Teams line up behind a line, each lead scout gets a football. On Go!, scouts pass ball backwards over their heads. Last scout runs to the lead scout, gives ball, and faces them. Continues with one less scout per round. When only lead scout remains, he gives ball to scout in front and races to back. First team to complete wins.

source_excerpt:
Give each lead scout a football and on "Go!" scouts have to pass it backwards over their heads down the line.


name: Over the Top
category: sports-active
subcategory: relay
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 57
materials_category: ball
materials_list: medicine ball or basketball
skills_developed: agility, teamwork, vaulting
difficulty_level: mediu
keywords: relay, vault, ball, line
tags: ["relay", "indoor", "boy scouts"]
language: en
normalized_name: over the top
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part04
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay game where a ball is passed overhead down a line, and the last player vaults over the stooped players.

rules:
Boys stand in line in straddle position. Ball passed over head from boy to boy. Last boy receiving ball vaults over the line as they stand in stooped position. Others continue until first boy finishes.

source_excerpt:
Boys in line in straddle position. Ball passed over head from boy to boy. Last boy receiving ball vaults over the line as they stand in stooped position.


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
skills_developed: balance, strength, strategy
difficulty_level: usor
keywords: balance, palm, pairs
tags: ["pairs", "balance", "active"]
language: en
normalized_name: palm to palm
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts in pairs stand 30cm apart facing each other with palms raised and touching. On Go!, they push and relax trying to make the other move their feet. Even a small movement counts as a loss.

rules:
Scouts in pairs, 30cm apart, palms raised and touching palm-to-palm. On Go!, scouts push and relax hands to make opponents move one or both feet. Even a small movement means that scout loses.

source_excerpt:
Raise hands so that palms are facing opponents' and touch palm to palm. On "Go!" scouts push and relax their hands so that their opponents move one or both of their feet.


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_category: altele
materials_list: 2 frying pans or tennis rackets, 2 Frisbees
skills_developed: coordination, balance
difficulty_level: mediu
keywords: pancake, relay, Frisbee, frying pan
tags: ["relay", "fun", "coordination"]
language: en
normalized_name: pancake race relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts run over a line and back, tossing a Frisbee in a frying pan at least twice each way. Dropped Frisbee means stopping to replace it.

rules:
Two teams. First scouts run over a line and back, tossing Frisbee in frying pan at least twice going out and twice coming back. If dropped, stop and replace before continuing. First team to complete relay wins.

variations:
Use tennis racket instead of frying pan and a ball or pancake instead of Frisbee. Dropped Frisbee means going back to start. Eaten pancake disqualifies the team.

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
materials_category: altele
materials_list: 1 frying pan per team, 1 shop-bought pancake per team, 2 marker cones
skills_developed: coordination, dexterity
difficulty_level: mediu
keywords: pancake, relay, tossing, frying pan
tags: ["relay", "fun", "food", "coordination"]
language: en
normalized_name: pancake tossing
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Relay race where each scout runs to a frying pan with a pancake, tosses the pancake over successfully, then runs back to tag the next scout. First team to finish wins.

rules:
Teams in lines behind marker cones; a frying pan with one pancake at the other end per team. On Go!, lead scout runs to pan, picks it up, tosses pancake. Must flip completely; if pancake lands on ground or hangs off edge, must redo until successful. Runs back and tags next scout. Team finishing first wins.

source_excerpt:
On "Go!" the lead scouts run to their pans, pick them up and toss their pancake over. If it lands on the ground or is hanging off the side of the frying pan, it doesn't count


name: Paper Hoops
category: sports-active
content_type: 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_category: ziare
materials_list: 1 newspaper per team, pair of scissors per team, chalk
skills_developed: creativity, dexterity
difficulty_level: mediu
keywords: newspaper, hoop, relay, scissors
tags: ["relay", "craft", "indoor"]
language: en
normalized_name: paper hoops
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams relay race where scouts run to a newspaper, cut a hole in a sheet and climb through it without breaking it through to the edge. First team with all scouts done and sitting wins.

rules:
Teams behind a line; one newspaper per team at other end. On Go!, lead scout runs to newspaper, cuts hole in a sheet and climbs through without breaking to the edge. Runs back and tags next. First team with all scouts completing and sitting wins.

source_excerpt:
On "Go!" 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: sports-active
content_type: 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_category: papetarie
materials_list: 2 tables, 20 paperclips per team, chalk
skills_developed: teamwork, coordination, speed
difficulty_level: usor
keywords: paperclip, relay, passing
tags: ["relay", "indoor", "team"]
language: en
normalized_name: paperclip relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams relay paperclips one at a time from one table to another. The lead scout fetches a clip, hands it to scout two who passes it back down the line to be placed on the back table. Multiple clips can be in transit simultaneously.

rules:
Teams line up with a table behind them and another with paperclips 20 feet ahead. Lead scout runs, gets a clip, runs back and hands it to scout two who passes it back to the last scout who places it on the back table. As soon as lead scout passes to scout two, they run for the next clip. First team to transfer all clips shouts 'Finished!' and wins (if all clips transferred).

source_excerpt:
On "Go!" 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


name: Pass the 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 174
materials_category: mingi
materials_list: one football per team
skills_developed: coordination, teamwork, balance
difficulty_level: mediu
keywords: ball, ankles, circle, passing
tags: ["indoor", "circle game", "coordination"]
language: en
normalized_name: pass the ball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams sit in circles and pass a ball resting on ankles around the circle without it touching the ground. Team making the most consecutive passes in a set time or reaching a target number first wins.

rules:
Teams in circles sitting down. Ball rested on a scout's ankles with outstretched feet. On Go!, scouts pass ball around circle without it touching ground. If it touches ground, restart from the beginning. Win by most consecutive passes in time or first to reach 20 passes.

source_excerpt:
Rest a ball on the ankles of a scout with outstretched feet in each team. On "Go!" scouts have to pass the ball around the circle without it touching the ground.


name: Pass the Ball
category: team-building
content_type: joc
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 362
materials_list: tennis ball
skills_developed: teamwork, patience, coordination
difficulty_level: mediu
keywords: ball, legs, cooperative, circle
tags: ["cooperative", "guiding", "physical"]
language: en
normalized_name: pass the ball
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part23
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A cooperative game where players sit in a circle with legs out in front of them and pass a tennis ball from person to person using only their ankles, without touching it with their arms. If the ball touches the ground, they start over.

rules:
Have the group sit down in a circle with legs out in front. Squeeze everyone together so legs touch neighbor's. Place a tennis ball between the ankles of one player. Pass the ball around the circle without using arms. If the ball touches the ground, start over. Can also be played in a line.

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

source_excerpt:
Place a tennis ball between the ankles of one player. The goal of the challenge is to pass the ball around the circle, from person to person, without using your arms at all. If the ball touches the ground you must start over.


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
materials_category: baloane
materials_list: small balloons filled with water
skills_developed: catching, throwing, coordination
difficulty_level: mediu
keywords: balloon, water balloon, circle, elimination
tags: ["outdoor", "water game", "elimination"]
language: en
normalized_name: pass the balloon
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Top Fifty game where scouts pass a water-filled balloon around a circle. After each circuit the circle expands by one pace. Any scout dropping the balloon is out. Last scout in wins.

rules:
Scouts in a circle pass balloon around. After one circuit all move out one pace. Circle keeps widening after each circuit — scouts must throw the balloon. Any scout not catching is out and sits down. Last scout in wins. Have several backup balloons ready.

source_excerpt:
A Top Fifty game. There's certainly a knack to catching a water filled balloon. Peter has yet to master it.


name: Pass the Banana
category: sports-active
content_type: 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
materials_category: mancare
materials_list: two bananas
skills_developed: coordination, teamwork
difficulty_level: mediu
keywords: banana, feet, passing
tags: ["indoor", "food", "coordination", "team"]
language: en
normalized_name: pass the banana
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams sit in lines facing each other with legs outstretched. A banana is placed between the feet of the end scouts and must be passed along the line using only feet. First team to get banana to the other end wins.

rules:
Two teams in long lines facing each other, sitting with legs outstretched. Banana placed between end scouts' feet. On Go!, pass banana along line using only feet. If banana touches any other body part or is dropped, goes back to start. First team to get banana to other end wins.

source_excerpt:
Put a banana each between the feet of the two end scouts and on "Go!" they have to pass the banana along their line using only their feet.


name: Pass the Bomb
variations: If the ball is dropped at any time, both giver and receiver are 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 174-175
source_excerpt: A scout favourite, wears them down quickly at the start of a meeting!
materials_category: mingi
materials_list: foam ball or bean bag
skills_developed: agility, speed, strategy
difficulty_level: usor
keywords: bomb, ball, hot potato, elimination
tags: ["active", "indoor/outdoor", "elimination"]
language: en
normalized_name: pass the bomb
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A scout favourite. One scout has a foam ball (the bomb) and tags another scout who MUST take it. At random intervals the leader blows a whistle; the scout holding the ball is out. Last one in wins.

rules:
Give ball to a scout who tags another who MUST take it. At random intervals blow whistle — scout holding ball is out. Last scout in wins.


name: Pass the Bomb
category: sports-active
subcategory: water game
content_type: joc
source_file: 100 Outstanding Summer Camp Program Ideas.pdf
source_files: ["100 Outstanding Summer Camp Program Ideas.pdf"]
page_reference: page 76
materials_category: water, cloth
materials_list: water balloons, tea towels/sheets
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: water balloon, towel toss, superheroes
tags: ["water", "outdoor", "team", "superheroes"]
language: en
normalized_name: pass the bomb
extraction_confidence: high
source_id: 6730fa46_100_outstanding_summer_camp_program_ideas
source_ids: ["6730fa46_100_outstanding_summer_camp_program_ideas"]
chunk_key: 6730fa46_100_outstanding_summer_camp_program_ideas.part05
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A superhero-themed water balloon toss game using tea towels. Teams of two use towels to launch and catch water balloons between pairs, scoring points when the opposing pair drops the balloon.

rules:
Divide into 2 teams and pair up. Each pair holds a tea towel by opposite corners. Teams volley water balloon back and forth using towels. If a balloon breaks, the opposing team scores a point.

source_excerpt:
Each pair gets a tea towel and each camper holds two corners of the towel. One side begins by placing a water balloon in the centre of their tea towel. The object is to toss the balloon from one pair to the other.


name: Pass the Ping Pong
category: sports-active
content_type: 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
materials_category: altele
materials_list: 1 straw per scout, 1 ping pong ball per team
skills_developed: coordination, teamwork, breath control
difficulty_level: mediu
keywords: ping pong, straw, relay
tags: ["indoor", "relay", "coordination"]
language: en
normalized_name: pass the ping pong
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams pass a ping pong ball down a line using straws. Each scout sucks the ball onto their straw and transfers it to the next scout's straw. If ball is dropped it goes back to last successful scout. First team to complete the game wins.

rules:
Teams line up with straws. Lead scouts suck ball onto straw end. On Go!, second scout sucks ball as lead stops sucking. Ball should transfer from one straw to next. Play continues down line and back up. First to complete wins. If ball dropped, back to last scout who had it.

source_excerpt:
The lead scouts suck their balls onto the ends of their straws. On "Go!" the second scouts suck the balls onto their straws as the lead scouts stop sucking.


