# activities

name: Pass the Pulse
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 175-176
materials_category: altele
materials_list: a coin, chairs and tables (useful), sweets (optional)
skills_developed: attention, reaction speed, risk assessment
difficulty_level: usor
keywords: pulse, coin, squeeze, teams
tags: ["camp", "indoor", "team game", "strategy"]
language: en
normalized_name: pass the pulse
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. Two teams sit in lines holding hands. A coin is tossed — if heads, the pulse of a hand squeeze is passed down the line. First scout at the end to bang table/floor on heads wins a point; but if a tails is thrown and they bang anyway, their team loses a point.

rules:
Two lines of scouts seated opposite each other, each holding neighbours' hands. At one end, leader tosses coin visible only to end scouts. Heads: start squeezing hand pulse down the line; first to feel it bangs floor/table for a point. Tails: no pulse sent; if someone bangs, their team loses a point. End scouts rotate to leader end; everyone shifts.

variations:
Play with two scouts at end grabbing a sweet. If grabbed after tails throw, sweet goes to the other scout.

source_excerpt:
Peter says, "We play this on camp, inside the large mess tent, to win some sweets to go with our hot chocolate. It's great fun! A Top Fifty game."


name: Pass the Time
variations: Use any number of scouts per team. Have different members count different numbers of seconds.
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 176
skills_developed: time estimation, teamwork
difficulty_level: usor
keywords: time, counting, silent
tags: ["indoor", "quiet game", "estimation"]
language: en
normalized_name: pass the time
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 four silently count to 30 seconds each in sequence, poking the next team member when done. Team to sit down nearest to two minutes wins.

rules:
Teams of four. On Go!, first scout silently counts to 30 seconds then pokes second scout. Continues through all four. Team sits when all four have counted. Team sitting nearest to two minutes wins.

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


name: Patience Relay
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 176-177
materials_category: carti/carduri
materials_list: 1 pack of playing cards, 4 tables, chalk
skills_developed: memory, speed, strategy
difficulty_level: usor
keywords: cards, relay, patience, suits
tags: ["relay", "indoor", "cards"]
language: en
normalized_name: patience 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 Top Fifty relay game. Four teams (Clubs, Spades, Aces, Diamonds) run to their card table and must turn over their suit cards in correct order (Ace through King). Wrong card turned face down; continue until one team completes their suit in order.

rules:
Four teams behind a line, one table per team with their suit shuffled face down. Lead scout runs up, turns a card — if Ace (or correct next card) runs back to tag next scout; if wrong, turns face down and runs back. First team to turn all their suit in order (Ace, 2-10, J, Q, K) wins.

variations:
Slightly quicker: any scout turning over the correct card stays and has another go until a wrong card is turned.

source_excerpt:
A Top Fifty relay game. Fast and furious with teams unable to see very well how their competitors are doing.


name: Patience Relay
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 71
materials_category: equipment
materials_list: a pack of playing cards for every 4 teams
skills_developed: memory, teamwork
difficulty_level: usor
keywords: cards, memory, relay
tags: ["indoor", "memory"]
language: en
normalized_name: patience relay
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:
Each team has a suit of playing cards face down. Players take turns running to turn over cards — must find ace first, then 2, then 3 etc. Requires memory and teamwork.

rules:
One at a time the boys run up and turn over a card. If it is not the Ace then they turn it face down again and run back to their team and the next player has a go. When the ace is turned up they can lay it face up.

source_excerpt:
One at a time the boys run up and turn over a card. If it is not the Ace then they turn it face down again and run back to their team and the next player has a go.


name: Peanut Hunt
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 177
materials_category: mancare
materials_list: 1 large packet of peanuts in shells, permanent marker
skills_developed: observation, searching
difficulty_level: usor
keywords: peanuts, hunt, scavenger, woods
tags: ["outdoor", "scavenger hunt", "woods"]
language: en
normalized_name: peanut 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.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts search for hidden peanuts in their shells in a playing area, some marked with letters spelling SCOUTS. Points awarded for peanuts found, letters found, and complete SCOUTS words.

rules:
Write S, C, O, U, T, S on 5 peanuts each (30 letter peanuts total). Hide all peanuts in playing area (preferably woodland). Give scouts fixed time to find peanuts. Score: 5 points per peanut, extra 5 for letter peanut, extra 10 for every complete SCOUTS set. Highest score wins.

source_excerpt:
Hide all the peanuts in the playing area, preferably in woodland. On "Go!" give the scouts a fixed amount of time to find as many peanuts as they can.


name: Peanut 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: page 177
materials_category: food/props
materials_list: large packet of peanuts in their shells, permanent marker
skills_developed: searching, observation
difficulty_level: usor
keywords: peanuts, scavenger hunt, woodland
tags: ["outdoor", "wide game", "individual"]
language: en
normalized_name: peanut 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A scavenger hunt where scouts search for peanuts hidden in the playing area, with bonus points for peanuts bearing letters that spell SCOUTS.

rules:
Write 'S' on five peanuts, 'C' on another five and so on until you have S-C-O-U-T-S. Hide all the peanuts in the playing area, preferably in woodland. On 'Go!' scouts have a fixed amount of time to find as many peanuts as they can. Scouts score five points for every peanut, an extra five for every peanut with a letter and an extra ten for every six peanuts that spell SCOUTS.

source_excerpt:
Hide all the peanuts in the playing area, preferably in woodland. On "Go!" give the scouts a fixed amount of time to find as many peanuts as they can.


name: Peg Progression
variations: Ball must score direct hit (no rolling/bouncing). Successful hit = another 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 177-178
materials_category: camping
materials_list: 1 stave or wooden pole per team, 5 tent pegs per team, 1 tennis ball per team, 1 hammer
skills_developed: throwing accuracy, outdoor skills
difficulty_level: mediu
keywords: tent pegs, throwing, progression
tags: ["outdoor", "throwing", "camp"]
language: en
normalized_name: peg progression
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 throw a tennis ball at tent pegs hammered into the ground in a row, progressively moving to the next peg each time they hit one. First scout to reach and hit the stave wins.

rules:
Hammer a stave into ground per team. Five pegs at 1-metre intervals in a straight line. Scouts take turns (youngest first?) throwing ball at nearest peg. When a peg is hit, scout moves to that peg and aims at next. After last peg, must hit the stave. First scout to hit stave wins; playoff between team winners. Scout retrieves ball after each throw.

source_excerpt:
Each team stands at its stave and scouts take it in turn (youngest first?) to throw the tennis ball at the nearest peg. Every time a scout hits a peg he moves on to that peg and throws at the next peg.


name: Peg Progression
variations: The ball has to score a direct hit, no rolling or bouncing. Successful hits mean another 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 177-178
materials_category: sports equipment
materials_list: stave or wooden pole per team, 5 tent pegs per team, tennis ball per team, hammer
skills_developed: throwing accuracy, coordination
difficulty_level: mediu
keywords: tent pegs, throwing, progression
tags: ["outdoor", "teams", "throwing game"]
language: en
normalized_name: peg progression
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A throwing game where scouts must hit tent pegs in sequence with a tennis ball, progressing from one peg to the next until they hit the stave.

rules:
For each team hammer a stave into the ground. One metre away hammer in a tent peg, another metre away another, all in a straight line, continuing for all five pegs. Scouts take turns throwing the tennis ball at the nearest peg. Every time a scout hits a peg he moves on to that peg and throws at the next. After hitting all five pegs, scouts must then hit the stave. First scout to hit the stave is the winner.

source_excerpt:
Every time a scout hits a peg he moves on to that peg and throws at the next peg. When scouts get to the last peg, they then have to hit the stave.


name: Penny Scarves
variations: When all but one are out, count money. Most money wins.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 178-179
source_excerpt: A Top Fifty game as well as being a money earner! As the game progresses it all gets quite tense.
materials_category: haine/accesorii
materials_list: scarves per scout, 1p coin per scout
skills_developed: strategy, agility, awareness
difficulty_level: usor
keywords: scarves, coins, elimination
tags: ["active", "indoor/outdoor", "elimination", "tag"]
language: en
normalized_name: penny scarves
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. Scouts tuck scarves into their trousers and hold a 1p coin. They try to pull opponents' scarves while protecting their own. When a scarf is grabbed, the victim gives their coin and leaves. Last scout in wins.

rules:
Scouts tuck scarf into back of trousers. Each holds 1p coin in left fist. On Go!, try to pull opponents' scarves while protecting own. When scarf grabbed, victim leaves play, gives coin to attacker, takes scarf back. Attacker cannot have own scarf taken while holding opponent's. Last scout in wins.


name: Penny Scarves
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 178
materials_category: props
materials_list: scarves, 1p coin per scout
skills_developed: agility, strategy, awareness
difficulty_level: usor
keywords: scarves, coins, chasing, elimination
tags: ["indoor", "individual", "active"]
language: en
normalized_name: penny scarves
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A chasing game where scouts try to pull each other's scarves while protecting their own, with eliminated scouts giving their coin to their attacker.

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

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

source_excerpt:
Scouts tuck one end of their scarves into the back of their trousers so that they're hanging down and on display. Give each scout a 1p coin which he keeps in his left fist.


name: Pick up a P
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 178-179
materials_category: altele
materials_list: 5 x 1p coins per scout
skills_developed: balance, flexibility, body awareness
difficulty_level: mediu
keywords: balance, coins, wall, flexibility
tags: ["indoor", "balance", "challenge"]
language: en
normalized_name: pick up 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.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts stand with heels against a wall and must bend down, with heels always touching the wall, to pick up five 1p coins placed 60cm in front of them. First to succeed wins.

rules:
Scouts line up with backs and heels to wall. Five 1p coins placed 60cm in front. Scouts must bend down keeping heels touching wall at all times and pick up five coins then stand back up. First to succeed wins.

source_excerpt:
Scouts line up with their backs to the hall wall and with their heels touching the wall. Put a line of 1p coins in front of the scouts, about sixty centimetres from the wall.


name: Pick up a P
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 178-179
materials_category: coins
materials_list: 5 x 1p coins per scout
skills_developed: balance, coordination, flexibility
difficulty_level: mediu
keywords: balance, coins, wall, challenge
tags: ["indoor", "individual", "balance challenge"]
language: en
normalized_name: pick up 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A balance challenge where scouts must pick up five 1p coins from the floor while keeping their heels against the wall.

rules:
Scouts line up with their backs to the hall wall and heels touching the wall. A line of 1p coins is placed about sixty centimetres in front of the scouts. Scouts have to bend down, with heels touching the wall at all times, pick up five 1p coins and stand back up. First to succeed is the winner.

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


name: Piggy in the Centre
variations: Have more than one ball. Restrict individual hold time to 3 seconds.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 179
materials_category: mingi
materials_list: 1 tennis ball
skills_developed: throwing, catching, strategy
difficulty_level: usor
keywords: piggy, circle, ball, intercept
tags: ["indoor", "circle game", "ball"]
language: en
normalized_name: piggy in the centre
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 (Piggy) stands in the middle of a circle while others throw a tennis ball to each other. When Piggy intercepts the ball, the scout who just threw becomes the new Piggy.

rules:
Scouts in large circle, one Piggy in middle. Scouts throw ball to each other without Piggy getting it. If Piggy intercepts, the last thrower becomes the new Piggy.

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


name: Piggy in the Centre
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 179
materials_category: sports equipment
materials_list: tennis ball
skills_developed: throwing, catching, teamwork
difficulty_level: usor
keywords: circle game, ball, interception
tags: ["indoor", "circle game", "active"]
language: en
normalized_name: piggy in the centre
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A classic circle game where scouts pass a ball to each other while one scout in the centre tries to intercept it.

rules:
Put scouts into a large circle with one (Piggy) in the centre. Scouts throw the ball to one another without Piggy getting hold of it. Once Piggy catches or intercepts the ball, the scout who last threw becomes Piggy.

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

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


name: Piggy in the Circle
variations: Play with several balls and/or several piggies.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 179
materials_category: mingi
materials_list: volleyball
skills_developed: throwing, bouncing, interception
difficulty_level: usor
keywords: piggy, circle, volleyball, bounce
tags: ["indoor", "circle game", "ball"]
language: en
normalized_name: piggy in 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.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts form a large circle and bounce a volleyball across to each other while one scout in the middle (Piggy) tries to intercept. If Piggy intercepts, they swap with the thrower. Can be played with multiple balls and piggies.

rules:
Scouts in large circle, one in middle. Scouts bounce ball across circle to another scout. If Piggy intercepts, swap with thrower. Can play with several balls and/or several piggies.

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


name: Piggy in the Circle
variations: Play with several balls and/or several piggies.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 179
materials_category: sports equipment
materials_list: volleyball
skills_developed: throwing, catching, reaction time
difficulty_level: usor
keywords: circle game, volleyball, bouncing
tags: ["indoor", "circle game", "active"]
language: en
normalized_name: piggy in 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A circle ball game where scouts bounce a volleyball across the circle while the centre player tries to intercept it.

rules:
Put scouts in a large circle with one in the middle. Scouts bounce the ball across the circle to another scout. If Piggy successfully intercepts the ball he swaps places with the thrower.

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


name: Pigs Fly
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 179
skills_developed: listening, reaction speed, attention
difficulty_level: usor
keywords: pigs fly, birds, reaction, elimination
tags: ["indoor", "listening game", "elimination"]
language: en
normalized_name: pigs fly
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 flap their arms when the leader calls out something that can fly (a bird). Anyone who moves for non-flying things (like 'pigs fly') is out. Last scout in wins.

rules:
Scouts in circle with leader. When leader says 'x fly' where x is a bird, scouts flap outstretched arms. Last to flap is out. Anyone who moves when it's not a bird (e.g., 'pigs fly') is out. Leader flaps arms for all calls to confuse. Last scout in wins.

source_excerpt:
Tell the scouts that every time you say, "x fly" when x is a bird, then the scouts have to flap their outstretched arms.


name: Pigs Fly
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 179
skills_developed: listening, attention, reaction time
difficulty_level: usor
keywords: listening, reaction, elimination, birds
tags: ["indoor", "circle game", "no equipment"]
language: en
normalized_name: pigs fly
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A listening and reaction game where scouts must flap their arms only when the leader calls out a flying bird, not when other animals are named.

rules:
Put scouts in a circle. Every time the leader says 'x fly' where x is a bird, scouts flap their outstretched arms. The last one to do so is out. Anyone who moves when the leader says 'pigs fly' or any other non-flying animal is also out. The leader flaps his own arms regardless to confuse matters. Last scout left wins.

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


name: Ping Pong 1,000
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 179-180
materials_category: mingi
materials_list: 1 ping pong ball, pen and paper
skills_developed: catching, reaction speed, mental arithmetic
difficulty_level: usor
keywords: ping pong, catching, scoring
tags: ["indoor", "ball game", "scoring"]
language: en
normalized_name: ping pong 1,000
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:
Leader throws a ping pong ball to the ground between themselves and scouts, calling out a score (100-1000). Scout who catches the ball on first bounce gets that score; subsequent bounces halve the score. First scout to reach 2000 becomes the thrower.

rules:
Scouts stand about 5 metres away. Leader throws ping pong ball halfway between them and calls a number (100-1000). Scout catching first bounce gets that score. If ball bounces again, score is halved. First scout to reach 2000 wins and becomes thrower.

source_excerpt:
Throw the ping pong ball down to the ground about halfway between you and the scouts. As you do so, shout out a number between 100 and 1000. The scout that catches the ball from that first bounce gets that score.


name: Ping Pong 1,000
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 179-180
materials_category: sports equipment
materials_list: ping pong ball, pen and paper
skills_developed: catching, reaction time, agility
difficulty_level: usor
keywords: ping pong, catching, scoring
tags: ["indoor", "individual", "active"]
language: en
normalized_name: ping pong 1,000
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A catching game where scouts compete to catch a ping pong ball after one bounce to earn the score the leader announced.

rules:
Scouts face the leader from about five metres away. The leader throws the ping pong ball to the ground halfway between them while shouting a number between 100 and 1000. The scout that catches the ball from the first bounce gets that score. If the ball bounces again the score is halved. First scout to reach 2000 wins and becomes the thrower.

source_excerpt:
Throw the ping pong ball down to the ground about halfway between you and the scouts. As you do so, shout out a number between 100 and 1000. The scout that catches the ball from that first bounce gets that score.


name: Ping Pong 5,000 I
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 180
materials_category: mingi
materials_list: 100 ping pong balls, marker pen, bucket
skills_developed: agility, mental arithmetic
difficulty_level: usor
keywords: ping pong, scoring, collecting
tags: ["indoor", "ball game", "fast-paced"]
language: en
normalized_name: ping pong 5,000 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.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
All numbered ping pong balls (100-1000) are thrown into the air from a bucket. Scouts collect up to five balls. Scout whose balls total most wins.

rules:
Mark ten balls each 100-1000 in multiples of 100 (100 balls total). Scouts disperse in hall. Scouts may only pick up maximum five balls; holding more means disqualification. Leader throws bucket so all balls fly into air. Scout whose five balls total most wins.

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


name: Ping Pong 5,000 I
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 180
materials_category: sports equipment
materials_list: 100 ping pong balls, marker pen, bucket
skills_developed: agility, strategy
difficulty_level: usor
keywords: ping pong, scoring, scramble
tags: ["indoor", "individual", "active"]
language: en
normalized_name: ping pong 5,000 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A scramble game where scouts collect numbered ping pong balls thrown into the air and try to maximize their total score.

rules:
Mark ten balls with 100, ten with 200 and so on up to ten with 1,000. Put them all in a bucket. Scouts disperse in the hall. Scouts can only pick up a maximum of five balls and any scout seen holding more will be disqualified. Throw the bucket, holding onto it, so that all the balls fly into the air. Scout whose balls total the most is the winner.

source_excerpt:
Tell them that they can only pick up a maximum five balls and any scout seen holding more will be disqualified. Then throw the bucket, holding onto it, so that all the balls fly into the air.


name: Ping Pong 5,000 II
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 180
materials_category: mingi
materials_list: 100 ping pong balls, marker pen, bucket, pen and paper
skills_developed: catching, agility, mental arithmetic
difficulty_level: usor
keywords: ping pong, scoring, collecting
tags: ["indoor", "ball game", "scoring"]
language: en
normalized_name: ping pong 5,000 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:
Leader throws/bounces numbered ping pong balls one at a time. Scouts collect up to five balls then sit down for scoring. Scout whose five balls total most wins.

rules:
Mark ten balls each 100-1000 in multiples of 100. Scouts stand about 5 metres away. Scout can only have five balls; once they have five, bring them to leader and sit down. Leader throws/bounces balls one at a time fairly quickly. Second leader tallies each scout's five balls. Scout with highest total wins.

source_excerpt:
Throw or bounce the balls at them, one at a time, but fairly quickly. Have another leader on standby to add up each scout's five balls, record the totals and put the balls back in the bucket.


name: Ping Pong 5,000 II
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 180
materials_category: sports equipment
materials_list: 100 ping pong balls, marker pen, bucket, pen and paper
skills_developed: catching, agility
difficulty_level: usor
keywords: ping pong, scoring, catching
tags: ["indoor", "individual", "active"]
language: en
normalized_name: ping pong 5,000 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A structured version of ping pong scoring where the leader throws numbered balls one at a time and scouts collect exactly five before having their total recorded.

rules:
Mark ten balls with 100, ten with 200 and so on up to ten with 1,000. Scouts face the leader from five metres away. They can only have five balls; once they have that many they bring them to the leader and sit down. Leader throws balls one at a time fairly quickly. A standby leader records each scout's five-ball total. Scout with the highest total wins.

source_excerpt:
Tell them that they can only have five balls and once they have that many they need to bring them to you, then sit down. Throw or bounce the balls at them, one at a time, but fairly quickly.


name: Ping Pong Blow 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 180
materials_category: mingi
materials_list: chalk, 10 ping pong balls
skills_developed: lung capacity, strategy, teamwork
difficulty_level: usor
keywords: ping pong, blow football, teams
tags: ["indoor", "ball game", "blowing", "team"]
language: en
normalized_name: ping pong blow 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.part11
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams line up along outer lines of a corridor drawn on the floor. Ten ping pong balls are placed in the middle. Teams blow balls over the opponents' inner line. Team that blows more balls over wins.

rules:
Two parallel inner lines down hall length about 2 metres apart, two outer lines 30cm beyond. Ten balls placed down the middle. Teams line up along outer lines. On Go!, scouts blow balls over the two inner lines to opponents' side. More balls over opponents' line wins. No impeding balls other than blowing, else disqualified.

source_excerpt:
On "Go!" scouts have to blow the balls over the two inside lines. The team that blows more balls over their opponents' line is the winner.


name: Ping Pong Blow Football
description: A team game where scouts blow ping pong balls over the opponent's line using only their breath.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 180
materials_category: sports equipment
materials_list: chalk, 10 ping pong balls
skills_developed: teamwork, coordination
difficulty_level: usor
keywords: ping pong, blowing, teams
tags: ["indoor", "teams", "active"]
language: en
normalized_name: ping pong blow 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
rules:
Put scouts into two teams. Draw two parallel lines down the hall about two metres apart. Space ten ping pong balls down the middle. Put two more lines thirty centimetres outside the existing ones. Teams line up along these outer lines. On 'Go!' scouts blow the balls over the two inside lines. The team that blows more balls over their opponents' line wins. Any attempt to impede a ball's progress other than blowing results in disqualification.

source_excerpt:
On "Go!" scouts have to blow the balls over the two inside lines. The team that blows more balls over their opponents' line is the winner.


name: Ping Pong Downpour
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 180-181
materials_category: sports equipment
materials_list: bucket, chalk, loads of coloured ping pong balls
skills_developed: throwing accuracy, teamwork
difficulty_level: usor
keywords: ping pong, bouncing, bucket, teams
tags: ["indoor", "teams", "active"]
language: en
normalized_name: ping pong downpour
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team game where scouts bounce coloured ping pong balls into a bucket from outside a marked circle.

rules:
Mark a large circle that scouts must stay out of. Put a bucket in the middle. Put scouts into teams, each team with one colour of ping pong balls. On 'Go!' they bounce balls into the bucket. Balls that come out of the circle can be reused; those that stay in the circle cannot. When no scout has any balls left, count the balls in the bucket. Team with most in the bucket wins.

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


name: Ping Pong Planting
variations: No more than one ball in one cup.
category: 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 181
materials_category: sports equipment
materials_list: 50 ping pong balls in a bowl, 25 plastic cups
skills_developed: teamwork, strategy, speed
difficulty_level: usor
keywords: ping pong, cups, planting, teams
tags: ["indoor", "teams", "active"]
language: en
normalized_name: ping pong planting
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A race between planting and digging teams where most teams try to fill plastic cups with ping pong balls while one team removes them.

rules:
Put cups all over the hall. Put balls in a bowl at one end. Put scouts into four teams: three planting, one digging up. Planting teams take one ball at a time and place them in cups. The digging team removes them and brings them back; they can carry no more than five balls at a time. After two minutes count balls in cups — that is the digging team's score. Play four rounds, each time a different team digs up. The digging team with the lowest score wins.

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


name: Ping Pong Puff
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 181
materials_category: props
materials_list: ping pong ball per scout, plastic spoon per scout
skills_developed: dexterity, balance, strategy
difficulty_level: mediu
keywords: ping pong, spoon, blowing, balance
tags: ["indoor", "individual", "active"]
language: en
normalized_name: ping pong puff
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An individual dexterity game where scouts balance a ping pong ball in a spoon and try to blow others' balls off while keeping their own ball in.

rules:
Give each scout a spoon and a ball balanced in the bowl. On 'Go!' scouts must be the last to keep their ball in the spoon bowl. No physical contact allowed. No touching of the spoon by any part of the body apart from holding the handle. The only allowed action is blowing to dislodge others' balls. When a ball is blown off, that scout retrieves it and leaves the playing area.

source_excerpt:
On "Go!" scouts have to attempt to be the last one to keep their ball in the bowl. No physical contact is allowed.


name: Ping Pong Archery
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 181-182
source_excerpt: Bouncing a ping pong ball into a dustbin from five metres away isn't easy! A Top Fifty game.
materials_category: sports equipment
materials_list: ping pong balls, dustbin or umbrella, empty tin can, chalk, length of wood, pen and paper
skills_developed: throwing accuracy, teamwork
difficulty_level: mediu
keywords: ping pong, archery, dustbin, distance
tags: ["indoor", "teams", "throwing game"]
language: en
normalized_name: ping pong archery
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team target game where scouts try to bounce a ping pong ball into a dustbin from increasing distances, with concentric scoring circles.

rules:
Put scouts into teams. Place the dustbin or opened umbrella on a tin can in the centre of the hall. Mark concentric circles from three metres up to ten metres diameter. Scouts stand behind one of the circles. Each scout in turn bounces a ping pong ball into the dustbin. Scouts by the nearest circle score one point for their team; next circle scores two, and so on. Team with most points after everyone has had a go wins.

variations:
Mark a line with chalk or using a length of wood. Scouts sit and come up one at a time as the line is moved back thirty centimetres, with the score increasing as the distance grows.


name: Pitch Your Tent Game
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 182
materials_category: camping equipment
materials_list: tent per team
skills_developed: teamwork, practical skills, speed
difficulty_level: mediu
keywords: tent, camp, race, teamwork
tags: ["outdoor", "camp", "teams"]
language: en
normalized_name: pitch your tent 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A camp game where scout teams race to correctly erect their tents, with points awarded for speed and quality.

rules:
Put bagged-up tents where they are to be erected. Put scouts into teams and on 'Go!' they race to erect their tents. Give extra marks for the team that finishes first, add or deduct points for teamwork and other considerations such as tightened guys, tent pegs, doors, and general stability. Team with most points wins.

source_excerpt:
On "Go!" they have to erect their tents. Give extra marks for the team that finishes first, add or deduct points for teamwork or lack of it.


name: Playing Card Driving
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 182
materials_category: props
materials_list: pack of playing cards, chalk, pen and paper
skills_developed: coordination, fine motor skills
difficulty_level: usor
keywords: playing cards, flicking, distance, teams
tags: ["indoor", "teams", "skill game"]
language: en
normalized_name: playing card driving
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team distance-flicking competition where scouts flick playing cards as far as possible down the hall.

rules:
Put scouts into teams and give each scout one playing card. Scouts stand behind a line at one end of the hall and flick their card as far as possible. Ten points for the furthest or those that hit the far wall, eight for second place, five for third. First team to a fixed number of points or highest score after a set time wins.

source_excerpt:
With a bit of practice a playing card can easily be flicked over six metres. Put the scouts into teams and give the scouts one playing card each and get them to remember which card they have.


name: Playing Card Putting
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 182-183
materials_category: props
materials_list: pack of playing cards, washing-up bowl, cereal bowl, chalk, pen and paper
skills_developed: precision, fine motor skills
difficulty_level: mediu
keywords: playing cards, flicking, precision, bowls
tags: ["indoor", "individual", "skill game"]
language: en
normalized_name: playing card putting
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A precision flicking game where scouts try to land their playing card in a cereal bowl or washing-up bowl for points.

rules:
Give scouts one playing card each. Scouts stand behind a line and flick their card at a washing-up bowl placed three metres away, with a cereal bowl inside. Five points for landing in the cereal bowl, two for inside the washing-up bowl only. Several rounds are played. First scout to a fixed number of points or highest score wins.

variations:
Play as teams, aggregating scores. Mark concentric circles with more points for cards closer to centre. Line washing-up bowls one behind the other with higher points for further bowls.

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


name: Playing Card Running
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 183-184
materials_category: props
materials_list: pack of playing cards, marker cone per team, washing-up bowl per team, chalk
skills_developed: teamwork, speed, quick decision making
difficulty_level: usor
keywords: playing cards, relay, running, teams
tags: ["indoor", "teams", "relay race"]
language: en
normalized_name: playing card running
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team relay card game where scouts run relay laps or go straight to the back of the line depending on whether they draw a Club/Spade or Diamond/Heart.

rules:
Put scouts into teams lined up at one end of the hall with a marker cone at the other end. Give the lead scout a face-down pack of cards and a washing-up bowl. On 'Go!' the lead scout turns over the first card and gives the pack to scout two. If the card is a Club or Spade the scout runs round the cone and to the back. If it's a Diamond or Heart the scout runs straight to the back. Both drop their card in the washing-up bowl. Team to work through the whole pack first wins.

variations:
A Club or Spade means the scout runs round the cone then back to the front and draws again, continuing until drawing a Diamond or Heart.

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


name: Please Mr Postman
variations: Play in teams with the return address being the team name.
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 183-184
materials_category: props
skills_developed: navigation, memory, sequential planning
difficulty_level: mediu
keywords: wide game, postcard, leaders, navigation
tags: ["outdoor", "wide game", "individual", "top fifty"]
language: en
normalized_name: please mr postman
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A wide game where scouts must visit different leaders in any order to complete sequential steps — address, return address, stamp, and post a postcard — and try to post as many postcards as possible.

rules:
Take scouts into woods or somewhere dark and give each a postcard. They must: 1. Find the leader with address labels and address the card; 2. Find the leader with return address labels and return address it; 3. Find the leader with stamps and stamp it; 4. Find the leader with the post box and post it. Then get another postcard from the organiser. Leaders keep moving. After thirty minutes, count the number of cards each scout posted (by name). Scout who posted most postcards wins.

source_excerpt:
A fantastic wide game that is played individually. With a bit of effort you can get a very high score! Definitely a Top Fifty game.

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


name: Pocket Items
description: A quick surprise activity where scouts empty their pockets and the scout with the most items 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 184
difficulty_level: usor
keywords: pockets, surprise, counting
tags: ["indoor", "no equipment", "instant"]
language: en
normalized_name: pocket items
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
rules:
Without warning, tell scouts to empty their pockets. The scout with the most items in his pocket is the winner. Packs of cigarettes count as one.

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


name: Points - Balancing
category: team-building
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 184-185
materials_category: furniture
materials_list: chair per team
skills_developed: teamwork, problem solving, balance
difficulty_level: mediu
keywords: balance, chair, team challenge
tags: ["indoor", "teams", "problem solving"]
language: en
normalized_name: points - balancing
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team challenge where scouts must get every team member off the floor using only a chair, as quickly as possible.

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

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


name: Points - Ball Throwing
variations: If the ball is dropped the score goes back to 0.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 185
materials_category: sports equipment
materials_list: tennis ball
skills_developed: throwing, catching, teamwork
difficulty_level: usor
keywords: ball throwing, circle, team, counting
tags: ["indoor", "teams", "active"]
language: en
normalized_name: points - ball throwing
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team accuracy game where scouts in a circle throw and catch a tennis ball to the scout in the middle as many times as possible in one minute.

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

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


name: Points - Coconut Shy
variations: Positioning scouts either side of the table makes for a faster and more furious game.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 185
materials_category: sports equipment
materials_list: table, 20 plastic cups, bean bags
skills_developed: throwing accuracy, teamwork
difficulty_level: usor
keywords: coconut shy, bean bags, cups, target
tags: ["indoor", "teams", "throwing game"]
language: en
normalized_name: points - coconut shy
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team accuracy game where scouts use bean bags to knock plastic cups off a table within one minute.

rules:
From behind a line, the team of scouts knocks plastic cups off a table using bean bags. The number knocked off in a minute is their score. A team that knocks off all cups scores double. Team with the highest score wins.

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


name: Points - Sprint Relay
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 185
skills_developed: speed, teamwork
difficulty_level: usor
keywords: relay, sprint, teams, racing
tags: ["indoor", "teams", "relay race"]
language: en
normalized_name: points - sprint 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A straightforward team sprint relay race where the total time taken is recorded as the team's score.

rules:
Teams of scouts run a relay up and down the hall. The number of seconds taken is recorded as that team's score. Team with the lowest score wins.

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


name: Points - Targets
description: A team accuracy game where scouts throw bean bags into a washing-up bowl for one minute.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 185
materials_category: sports equipment
materials_list: washing-up bowl, bean bags
skills_developed: throwing accuracy, teamwork
difficulty_level: usor
keywords: bean bags, target, bowl, accuracy
tags: ["indoor", "teams", "throwing game"]
language: en
normalized_name: points - targets
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
rules:
From behind a line, each team of scouts has one minute to throw as many bean bags into the washing-up bowl as possible, scoring one point for each direct hit. Team with the highest score wins.

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


name: Polo
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 185-186
materials_category: outdoor props
materials_list: 2 long lengths of rope, small coloured circles of card (variation)
skills_developed: stealth, strategy, teamwork
difficulty_level: mediu
keywords: rope, corridor, tagging, outdoor, wide game
tags: ["outdoor", "wide game", "teams"]
language: en
normalized_name: polo
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An outdoor wide game where one team patrols a rope corridor and tries to tag members of the other team attempting to sneak into the centre circle.

rules:
Divide scouts into two teams. Tie a rope round trees at waist height to form an enclosed area, then a wider rope to form a corridor around it. One team patrols the corridor to prevent the other team reaching the inner circle. On a whistle, the other team tries to creep through the corridor and reach the centre without being tagged. If tagged, scouts are either out or must retry. After twenty minutes count scouts in the centre, then swap teams. The patrolling team with the lowest score wins.

variations:
Give each scout a small coloured circle of card. Scouts who reach the centre put their card in a pot and collect another card. Scouts tagged lose their card to the tagger. After all teams have patrolled, compare net scores by card colour.

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


name: Pop
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 187
materials_category: props
materials_list: paper bag per scout
skills_developed: speed, teamwork
difficulty_level: usor
keywords: paper bag, relay, popping
tags: ["indoor", "teams", "relay race"]
language: en
normalized_name: pop
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team relay race where each scout must blow up a paper bag and pop it before the next scout can go.

rules:
Put scouts into teams in lines. Give each scout a paper bag. On 'Go!' the lead scout fully blows up the bag and claps hands together to pop it. Once done the next scout follows. Winning team is the first whose all members have popped their bags.

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


name: Pop II
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 187
materials_category: props
materials_list: paper bag per scout
skills_developed: speed, teamwork
difficulty_level: usor
keywords: paper bag, relay, running, popping
tags: ["indoor", "teams", "relay race"]
language: en
normalized_name: pop 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A running relay game where scouts run to bags at the other end of the hall, blow them up and pop them, then return.

rules:
Put scouts into teams in lines with paper bags at the other end of the playing area. On 'Go!' the lead scout runs up to the bags, blows one up and pops it before running back to the team. Play continues through all team members. Winning team is the first whose all members have popped their bags.

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


name: Port & Starboard
variations: Wipe the whiteboard clean (don't write commands for scouts to reference).
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 187-188
skills_developed: listening, reaction time, physical coordination
difficulty_level: usor
keywords: ship, commands, directions, listening, elimination
tags: ["indoor", "no equipment", "top fifty", "active"]
language: en
normalized_name: port & starboard
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A listening and movement game on an imaginary ship where scouts must react to nautical commands by running to the correct wall or performing specific actions.

rules:
Scouts stand on an imaginary ship. Front wall = Fore, back wall = Aft, left wall = Port, right wall = Starboard. When a direction is called scouts run to the correct wall. Last to the wall is out or loses a life. Additional commands include: Batten down the hatches, Captain's onboard, Captain's lady, Freeze, Lifeboats [number], Man overboard, Man the lifeboats, Man the rigging, Panic stations, Rough seas, Row row row your boat, Scrub the decks, Sharks, Teatime, Turn turtle. Last scout left wins.

source_excerpt:
One of our Top Fifty! Senses are heightened, listening is evident and speedy commands make for a great game with almost unlimited commands.


name: Potato (Couch)
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 188
materials_category: food
materials_list: sack of potatoes
skills_developed: teamwork, strategy
difficulty_level: usor
keywords: potatoes, stuffing, weight, teams
tags: ["indoor", "teams", "silly game"]
language: en
normalized_name: potato (couch)
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team challenge where scouts stuff as many potatoes as possible into their clothing within two minutes, competing for the greatest total weight.

rules:
Weigh the sack of potatoes. Put scouts into teams. Get each team, one at a time, to stuff as many potatoes into their clothing as they can in two minutes. Then weigh the remainder of the sack. The team that has stuffed the greatest weight wins. All potatoes are retrieved between team rounds. Dropped potatoes not picked up go back with double their weight in the calculation.

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


name: Potato
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 188-189
skills_developed: listening, stealth, spatial awareness
difficulty_level: usor
keywords: potato, blindfold, elimination, walking
tags: ["indoor", "no equipment", "silly game"]
language: en
normalized_name: 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A silent walking game where one scout secretly designated as 'Potato' says 'Potato' instead of 'Sorry' when bumping into others, eliminating them one by one.

rules:
Scouts close their eyes. Leader touches one scout who becomes 'Potato'. Scouts walk slowly around the hall with eyes closed. When two scouts bump into each other they say 'Sorry' quietly and continue. But when Potato bumps into someone he says 'Potato' and that scout opens their eyes and leaves the playing area. Continue until all scouts have been potatoed. The last scout out can be the new Potato.

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

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


name: Potato Bowling
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 189
materials_category: food/props
materials_list: potatoes, 15 plastic cups per lane, tape
skills_developed: throwing accuracy, coordination
difficulty_level: usor
keywords: potato, bowling, cups, lane
tags: ["indoor", "individual", "silly game"]
language: en
normalized_name: potato bowling
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A bowling game using potatoes instead of balls to knock over plastic cups set up in a triangle formation.

rules:
Mark off a bowling lane with coloured tape. Set up cups in an equilateral triangle with five cups facing back down the lane. Scouts roll their potatoes down the lane to knock the cups over, scoring as for usual bowling with spares and strikes. Can also have two bowls each and score as a team.

variations:
Medium-sized potatoes work best. Bowl them on their sides. Keep cups upright. For a messier version, fill cups with water.

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


name: Potato Bowls
description: A bowls-style team game where scouts use potatoes as the bowls and a small potato as the jack.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 189
materials_category: food
materials_list: 2 medium-sized potatoes per scout, 1 small potato per pair of scouts, Sharpies
skills_developed: precision, teamwork
difficulty_level: usor
keywords: potato, bowls, jack, pairs
tags: ["indoor", "teams", "skill game"]
language: en
normalized_name: potato 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
rules:
Put scouts into teams and give each scout two potatoes marked with initials in team colour. Split scouts into pairs from different teams. Give each pair a small potato as the jack. One scout rolls the jack, then pair members take turns rolling their two potatoes. The nearest potato to the jack in each pair scores five points for the team. After a set number of games, team with highest score wins.

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

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


name: Potato Crisp Tasting
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 189-190
materials_category: food
materials_list: 1 bowl and table per team, 10 different flavour packets of crisps, pens and paper
skills_developed: sensory awareness, teamwork
difficulty_level: usor
keywords: crisps, tasting, guessing, flavours
tags: ["indoor", "teams", "food game"]
language: en
normalized_name: potato crisp tasting
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A blind taste test where teams try to identify the flavours of different crisps, then swap papers for marking.

rules:
Decant one flavour of crisp into bowls. Put scouts into teams round a table with a bowl of one flavour in the middle. Scouts taste and write down the flavour. Repeat for each of the ten flavours. Teams swap answers for marking. Team with most correct flavours wins.

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

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


name: Potato Head
category: creative-stem
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 190
materials_category: craft
skills_developed: creativity, fine motor skills
difficulty_level: usor
keywords: potato, craft, creative, decoration
tags: ["indoor", "individual", "creative"]
language: en
normalized_name: potato head
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A creative activity where scouts decorate a potato to make a Mr or Mrs Potato Head using vegetables and craft materials.

rules:
Give each scout a potato and put vegetable bits and craft items on a central table. Give scouts twenty minutes to make a Mr or Mrs Potato Head. Have various judging categories including best, ugliest, and funniest.

source_excerpt:
Give the scouts a potato each and put the other items on a central table. Give the scouts twenty minutes to make a Mr or Mrs Potato Head.

materials_list:
potato per scout, bits of vegetable (broccoli, pea, radish, carrot, pepper), string, coloured paper, glitter, glue, cocktail sticks, table


name: Potato Marbles
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 190
materials_category: food
materials_list: small potatoes per scout, Sharpies
skills_developed: precision, coordination
difficulty_level: usor
keywords: potato, marbles, rolling, circle
tags: ["indoor", "individual", "skill game"]
language: en
normalized_name: potato marbles
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A marbles-style game where scouts roll small potatoes into a circle, claiming both potatoes when they hit another.

rules:
Mark a circle in the middle of the hall and give scouts six potatoes each with their initials marked on them. Scouts take turns rolling one potato into the circle. If a potato hits another, the roller claims both and gets another go until they miss. After a set period or a couple of rounds, scout with most potatoes wins.

variations:
Make the game more difficult by having a longer run-up such as a marked-off lane down the length of the scout hall. Potatoes must stay between lane markings.

source_excerpt:
They then take it in turns to roll one potato into the circle. If theirs hits another they claim both potatoes and have another go until they miss.


name: Potato Pyramids
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: pages 190-191
source_excerpt: Give the scouts five minutes to build the largest pyramid with just the potatoes.
materials_category: food
materials_list: 30 potatoes, table per team
skills_developed: teamwork, problem solving, balance
difficulty_level: usor
keywords: potato, pyramid, building, team challenge
tags: ["indoor", "teams", "problem solving"]
language: en
normalized_name: potato pyramids
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team building challenge where scouts use 30 potatoes to build the largest possible pyramid within five minutes.

rules:
Put scouts into teams and give them a table and 30 potatoes. Potatoes can be different sizes but try to have similar-sized potatoes in each team. Give scouts five minutes to build the largest pyramid with just the potatoes.


name: Potato Sweep
variations: Use more potatoes, mark out lanes that potatoes must not cross.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 191
source_excerpt: Use medium-sized potatoes and wait for the fun. The potatoes take on a life all of their own.
materials_category: food/props
materials_list: potatoes, broom per team
skills_developed: coordination, teamwork, speed
difficulty_level: usor
keywords: potato, sweeping, relay, broom
tags: ["indoor", "teams", "relay race"]
language: en
normalized_name: potato sweep
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where scouts sweep three potatoes from one end of the hall to the other with brooms, passing to the next team member.

rules:
Put scouts into teams and divide them in half at each end of the hall. Give each team three potatoes. On 'Go!' team members take turns sweeping the potatoes from one end to the other, whereupon the next member sweeps them back. Team that sweeps their potatoes fastest wins.


name: Potato Wheel-Barrow 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 191
materials_category: food
materials_list: one potato per pair
skills_developed: coordination, teamwork, balance
difficulty_level: mediu
keywords: wheelbarrow race, potato, balance, pairs
tags: ["indoor", "pairs", "active"]
language: en
normalized_name: potato wheel-barrow 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A wheelbarrow race variant where each pair must also balance a potato on the back of the wheelbarrow scout throughout the race.

rules:
Put scouts into pairs for a standard wheelbarrow race with one scout on hands and the other lifting legs. Put a potato on the back of each wheelbarrow. If the potato falls off the pair must return to the start.

source_excerpt:
Put a potato on the back of each wheelbarrow and they're off! If the potato falls off the wheelbarrow has to return to the start.


name: Predator
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 191-192
materials_category: props
materials_list: 2 cat collars with bells, blindfold per scout
skills_developed: listening, teamwork, spatial awareness
difficulty_level: mediu
keywords: blindfold, animal noises, predator, pairs
tags: ["indoor", "pairs", "blindfold game"]
language: en
normalized_name: predator
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A blindfolded animal-noise pairing game where one blindfolded predator tries to tag pairs of blindfolded scouts finding each other through animal calls.

rules:
Put scouts into pairs and let them choose an animal noise to communicate with. Blindfold all scouts and split pairs to different parts of the hall. One blindfolded scout wears cat collars with bells on his wrists — he is the predator who shakes his wrists every ten seconds. Animals try to find their partner through animal noises. If the predator tags them first, the pair is captured. Count successful pairs as the predator's score. Take turns being predator; lowest score wins.

variations:
Play with one round per meeting over several meetings. Play in teams with the team leader as predator and his team sitting out. Play with a pair of predators.

source_excerpt:
Blindfold one scout and put the cat collars round his wrists. He is the predator and he has to count to himself and shake his wrists roughly every ten seconds.


name: Prison Break Out
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 192
materials_category: props
materials_list: blindfold per scout
skills_developed: stealth, listening, teamwork
difficulty_level: mediu
keywords: blindfold, guards, prisoners, crawling
tags: ["indoor", "teams", "blindfold game"]
language: en
normalized_name: prison break 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A blindfolded guard vs prisoner team game where prisoners try to crawl through guards' legs without being caught.

rules:
Divide scouts into two teams. Guards stand side by side down the middle with feet apart touching neighbours', all blindfolded, arms out front. Prisoners have five minutes to crawl through guards' legs, each through a different pair of legs. Guards can lower their arms one at a time to tag prisoners they think are between their legs. If correct, prisoner is captured; if wrong, the guard loses a life and puts that arm down. After time, count captured and escaped. Reverse roles and compare totals. Team with higher score wins.

source_excerpt:
On "Go!" the scouts in the other team (the prisoners) have five minutes to break out of the prison by crawling through the legs of the guards.


name: Prove it!
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 192-193
skills_developed: estimation, strategy, physical awareness
difficulty_level: usor
keywords: stepping, challenge, prove it, pairs
tags: ["indoor", "pairs", "no equipment"]
language: en
normalized_name: prove 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A strategic stepping game where pairs of scouts stand back to back, walk away from each other and then challenge each other on how many steps it will take to close the gap.

rules:
Scouts pair up and stand back to back. One shouts 'Start!' and they walk away from each other. After a while the other shouts 'Stop!' and they face each other. The first says 'I can reach you in [x] steps.' The second either claims a lower number or says 'Prove it!' Once 'Prove it!' is said, the challenger must stride to reach the other in the stated steps or fewer, with no run-ups. If they succeed they progress; if not their pair goes through. Play until one winner remains.

source_excerpt:
The first then says, "I can reach you in [x] steps." The second either has to say, "I can reach you in [a lower figure] steps" or "Prove it!"


name: Pull and Push
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 193
materials_category: props
materials_list: scaffolding board, 6 bricks, length of rope
skills_developed: balance, strength, strategy
difficulty_level: mediu
keywords: rope, pulling, balance, scaffold
tags: ["indoor", "individual", "physical challenge"]
language: en
normalized_name: pull and push
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A balance and tug game where two scouts stand on a scaffolding board and try to make the other let go of a rope or fall off, using only pulling and loosening.

rules:
Set a scaffolding board on six bricks. Put a scout on each end holding a rope with both hands. On 'Go!' scouts try to make each other let go with one or both hands, or fall off the board, by pulling and loosening the rope. No physical contact permitted. Winners play each other.

source_excerpt:
On "Go!" the scouts have to cause each other to let go of the rope with one or both hands, or fall off the board, by pulling and loosening the rope. No physical contact is permitted.


name: Pull and Push
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 193
materials_category: equipment
materials_list: 1 scaffolding board, 6 bricks, 1 length of rope
skills_developed: balance, coordination
difficulty_level: mediu
keywords: rope, balance, pulling
tags: ["physical", "competitive", "pairs"]
language: en
normalized_name: pull and push
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two scouts stand on a scaffolding board set on bricks, each holding a rope with both hands. They must cause each other to let go of the rope or fall off the board by pulling and loosening the rope. No physical contact permitted. Winners play each other.

rules:
On 'Go!' scouts pull and loosen the rope to make opponent lose grip or fall off. No physical contact. Winners advance.

source_excerpt:
On "Go!" the scouts have to cause each other to let go of the rope with one or both hands, or fall off the board, by pulling and loosening the rope. No physical contact is permitted.


name: Pull and Push II
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 193
materials_category: props
materials_list: 2 tree stumps or 2 square pieces of wood on bricks, long length of rope
skills_developed: balance, strength, strategy
difficulty_level: mediu
keywords: rope, pulling, balance, stump
tags: ["outdoor", "individual", "physical challenge"]
language: en
normalized_name: pull and push 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A variant of the rope-pulling balance game where scouts stand on tree stumps or raised platforms instead of a scaffolding board.

rules:
Find two tree stumps three to five metres apart. Put a scout on each stump holding a rope with both hands. On 'Go!' scouts try to make each other let go with one or both hands, or fall off their stump, by pulling and loosening the rope. Winners play each other.

source_excerpt:
Find two tree stumps, three to five metres apart. Put a scout on each stump holding a length of rope with both hands.


name: Pull and Push II
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 193
materials_category: equipment
materials_list: 2 tree stumps (about 30cm diameter and height), 1 long length of rope
skills_developed: balance, coordination
difficulty_level: mediu
keywords: rope, balance, tree stump
tags: ["physical", "competitive", "outdoor"]
language: en
normalized_name: pull and push 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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two scouts stand on tree stumps three to five metres apart, each holding a length of rope with both hands. They must cause each other to let go or fall off their stump by pulling and loosening the rope. Winners advance.

rules:
On 'Go!' scouts try to make each other lose grip or fall off the stump. No physical contact implied. Winners play each other.

source_excerpt:
Put a scout on each stump holding a length of rope with both hands. On "Go!" the scouts have to cause each other to let go of the rope with one or both hands, or fall off their stump, by pulling and loosening the rope.


name: Pumped-up Potatoes
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 193
materials_category: food/props
materials_list: folding table per team, potato each, Sharpie
skills_developed: observation, fun
difficulty_level: usor
keywords: potato, ramp, race
tags: ["indoor", "individual", "silly game"]
language: en
normalized_name: pumped-up potatoes
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A race where scouts place their named potatoes at the top of a ramp and see whose rolls furthest or crosses the finish line first.

rules:
Set up folding tables as ramps with one pair of legs down, side by side. Mark a finish line at the other end of the hall. Give each scout a potato with their name written on it. Scouts race their potatoes down the ramp. First over the finish line wins.

variations:
Could have straightest potato, lanes that potatoes must not cross, furthest potato, funniest roll. Could have heats and knockouts, either individually or in teams.

source_excerpt:
Give each scout a potato and get them to write their name on it with a Sharpie. They then race their potatoes down the ramp.


name: Pumped-up Potatoes
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 193
materials_category: equipment
materials_list: 1 table per team, 1 potato each
difficulty_level: usor
keywords: potato, race, ramp
tags: ["fun", "indoor", "competitive"]
language: en
normalized_name: pumped-up potatoes
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts race their individually named potatoes down a ramp made from folding tables. Each scout writes their name on their potato, places it at the top of the ramp, and lets it roll. First potato over the finish line wins.

rules:
Set up folding tables as ramps. Scouts write names on potatoes, place them at top of ramp and let go. First over finish line wins.

variations:
Straightest potato, lanes scouts must not cross, furthest potato, funniest roll. Can have heats and knockouts individually or in teams.

source_excerpt:
Give each scout a potato and get them to write their name on it with a Sharpie. They then race their potatoes down the ramp.


name: Push Me Pull You
variations: Have scouts facing each other on the stick. Smiling leads to disqualification.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 193-194
materials_category: props
materials_list: broom stick/stave/bamboo cane per team, chalk
skills_developed: coordination, teamwork, speed
difficulty_level: usor
keywords: broomstick, relay, pairs, running
tags: ["indoor", "teams", "relay race"]
language: en
normalized_name: push me pull 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A relay race where pairs of scouts run with a broomstick between their legs, with one facing forward and the other backward, then swap.

rules:
Put scouts into teams at one end of the hall. Give each team a broomstick. The first two in each team put the stick between their legs facing away from each other, run to the far end, touch the wall and run back. Then the next pair repeats. First team to complete ten circuits wins.

source_excerpt:
On "Go!" the first two in each team have to put the stick between their legs, facing away from each other, run to the far end of the hall, touch the wall and run back again.


name: Push Me Pull You
variations: Have scouts facing each other on the stick. Smiling leads to disqualification.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 193-194
materials_category: equipment
materials_list: 1 broom stick / stave / bamboo cane per team, chalk
skills_developed: coordination, teamwork
difficulty_level: mediu
keywords: relay, stick, pairs
tags: ["indoor", "team", "physical"]
language: en
normalized_name: push me pull 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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams race in pairs with a broom stick between their legs, one scout facing forward and one backward. The pair runs to the far end of the hall, touches the wall, and runs back. Then the next pair goes. First team to complete ten circuits wins.

rules:
First two in each team put stick between their legs facing away from each other, run to far end, touch wall, run back. Next pair repeats. First team to complete ten circuits wins.

source_excerpt:
On "Go!" the first two in each team have to put the stick between their legs, facing away from each other, run to the far end of the hall, touch the wall and run back again


name: Quarter Dodge Ball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 194
source_excerpt: Any scout hit below the shoulders has to immediately join the team whose scout threw the ball.
materials_category: sports equipment
materials_list: 4 large sponge balls, chalk
skills_developed: throwing, catching, teamwork, agility
difficulty_level: mediu
keywords: dodge ball, quarters, teams, active
tags: ["indoor", "teams", "active"]
language: en
normalized_name: quarter 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A four-team dodge ball variant played in quarters of the hall where scouts join the team of whoever hit them.

rules:
Mark a large '+' on the hall floor dividing it into quarters. Put one team into each quarter. Throw a ball into the playing area. Scouts can catch or pick up the ball and throw it at opponents. Any scout hit below the shoulders immediately joins the team whose scout threw the ball. Play until one team remains or for five minutes with the team having most players winning. If two teams lose all players, change the layout from quarters to halves.


name: Quarter Dodge Ball
variations: If two teams lose all players, change the floor from quarters to halves.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 194
materials_category: equipment
materials_list: 4 large sponge balls, chalk
skills_developed: throwing, agility, teamwork
difficulty_level: mediu
keywords: dodge ball, quarters, teams
tags: ["indoor", "team", "physical"]
language: en
normalized_name: quarter 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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The hall is divided into four quarters and one team occupies each quarter. Scouts throw large sponge balls at opponents; any scout hit below the shoulders immediately joins the team that threw the ball. Play continues until one team has all players or for five minutes.

rules:
Scouts can catch or pick up the ball and throw it at opponents. Any scout hit below the shoulders joins the throwing team. Last team standing or most players after five minutes wins.

source_excerpt:
Any scout hit below the shoulders has to immediately join the team whose scout threw the ball. Play continues until there is only one team left, which is the winner, or for five minutes


name: Radar
variations: Treat the game as a number of races and score by points with the team with most points winning.
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 194
materials_category: props
materials_list: blindfolds
skills_developed: communication, trust, listening
difficulty_level: usor
keywords: blindfold, relay, voice guidance, teams
tags: ["indoor", "teams", "blindfold game"]
language: en
normalized_name: radar
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A blindfolded team relay game where leaders guide blindfolded scouts by voice across the hall and back.

rules:
Divide scouts into teams at one end of the hall. Blindfold one scout from each team. On 'Go!' the team leader guides the blindfolded scout to the other end and back by voice alone. When they return, the blindfold is transferred to the next scout. First team to complete the radar relay wins.

source_excerpt:
On "Go!" the team leader has to get the blindfolded scout to the other end of the hall and back again, by voice alone.


name: Radar
variations: Treat as races scored by points: first back gets 5 points, second 2, third 1.
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 194
materials_category: equipment
materials_list: Blindfolds
skills_developed: communication, trust, listening
difficulty_level: mediu
keywords: blindfold, voice, relay
tags: ["indoor", "team", "trust"]
language: en
normalized_name: radar
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams compete to guide blindfolded scouts across the hall and back using only voice commands. Each team leader directs their blindfolded scout by voice. First team to complete the radar relay wins.

rules:
Blindfold one scout per team. Team leader guides blindfolded scout to the other end and back by voice alone. Remove blindfold, put it on the next scout. First team to complete all turns wins.

source_excerpt:
the team leader has to get the blindfolded scout to the other end of the hall and back again, by voice alone.


name: Raiders
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 195
materials_list: chalk
skills_developed: strategy, agility, teamwork
difficulty_level: mediu
keywords: raider, tagging, territory, teams
tags: ["indoor", "teams", "active", "top fifty"]
language: en
normalized_name: raiders
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A classic territory-tagging game where one raider crosses into the opponent's territory to tag scouts and must return within ten seconds to bring them back.

rules:
Mark a centre line and divide scouts into two teams either side. The first team chooses a raider who must go into the other team's territory, tag as many scouts as possible, and return within ten seconds counted aloud. If the raider returns in time, all tagged scouts come to his side. If not, all tagged scouts stay and the raider stays too. Teams alternate turns. After a set time, the team with more scouts wins.

variations:
Tagged scouts go out. Raiders that miss the ten-second rule can still return to their side, but tagged scouts remain.

source_excerpt:
A Top Fifty game! If your team works out some strategies you can often do very well in this game. It's not just about strength.


name: Raiders
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 194-195
materials_category: equipment
materials_list: Chalk
skills_developed: strategy, speed, teamwork
difficulty_level: mediu
keywords: raider, tagging, strategy
tags: ["indoor", "team", "competitive"]
language: en
normalized_name: raiders
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Top Fifty game. Two teams face each other across a centre line. A 'raider' crosses into enemy territory, tags as many opponents as possible and returns within ten seconds. Tagged scouts who return with the raider join his team; failed raiders and their tagged opponents stay on the enemy side.

rules:
Raider must go both feet into enemy territory, tag scouts and return within ten seconds (counted aloud). If successful, tagged scouts join his team. If not, all tagged scouts remain on enemy side and raider stays too. Teams alternate sending a raider. Team with more scouts at end wins.

variations:
Tagged scouts go out. Raiders who miss the ten-second rule can return without bringing tagged scouts.

source_excerpt:
This scout has to go (both feet) into the other team's territory, tag as many scouts as possible and get back to his team's side within ten seconds (that you're counting out aloud) without being held by the opponents.


name: Rattlesnake Raider
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 195
materials_category: props
materials_list: tin partially filled with dried peas or beans, long sock stuffed with paper, 2 blindfolds
skills_developed: listening, spatial awareness, reaction time
difficulty_level: mediu
keywords: blindfold, rattlesnake, listening, circle game
tags: ["indoor", "teams", "blindfold game"]
language: en
normalized_name: rattlesnake raider
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A blindfolded listening game where a raider tries to hit a rattlesnake using sound cues in a circle.

rules:
Put scouts into teams in a large circle with two blindfolded scouts in the middle. One (rattlesnake) holds a tin with dried peas, the other (raider) holds a sock stuffed with paper. The raider counts to six while the rattlesnake moves anywhere. At six the raider shouts 'Rattlesnake!', the rattlesnake stops and shakes once. The raider walks toward the sound and swings his club. If he misses, rattlesnake gets a point; if he makes contact, raider gets a point. Three rounds then swap. Equal team opportunities. Highest score wins.

source_excerpt:
At six the raider shouts, "Rattlesnake!", the rattlesnake stops moving and shakes his rattle once. The raider walks quickly in the direction of the rattlesnake and swings his "club" at where he thinks the rattlesnake is.


name: Rattlesnake Raider
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 195-196
materials_category: equipment
materials_list: Tin partially filled with dried peas or beans, long sock stuffed with paper, 2 blindfolds
skills_developed: listening, spatial awareness
difficulty_level: mediu
keywords: blindfold, sound, rattlesnake
tags: ["indoor", "circle", "senses"]
language: en
normalized_name: rattlesnake raider
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two blindfolded scouts are in the middle of a circle: a rattlesnake holding a tin with dried peas, and a raider with a stuffed sock. The raider counts to six, then the rattlesnake shakes the rattle once to reveal location. The raider tries to hit the rattlesnake with the sock. Points scored per hit or miss.

rules:
Raider counts to six, shouts 'Rattlesnake!'. Rattlesnake shakes rattle once then stops. Raider walks toward sound and swings club. Miss = point for rattlesnake's team; contact = point for raider's team. Three rounds then swap with new scouts.

source_excerpt:
The raider counts to six whilst the rattlesnake stands wherever he likes in the circle. At six the raider shouts, "Rattlesnake!", the rattlesnake stops moving and shakes his rattle once.


name: Retrieve the Mousetrap
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 196
materials_category: craft/props
skills_developed: engineering, problem solving, teamwork
difficulty_level: dificil
keywords: mousetrap, bamboo, engineering, challenge
tags: ["indoor", "teams", "STEM challenge"]
language: en
normalized_name: retrieve the mousetrap
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An engineering challenge where teams construct a tool from bamboo canes, string, and clothes pegs to retrieve a set mousetrap without stepping over the line.

rules:
Put scouts into teams behind a line. A set little nipper mousetrap is placed two metres from the line. Teams must retrieve their mousetrap without stepping over the line. The winning method is to lash two canes together, tie a string like a fishing rod, attach one clothes peg to the dangling end and another halfway down; lower the string so the end peg is on one side of the pressure pad and drape the string over it with the other peg falling on the other side, which sets off the trap and traps the string to allow lifting. First team to retrieve their mousetrap wins.

source_excerpt:
On "Go!" teams have to retrieve their mousetrap without stepping over the line. The first team to retrieve the mousetrap is the winner.

materials_list:
2 x 1.5m bamboo canes, 3 x 0.5m lengths of string, 2 clothes pegs, little nipper mouse trap per team, chalk


name: Retrieve the Mousetrap
category: creative-stem
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 196
materials_category: equipment
skills_developed: problem-solving, engineering, teamwork
difficulty_level: dificil
keywords: mousetrap, bamboo, engineering
tags: ["indoor", "team", "problem-solving"]
language: en
normalized_name: retrieve the mousetrap
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams must retrieve a set mousetrap placed two metres beyond a line without stepping over the line. Teams use lashed bamboo canes, string and clothes pegs to construct a fishing-rod device to trip and retrieve the mousetrap.

rules:
Mousetraps are set two metres from the line. Teams cannot step over the line. First team to retrieve their mousetrap wins.

source_excerpt:
On "Go!" teams have to retrieve their mousetrap without stepping over the line. The first team to retrieve the mousetrap is the winner.

materials_list:
2 x 1.5m bamboo canes per team, 3 x 0.5m lengths of string, 2 clothes pegs, 1 little nipper mousetrap per team, chalk


name: Rewrite the News!
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 196
materials_category: paper
materials_list: one newspaper per team
skills_developed: teamwork, problem solving, sequencing
difficulty_level: usor
keywords: newspaper, puzzle, ordering, teams
tags: ["indoor", "teams", "puzzle"]
language: en
normalized_name: rewrite 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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team puzzle activity where scouts reassemble a deliberately scrambled newspaper back into the correct page order.

rules:
Put scouts into teams and give them a newspaper each, with all pages rearranged. Use the same newspaper for all teams and rearrange pages identically. On 'Go!' scouts reassemble the pages into the right order. Winning team is the one that puts the pages back in correct order first.

source_excerpt:
On "Go!" the scouts have to rearrange the pages into the right order. The winning team is the one that puts the pages back into the correct order first.


name: Rewrite the News!
category: 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 196
materials_category: equipment
materials_list: One newspaper per team
skills_developed: observation, sequencing
difficulty_level: usor
keywords: newspaper, ordering, teams
tags: ["indoor", "team", "cognitive"]
language: en
normalized_name: rewrite 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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams receive a newspaper with pages rearranged in the same muddle. They must put the pages back into the correct order as quickly as possible. First team to correctly order the newspaper wins.

rules:
All teams receive same newspaper with pages rearranged identically. On 'Go!' teams rearrange pages into correct order. First correct team wins.

source_excerpt:
On "Go!" the scouts have to rearrange the pages into the right order. The winning team is the one that puts the pages back into the correct order first.


name: Ring the Bottle
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 196
materials_category: craft/props
skills_developed: construction, dexterity, teamwork
difficulty_level: mediu
keywords: fishing rod, bottles, bamboo, construction
tags: ["indoor", "teams", "STEM challenge"]
language: en
normalized_name: ring the bottle
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.part12
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team fishing-rod construction and fishing game where scouts make rods from bamboo canes and curtain rings to fish plastic bottles.

rules:
Put scouts into teams behind a line. Place plastic bottles on the other side. Give each scout a bamboo cane, a curtain ring, and a length of string to construct a fishing rod. Scouts fish for bottles by getting the ring over the neck and lifting. Once all bottles have been fished, the team with most bottles wins. Either have the making of the rods as part of the game or ensure all rods are made before the game starts.

source_excerpt:
Scouts have to construct a fishing rod and then fish for bottles by getting the ring over the neck of the bottles and lifting.

materials_list:
plastic bottles, bamboo cane per scout, length of string per scout, brass curtain ring per scout, chalk


name: Ring the Bottle
variations: Either have rod-making as part of the game or ensure all rods are made before the game starts.
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 196-197
materials_category: equipment
skills_developed: dexterity, construction
difficulty_level: mediu
keywords: ring, bottle, fishing
tags: ["indoor", "team", "dexterity"]
language: en
normalized_name: ring the bottle
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams build fishing rods from a bamboo cane, string and a brass curtain ring. They then fish for plastic bottles by getting the ring over the bottle neck and lifting. Team with most bottles wins.

rules:
Scouts construct a fishing rod then fish for bottles by getting the ring over the neck and lifting. Once all bottles are fished, team with most wins.

source_excerpt:
Scouts have to construct a fishing rod and then fish for bottles by getting the ring over the neck of the bottles and lifting.

materials_list:
Plastic bottles, 1 bamboo cane per scout, length of string per scout, brass curtain ring per scout, chalk


name: Ring the Pegs
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 197
materials_category: equipment
materials_list: 20 tent pegs, 5 jar sealing rings per scout, 2 marker cones, permanent marker pen
skills_developed: accuracy, throwing
difficulty_level: usor
keywords: ring toss, tent pegs, scoring
tags: ["outdoor", "team", "throwing"]
language: en
normalized_name: ring the pegs
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Tent pegs with scores written on them are hammered into the ground in a random pattern. Scouts throw jar sealing rings to land over the pegs. Team with highest score wins.

rules:
Hammer tent pegs with scores (5-50) into ground randomly. Give scouts five rings each marked with team name. Scouts throw rings over pegs. Highest score team wins.

source_excerpt:
Put a score between five and fifty on the side of each tent peg and then hammer them into the ground, sideways on to the scouts, in a random pattern. Give the scouts five rings each, marked with the name of their team.


name: Ring, Ring
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 197
skills_developed: listening, voice recognition
difficulty_level: usor
keywords: blindfold, telephone, guessing
tags: ["indoor", "circle", "listening"]
language: en
normalized_name: ring, ring
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A blindfolded scout must guess which scouts are imitating the sound of a telephone. Five scouts take turns making telephone sounds and the blindfolded scout guesses who each one is. Correct guess means swap of roles.

rules:
One scout is blindfolded. Five scouts imitate telephone sounds one at a time. Blindfolded scout has one guess per scout. Correct guess = swap. No correct guesses = same scout is It with five new telephone scouts.

source_excerpt:
One scout is blindfolded and five scouts go up to him and in turn imitate the sound of a telephone. The blindfolded scout has one guess per scout as to which scouts are making the telephone noise.


name: Rock, Paper, Scissors Takeover
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 197-198
skills_developed: strategy, reflexes
difficulty_level: usor
keywords: rock paper scissors, takeover, teams
tags: ["indoor", "team", "classic"]
language: en
normalized_name: rock, paper, scissors takeover
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams line up behind their lead scouts facing each other. Lead scouts play rock, paper, scissors. The losing scout crosses to the winning team's line and both go to the back. The team that gets all of the other team over to its side wins.

rules:
Lead scouts show rock, paper, scissors on count. Winning scout goes to back of own line; losing scout crosses to winning team's side. Next pair plays. Team with all scouts on its side wins.

variations:
Can be played with three or four teams with lines meeting at triangle or square. Three teams: 1 plays 2, 2 plays 3, 3 plays 1. Four teams: 1-2, 2-3, 3-4, 4-1.

source_excerpt:
Lead scouts put one hand behind their backs and on "One, two, three" bring them round as a fist for rock, a palm for paper or parted fingers for scissors.


name: Rockets
variations: Use heavier paper (100g) for a more stable rocket.
category: creative-stem
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 198
materials_category: equipment
materials_list: Sheets of A4 paper, Sharpies, elastic bands
skills_developed: engineering, creativity, physics
difficulty_level: usor
keywords: paper dart, rocket, elastic band
tags: ["outdoor", "individual", "STEM"]
language: en
normalized_name: rockets
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts make paper dart rockets by folding A4 paper, cut a notch for an elastic band sling, decorate them, then launch using linked elastic bands. Winner is the scout whose rocket travels furthest. Optional variant: tape a needle to the nose and try to burst a helium balloon.

rules:
Make standard dart, cut notch at bottom for elastic band, decorate with name. String 5-6 elastic bands together. Pull back rocket ensuring nose is above bands. Optimal angle of launch is 37 degrees. Furthest rocket wins.

source_excerpt:
The rockets can easily travel a hundred metres if you use the optimum angle of launch which is, I believe, 37 degrees. The winner is the scout with the rocket that's travelled furthest.


name: Rockets and Missiles
variations: Different coloured cards with different point values (1, 3 or 5 rockets).
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 198-199
materials_category: equipment
materials_list: 1 bucket, 1 length of rope, loads of coloured circles of card
skills_developed: strategy, agility, teamwork
difficulty_level: mediu
keywords: rockets, missiles, moon, tagging
tags: ["outdoor", "team", "wide game"]
language: en
normalized_name: rockets and missiles
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams (rockets and missiles) play in a woodland area with a rope marking the 'moon'. Only rockets may enter the moon (inside the rope). Rockets try to reach the moon and deposit coloured cards in a bucket without being tagged by missiles. After a set time, teams swap roles. Team that reached the moon most times wins.

rules:
Rockets try to reach the moon without being tagged by missiles. If tagged, rocket returns to base for new card. On moon, rocket deposits card in bucket. Swap roles after set time. Most cards in bucket at end wins.

source_excerpt:
This is the moon and only the rockets are allowed on the moon, i.e. inside the rope. Set up a base for the rockets a good distance away and give each of them a piece of coloured card which represent the rockets.


name: Rooster Fight
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 199
skills_developed: balance, agility
difficulty_level: usor
keywords: hopping, balance, pairs
tags: ["physical", "competitive", "pairs"]
language: en
normalized_name: rooster fight
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts pair off and approach each other hopping on one foot with arms folded. They shoulder barge each other. The winner is the scout who doesn't put their other foot down first. Winners advance through rounds.

rules:
Scouts hop on one foot with arms folded. Shoulder barge opponent. First scout to put down the other foot loses. Winners advance to next round.

source_excerpt:
Scouts pair off and approach each other hopping on one foot with their arms folded. They then have to shoulder barge each other. The winner is the scout who doesn't put his other foot down first.


name: Rope Rush
variations: Instead of getting rope behind your line, try getting rope over opponent's line.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 199
materials_category: equipment
materials_list: A long, thick rope - 30 metres or more, spray paint
skills_developed: strength, teamwork, agility
difficulty_level: mediu
keywords: rope, pulling, teams
tags: ["physical", "team", "competitive"]
language: en
normalized_name: rope rush
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams face each other about two metres apart with a long rope between them. On 'Go!' scouts try to get as much rope as possible behind their line in one minute. Team with most rope wins.

rules:
Teams face each other two metres apart. Rope runs between teams. On 'Go!' each team pulls rope behind their line. Team with most rope after one minute wins.

source_excerpt:
At "Go!" scouts have to try to get as much of the rope behind their line in one minute. The winning team is the one that that gets most rope over.


name: Rope Tug
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 199
materials_category: equipment
materials_list: Rope
skills_developed: strength, balance, agility
difficulty_level: usor
keywords: rope, tug, pairs
tags: ["physical", "competitive", "pairs"]
language: en
normalized_name: rope tug
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two scouts squat facing each other in a circle, holding ends of a rope. Each tries to make the other let go with one or both hands or put any body part outside the circle. Scout who lets go or goes outside circle loses.

rules:
Scouts squat facing each other in a circle one to two metres apart, holding rope ends. On 'Go!' each tries to make the other lose grip or go outside the circle. Loser is the one who lets go or exits circle.

source_excerpt:
On "Go!" each scout has to try to get the other scout to let go of the rope with one or both hands or to put any part of his body outside the circle, not necessarily on the ground.


name: Roxanne
variations: Put chalk marks or stickers on ground as markers for each scout before the game starts.
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 200
materials_category: equipment
materials_list: "Roxanne" by The Police, CD player or iPod
skills_developed: listening, coordination, reaction
difficulty_level: dificil
keywords: music, Roxanne, movement
tags: ["indoor", "music", "chaos"]
language: en
normalized_name: roxanne
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts form parallel lines facing each other. When they hear 'Roxanne' in The Police song, all step left and the leftmost scout runs to the other end. When they hear 'Put on the red light', all take two steps right and the two rightmost scouts run to the other end. Complete chaos ensues for 3 minutes 14 seconds.

rules:
On 'Roxanne': take one pace left, leftmost scout runs round front to other end. On 'Put on the/a red light': take two paces right, two rightmost scouts run round back to other end. Team doing it correctly all the way through wins (there has never been a winner).

source_excerpt:
Tell the scouts that when they hear the word "Roxanne" sung, all scouts take one pace to the left and the scout on the left of their line has to run round the front to the other end of their line.


name: Royal Parade
category: jocuri-cercetasesti
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 200-201
materials_category: equipment
materials_list: pen, paper
skills_developed: observation, memory, awareness
difficulty_level: mediu
keywords: observation, memory, walk
tags: ["outdoor", "individual", "awareness"]
language: en
normalized_name: royal parade
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts are taken for a walk and told to memorise what they see. Back at the hut, each scout answers twenty questions on pen and paper, then swaps papers for marking. Scout with most correct answers wins.

rules:
Take scouts for a walk; they memorise surroundings. Back at base, give twenty questions. Scouts answer individually. Swap papers for marking. Most correct answers wins.

source_excerpt:
Take the scouts for a walk and tell them to memorise as much as they can of what they see. Back at the hut, give them pen and paper each and give them twenty questions to answer.


name: Rubber Duck
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 201
materials_category: equipment
materials_list: 1 rubber duck, bean bag or similar
skills_developed: catching, throwing, teamwork
difficulty_level: mediu
keywords: rubber duck, throwing, circle
tags: ["indoor", "team", "physical"]
language: en
normalized_name: rubber 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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams compete using a rubber duck. One team's runner circles while the other team passes the duck around a circle. The duck must be thrown to every scout and back without being dropped; any drop means starting over. Teams record how many laps the runner completes during the circle task. Team with more laps wins.

rules:
Thrower throws duck, team hudles, runner runs laps. Other team circles the duck, throwing it to each scout and back. Duck dropped = restart circle. When circle done, teams swap roles. More laps wins.

source_excerpt:
The thrower throws the duck to each scout in the circle, one after the other, until all have caught it and thrown in back. If the duck is dropped then they have to start and do the whole circle again.


name: Rucksack Packing
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 201-202
materials_category: equipment
materials_list: 1 rucksack per scout, clothes, sleeping bag
skills_developed: packing, organisation, speed
difficulty_level: usor
keywords: rucksack, packing, camp
tags: ["camp", "individual", "practical"]
language: en
normalized_name: rucksack packing
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts race to pack all their clothes and sleeping bag into their rucksack and clip it up. Best played on camp. Winner is first to complete the task. Rucksacks should be of similar size with equal quantities of clothes.

rules:
Scouts stand by rucksack with clothes and sleeping bag on ground. On 'Go!' pack everything in and tie/clip up. First to complete wins.

variations:
Relay game: each team member runs to rucksack and packs one item each. Unpack sleeping bags from their bags before starting.

source_excerpt:
On "Go!" they have to pack everything into the rucksack and tie / clip it up. The winner is the first to complete the task. This is best played on camp when scouts have access to the necessary equipment.


name: Rugby Ball Bounce
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 202
materials_category: equipment
materials_list: Rugby ball
skills_developed: throwing, catching, coordination
difficulty_level: mediu
keywords: rugby ball, bounce, circle
tags: ["indoor", "circle", "physical"]
language: en
normalized_name: rugby ball 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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts form a circle with one in the middle. Scouts throw a rugby ball to one another but it must bounce on the way. The middle scout tries to catch it and swaps with the last thrower. Penalties for not bouncing, going over the circle, or bouncing straight back.

rules:
Ball must bounce when thrown. Middle scout who gets ball swaps with last thrower. Penalties (also cause swap): not bouncing, throw going over circle, ball bouncing straight back to thrower.

source_excerpt:
Scouts throw a rugby ball 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: Runaway Train
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 202
materials_category: equipment
materials_list: Chalk, 2 marker cones per team
skills_developed: coordination, teamwork, running
difficulty_level: usor
keywords: relay, train, team
tags: ["indoor", "team", "running"]
language: en
normalized_name: runaway train
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams line up holding the waistband of the scout in front. They run up and round a cone, swing round another cone at the start. The end scout uncouples and remaining scouts repeat until just the lead scout is left running solo. First lead scout back wins.

rules:
Each scout holds waistband of scout in front. Run up, round marker cone, back, swing round other cone. End scout uncouples. Remaining scouts repeat. First lead scout back wins. Letting go at wrong time: return to start or disqualify.

source_excerpt:
Each scout holds onto the waistband or belt loop of the scout in front. On "Go!" the teams run up and round their marker cone and then back and swing round their other marker cone by the start line.


name: Running the Blockade
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 203
skills_developed: strategy, stealth, speed
difficulty_level: mediu
keywords: runners, trackers, wide game
tags: ["outdoor", "wide game", "strategy"]
language: en
normalized_name: running the blockade
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two scouts (runners) are sent out with a two-minute head start. The remaining scouts (trackers) try to capture the runners at least 100 metres from base. If either runner reaches base without being caught, they win. Trackers who form a line to sweep the area have the best chance.

rules:
Runners go 200 metres away. After two minutes, trackers are sent out. Trackers must be at least 100 metres away when they capture runners by tagging or holding. Return captured runners to base. If runners get through untagged, they win.

source_excerpt:
To win the trackers have to be at least one hundred metres away from you when they capture the runners which they do by tagging them or, better still, holding onto them.


name: Running the Blockade
variations: With two Scoutmasters, real messages may be transmitted.
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 56-57
skills_developed: stealth, running, strategy
difficulty_level: mediu
keywords: blockade, message, stealth, wide game
tags: ["outdoor", "wide game", "boy scouts"]
language: en
normalized_name: running the blockade
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 wide game where two scouts attempt to deliver a message past a line of 'Indians' trying to intercept them, with natural cover used as concealment.

rules:
Two scouts must deliver an imaginary message to the Scoutmaster; all others act as Indians trying to prevent them. 'Scouts' take up position several hundred yards away, don't start until Scoutmaster blows whistle. Indians spread in a line about halfway between Scouts and Scoutmaster; may not come nearer the Scoutmaster but may start toward scouts when the whistle blows. Indians must catch and hold BOTH scouts to win. Scouts can be appointed or chosen from best capturers in previous round.

source_excerpt:
Two good Scouts have to deliver an imaginary message to the Scoutmaster, and all the rest of the troop act as the Indian, and do all they can to prevent either Scout coming through.


name: Russian Whispers
variations: Harder version: senders shout words out of order; receivers must reassemble into logical order.
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 203-204
skills_developed: communication, listening
difficulty_level: usor
keywords: whispers, message, teams
tags: ["indoor", "team", "communication"]
language: en
normalized_name: russian whispers
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams with senders at one end and receivers at the other. Senders have a minute to devise a ten-word message then shout it to their receivers. Receivers report what they heard. Closest to original message wins.

rules:
Senders have one minute to think of a ten-word message. Then one minute to shout it to receivers. Receivers tell leader what they heard. Closest to original wins.

source_excerpt:
The senders have one minute to think of a ten-word message. On "Go!" the senders have a further minute to try to shout their team's message to their receivers.


name: S E Bs (Static Electricity Balloons)
variations: Start with deflated balloons which scouts must first inflate.
category: creative-stem
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 204
materials_category: equipment
materials_list: A quantity of balloons with a different colour for each team
skills_developed: science, teamwork
difficulty_level: usor
keywords: static electricity, balloons, science
tags: ["indoor", "team", "STEM"]
language: en
normalized_name: s e bs (static electricity 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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams rub colour-coded balloons on material to charge them with static electricity, then stick them to a wall or ceiling. First team with all balloons sticking or team with most balloons sticking after set time wins. No interfering with other teams' balloons.

rules:
Give each team blown-up balloons of same colour. Rub on material to charge. Stick to wall or ceiling. First team with all balloons sticking wins or most after set time. Hair and wool work well for charging.

source_excerpt:
On "Go!" they have to rub them on some material to charge them up and then stick them against a wall or ceiling. The first team with all their balloons sticking, or the team with most balloons sticking after a certain period of time, is the winner.


name: Sardines
variations: Send scouts off to hide as a team to speed up play.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 204
materials_category: equipment
materials_list: Stopwatch
skills_developed: stealth, observation, hiding
difficulty_level: usor
keywords: hiding, sardines, seek
tags: ["outdoor", "individual", "classic"]
language: en
normalized_name: sardines
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Top Fifty game. One scout hides and is searched for individually. Each scout who finds the hider hides with him. As more scouts find the group they all pack in together. Last scout to find the packed group ends the round. Scout or team staying hidden longest wins.

rules:
One scout hides. After two minutes, others search individually. Finders join the hider. Last finder stops the stopwatch. Scout/team hidden longest wins.

source_excerpt:
Whenever a scout finds the scout he hides with him. As scouts find the hiding scouts they pack in to hide also. Once the last scout finds the hiders the stopwatch is, er, stopped.


name: Sardines
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 49
skills_developed: stealth, spatial awareness
difficulty_level: usor
keywords: hide and seek, hiding, searching
tags: ["scouts", "indoor", "stealth"]
language: en
normalized_name: sardines
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:
The opposite of hide and seek. A few players go and hide separately. The rest search. When one searcher finds a hidden player, they must hide with them. This continues until all players are piled in the same hiding spot(s).

rules:
A few players hide initially. Searchers go out one by one. On finding a hidden player, join them in the hiding spot. Game ends when all are hidden together.

source_excerpt:
A few players go and hide in separate locations. After a delay everyone else sets off to find the hidden scouts. When one scout finds another he must hide in the same place, until all the players are hidden.


name: Sardines
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 49
skills_developed: observation, stealth
difficulty_level: usor
keywords: hide and seek, hiding, search
tags: ["indoor", "outdoor", "no equipment"]
language: en
normalized_name: sardines
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:
The opposite of hide and seek. A few players hide in separate locations. Everyone else sets off to find them. When a searcher finds a hiding player, they must hide in the same place. The game continues until all players are hidden together like sardines.

rules:
A few players hide. Others search. When a hidden player is found, the finder hides with them. Game ends when all players are hidden together.

source_excerpt:
The 'opposite' of hide and seek. A few players go and hide in separate locations. After a delay everyone else sets off to find the hidden scouts. When one scout finds another he must hide in the same place, until all the players are hidden.


name: Sardines
category: wide-games
subcategory: night games
content_type: joc
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 601
materials_list: whistle for leader, whistles for each pair (optional)
skills_developed: observation, teamwork, stealth
difficulty_level: usor
keywords: night game, sardines, hiding, buddy system
tags: ["night", "outdoor", "camp"]
language: en
normalized_name: sardines
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part38
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A buddy-system night hiding game where one pair hides while all others search in pairs. When a pair finds the hidden girls, they hide with them. The game grows until only one pair is still searching and everyone else is packed into the same hiding spot.

rules:
All players have a buddy. One pair hides while the rest count to 50. Pairs then search for the hidden girls. When a pair finds them, they hide with them. When only one pair remains searching, the leader blows the whistle to call everyone in. The first pair to find the original hiders are the next ones to hide. Girls may carry whistles in case they wander too far.

source_excerpt:
When a pair comes across the hidden girls, they hide right along with them. Once again, there is the possibility of ending up with ten to twenty people all hiding in the same place! When you are down to one pair of girls who are still looking for everyone else, blow the whistle to call everyone back in.


name: Sardines
category: jocuri-cercetasesti
content_type: joc
source_file: Scouts Wide Games.doc
source_files: ["Scouts Wide Games.doc"]
page_reference: page 3
skills_developed: stealth, observation
difficulty_level: usor
keywords: hide and seek, sardines, hiding
tags: ["scouts", "outdoor", "hiding"]
language: en
normalized_name: sardines
extraction_confidence: high
source_id: ae18634b_scouts_wide_games
source_ids: ["ae18634b_scouts_wide_games"]
chunk_key: ae18634b_scouts_wide_games.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A reverse hide-and-seek game where one person hides and each finder quietly joins them in the hiding spot until the last Scout finds the whole group packed together like sardines.

rules:
Select one person and send them off to hide in an area that can hide 10 or more people. After 5 minutes, send the troop out to find the person. As each player finds the hidden Scout they quietly hide with them. The game ends when the last Scout finds them all.

source_excerpt:
As each of the players find the hidden Scout they quietly hide with them. The game ends when the last Scout finds them all.


name: Sardines
category: jocuri-cercetasesti
content_type: joc
source_file: Wide_Games_Resources_File-lupisori.doc
source_files: ["Wide_Games_Resources_File-lupisori.doc"]
page_reference: page 7
skills_developed: observation, stealth
difficulty_level: usor
keywords: hide and seek, sardines, classic
tags: ["cub scouts", "outdoor", "classic game"]
language: en
normalized_name: sardines
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:
One Cub hides within a given area. As other Cubs find the hidden Cub, they squeeze in and hide alongside. The game continues until the last Cub finds the whole group.

rules:
One Cub hides. Others search independently. When a Cub finds the hider, they quietly join and hide with them. Continue until the last Cub finds them all.

source_excerpt:
One Cub goes off and hides within a given area. As others find him they squeeze in beside him, and all keep hidden until the last one finds them.


name: Save our Scouts!
variations: Have enough cut-outs so everyone can have a couple of goes.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 204-205
materials_category: equipment
materials_list: Drinking straws, cut-outs of people (about 5cm tall), 2 washing-up bowls
skills_developed: dexterity, coordination
difficulty_level: usor
keywords: straw, relay, dexterity
tags: ["indoor", "team", "relay"]
language: en
normalized_name: save our 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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams relay tiny paper people by sucking them onto a straw, carrying them down the hall and depositing in a bowl by stopping sucking. If a person misses the bowl, the scout must reposition and resuck. First team to save all their scouts wins.

rules:
Scout sucks paper person against straw end, runs to bowl, releases by stopping sucking. If missed, reposition and resuck. Return to team and next scout goes. First team to save all their people wins.

source_excerpt:
one scout from each team has to put the straw in his mouth and suck a person against the other end of the straw and then run down the length of the hall and deposit the person in the bowl by stopping sucking.


name: Scary Scout
variations: Link several elastic bands together to make a longer reach.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 205
materials_category: equipment
materials_list: 1 black bin bag, 1 large sponge ball on elastic bands
skills_developed: agility, dodging
difficulty_level: usor
keywords: scary, ball, elimination
tags: ["indoor", "elimination", "physical"]
language: en
normalized_name: scary 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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A scout is covered in a black bin bag with eye and nose holes cut out and given a sponge ball on elastic. The 'scary scout' launches the ball at other scouts. Any scout hit is out. Last scout standing wins and becomes the next scary scout.

rules:
Put bin bag over scout, cut eye/nose holes. Give scout a ball on elastic. Scary scout launches ball at others. Hit scouts are out. Last scout standing wins and becomes scary scout.

source_excerpt:
Holding onto the end of the elastic scary scout has to launch the ball at the other scouts. Any scout hit is then out. The last scout left is the winner and can then be scary scout.


name: Scavenger Hunt - A to Z
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 205
materials_category: equipment
materials_list: Plastic bag per team
skills_developed: creativity, observation, teamwork
difficulty_level: mediu
keywords: scavenger, alphabet, collecting
tags: ["outdoor", "team", "creative"]
language: en
normalized_name: scavenger hunt - a to z
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams collect twenty-six items, each starting with a different letter of the alphabet, within a time limit. Team finding the most acceptable items wins. Scoring variant: only count letters in an unbroken sequence from A.

rules:
Teams given a plastic bag. Must find items starting with each letter A-Z within set time. Team with most acceptable items wins.

variations:
Scoring variant: only count letters in unbroken alphabet from A (e.g. A-D = 4 points if E not found).

source_excerpt:
Tell them to go out and bring back twenty-six items, each starting with a different letter of the alphabet. Give them a time limit.


name: Scavenger Hunt - in the Town
rules: Give teams a list of items to find. Most items found within set time wins.
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 205-206
materials_category: equipment
materials_list: Pens
skills_developed: observation, teamwork
difficulty_level: usor
keywords: scavenger, town, collecting
tags: ["outdoor", "team", "urban"]
language: en
normalized_name: scavenger hunt - in the town
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams are given a list of items to find in a town setting within a set time. Team finding most items wins. Items can include money, a recipe, a menu, business card, autograph, and more.

source_excerpt:
Divide the scouts into teams and give each team a list of things to find. The team that finds the most in a set period of time is the winner. Items to scavenge could include: Money, a recipe, a take-away menu, a page from a newspaper, a business card, a stranger's autograph


name: Scavenger Hunt - in the Woods
rules: Give teams a list of natural items to find. Most found within set time wins.
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 206
skills_developed: nature awareness, observation, teamwork
difficulty_level: usor
keywords: scavenger, nature, woods
tags: ["outdoor", "team", "nature"]
language: en
normalized_name: scavenger hunt - in the woods
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams find as many natural items from a list as possible within a set time in woodland. Items include tree leaves, insects, berries, wild flowers, and more. Team finding most wins.

source_excerpt:
Items to scavenge could include: Particular tree leaf, something that swims, something that flies, a natural object that is red, a berry, an insect, a wild flower, a blade of grass


name: Scavenger Hunt - Photographic (Nature)
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 206
materials_category: equipment
materials_list: Mobile phones, 1 per team
skills_developed: photography, observation, teamwork
difficulty_level: usor
keywords: photography, nature, scavenger
tags: ["outdoor", "team", "photography"]
language: en
normalized_name: scavenger hunt - photographic (nature)
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams use mobile phones to photograph natural items from a list within a set time. Items include beautiful trees, littered areas, colourful natural objects, wild and tame animals, etc. Team with most and best examples wins.

rules:
Give teams a list and one mobile phone. Photograph as many items as possible within set time. Team with most and best examples wins.

source_excerpt:
Divide the scouts into teams and give each team a list of things to photograph. The team that finds the most and the best examples in a set period of time is the winner.


name: Scavenger Hunt - Photographic (Out & About)
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 206-207
materials_category: equipment
materials_list: Mobile phones, 1 per team
skills_developed: creativity, teamwork, photography
difficulty_level: usor
keywords: photography, town, scavenger
tags: ["outdoor", "team", "photography"]
language: en
normalized_name: scavenger hunt - photographic (out & about)
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams use mobile phones to photograph items from a fun list while out in public, including jumping off swings, hugging strangers, posing in shop windows, and more. Team with most items photographed in set time wins.

rules:
Give teams a list and one mobile phone. Photograph as many items as possible within set time. Most items wins.

source_excerpt:
Divide the scouts into teams and give each team a list of things to photograph. The team that finds the most in a set period of time is the winner. Items to photograph could include (containing either one, some or all of the team): Shining torches in their face(s)


name: Scout 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 207
materials_category: equipment
materials_list: 1 football, 2 chairs, chalk
skills_developed: teamwork, coordination, strategy
difficulty_level: mediu
keywords: football, modified, teams
tags: ["indoor", "team", "sport"]
language: en
normalized_name: scout 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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams play a modified football game where the goal is to hit a chair at the opponent's end. The ball can be kicked, carried (max 3 paces) or thrown. No tackling; ball cannot be taken from a holding scout. No scout can act with the ball twice in a row.

rules:
Teams in own half. Score by hitting opponent's chair. Ball may be kicked, picked up, caught and thrown. Max 3 paces with ball. No tackling; no taking ball from holder. No scout can act with ball twice in a row. Chair has 2m exclusion zone. Most goals in set time wins.

source_excerpt:
Scouts have to hit the chair in order to score a goal. The ball can be kicked, picked up, caught and thrown. A scout cannot take more than three paces with the ball.


name: Scout Hunt
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 207
skills_developed: stealth, speed, observation
difficulty_level: usor
keywords: hiding, tagging, scout
tags: ["outdoor", "individual", "stealth"]
language: en
normalized_name: scout 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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One scout hides and the others wait two minutes then go search. The hiding scout must get back to the leader without being tagged. Repeated with various scouts. Winner is the scout who returns to the leader quickest.

rules:
Scout hides. Others wait two minutes then search. Hidden scout must get back to leader without being tagged. Repeat with other scouts. Quickest return wins.

source_excerpt:
One scout goes off and hides. The other scouts have two wait two minutes and then go and find him. Meanwhile, the hidden scout has to get back to you without being tagged.


name: Scout in a Pit
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 207-208
skills_developed: agility, strength, flexibility
difficulty_level: mediu
keywords: circle, escape, pit
tags: ["indoor", "circle", "physical"]
language: en
normalized_name: scout in a pit
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts form a circle holding wrists of neighbours. One scout in the middle tries to escape by climbing over or under the linked hands. If successful, he nominates one of the two scouts whose hands he escaped through to take his place in the middle.

rules:
Scouts form circle holding wrists. Middle scout tries to escape over or under linked hands. Success = nominate one of the two scouts whose hands were escaped to be the new It in the middle.

source_excerpt:
One scout is "It" in the middle and he attempts to escape by climbing over or under the hands of those in the circle.


name: Scout Shove
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 208
materials_category: equipment
materials_list: Chalk
skills_developed: strength, agility, strategy
difficulty_level: mediu
keywords: shoving, squares, physical
tags: ["indoor", "physical", "competitive"]
language: en
normalized_name: scout shove
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts start in the first of four to six numbered squares. They shove each other into higher-numbered squares. Any foot in a higher square forces the scout to move there. Pushing out sideways is penalised. At end, scout in square one wins.

rules:
Scouts start in square one. Shove scouts into square two. Scouts in two shove to three, etc. Only movement to higher-numbered squares allowed. Foot in higher square = must move there. Sideways push = out, pushed scout returns to former position. Scout in number one at end wins.

variations:
Play in teams; end before all pushed to last square; add up points by square number; lowest score wins.

source_excerpt:
On "Go!" scouts have to shove scouts into square two. Scouts in square two can shove scouts into square three and so on. Scouts can only go into a higher number square.


name: Scout 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 208-209
skills_developed: awareness, agility
difficulty_level: usor
keywords: trap, portcullis, arch
tags: ["indoor", "circle", "classic"]
language: en
normalized_name: scout 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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts form a circle holding waists and rotate clockwise. Two scouts form an arch and chant 'Scouts, more scouts, come nearer to me! Down comes the portcullis - one, two, three!' On 'three' they bring down arms to trap a scout. Trapped scouts become additional arches. Scouts remaining in circle at end win.

rules:
Scouts rotate in circle. Two scouts form arch and chant verse. On 'three' lower arms to trap a scout. Trapped scouts wait outside, then pair up to form another arch. Continue until too many arches to fit. Scouts left in circle win.

source_excerpt:
These two scouts shout: "Scouts, more scouts, come nearer to me! Down comes the portcullis - one, two, three!" and on "three" they bring down their arms and, hopefully, trap a scout.


name: Scouts' Footsteps
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 209
skills_developed: stealth, timing, awareness
difficulty_level: usor
keywords: footsteps, freeze, tag
tags: ["indoor", "team", "stealth"]
language: en
normalized_name: scouts' footsteps
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams at opposite ends of the hall. The leader stands in the middle. When the leader faces one team, the team behind creeps up. When the leader turns, scouts must freeze. Scouts seen moving return to start. First scout to tag the leader scores a point. Most points after fixed time wins.

rules:
Leader stands in middle facing one team. Team behind creeps up. Turn round: scouts must freeze. Send back any moving scout. First scout to tag leader scores a point for his team. Fixed time or first to ten points.

source_excerpt:
When you face one team the team behind you creep up on you, and vice versa. Every time you turn round the scouts must freeze. Send back to their start line any that you see moving.


name: Scouts' Footsteps
category: jocuri-cercetasesti
subcategory: stealth
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 209
skills_developed: stealth, observation, teamwork
difficulty_level: usor
keywords: creeping, freeze, teams, tagging
tags: ["indoor", "active"]
language: en
normalized_name: scouts' footsteps
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.part14
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 try to creep up on the leader in the middle. When the leader faces a team, the other team sneaks forward. Scouts must freeze when the leader turns. The first scout to tag the leader wins a point for their team.

rules:
Put scouts into two teams at either end of the hall. When you face one team, the team behind you creeps up, and vice versa. Every time you turn round, scouts must freeze. Send back to start any scout seen moving. First scout to tag you wins a point for their team. Have several rounds; winning team is first to ten points or has more points after a fixed time.

source_excerpt:
Put the scouts into two teams at either end of the hall, with you standing in the middle. When you face one team the team behind you creep up on you, and vice versa.


name: Scouts' Footsteps I
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 209-210
skills_developed: stealth, awareness, patience
difficulty_level: usor
keywords: footsteps, freeze, elimination
tags: ["indoor", "individual", "stealth"]
language: en
normalized_name: scouts' footsteps 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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
All scouts line up at one end while the leader faces away at the other. The leader turns regularly and calls out moving scouts' names; caught scouts go back to start. Caught three times = out. First scout to tag the leader wins and takes their place.

rules:
Scouts line up at one end. Leader at other end facing away. Leader turns regularly and names moving scouts (they go back). Caught three times = out. First to tag leader wins and starts new game as leader.

source_excerpt:
Turn round regularly and call out the names of the scouts that you see moving. They are caught and have to go back to the start. If someone is caught three times then they are out.


name: Scouts' Footsteps I
category: jocuri-cercetasesti
subcategory: stealth
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 209
skills_developed: stealth, observation
difficulty_level: usor
keywords: creeping, freeze, tagging
tags: ["indoor", "active"]
language: en
normalized_name: scouts' footsteps 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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A variant where scouts line up at one end of the hall while the leader stands at the other end facing away. The leader turns regularly and calls out the names of scouts seen moving. Caught scouts go back to start; three catches and you're out. First to tag the leader wins.

rules:
Scouts line up at one end, leader at other end facing away. Leader turns regularly and calls out names of scouts seen moving; they must return to start. Caught three times means out. First scout to tag the leader wins and takes their place for a new game.

source_excerpt:
Scouts line up at one end of the hall, whilst you are at the other end, facing away. Turn round regularly and call out the names of the scouts that you see moving.


name: Searchlight
variations: In dark huts, use a torch with a flash instead of water pistol; skip blindfolds.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 209-210
materials_category: equipment
materials_list: 1 water pistol, 1 blindfold, 1 torch, 1 bunch of keys
skills_developed: stealth, strategy
difficulty_level: mediu
keywords: keys, blindfold, water pistol
tags: ["indoor", "stealth", "individual"]
language: en
normalized_name: searchlight
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A blindfolded scout sits on a chair with a bunch of keys under it and is armed with a water pistol. Selected scouts try to retrieve the keys without being shot. Multiple shots allowed but no machine-gun spraying. Scout who retrieves keys and returns to base becomes the new guard.

rules:
Blindfolded scout guards keys with water pistol. Selected scouts try to take keys and return to base without being shot. Multiple shots allowed. Successful thief becomes new victim.

source_excerpt:
Blindfold one scout and put him on a chair at one end of the hall with a bunch of keys under his chair. Arm him with a water pistol. Select a few scouts by taps on the head and at "Go!" they must be the first to get the keys without being shot.


name: Searchlight
category: jocuri-cercetasesti
subcategory: stealth
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 209-210
materials_category: echipament
materials_list: water pistol, blindfold, torch, bunch of keys
skills_developed: stealth, observation
difficulty_level: mediu
keywords: blindfold, water pistol, keys, stealth
tags: ["indoor", "active"]
language: en
normalized_name: searchlight
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A blindfolded scout sits on a chair guarding a bunch of keys under the chair, armed with a water pistol. Selected scouts try to retrieve the keys without being shot. If a scout gets the keys and returns to base without being shot, he becomes the new victim.

rules:
Blindfold one scout and put him on a chair at one end of the hall with a bunch of keys under his chair. Arm him with a water pistol. Select a few scouts by taps on the head and at 'Go!' they must be the first to get the keys without being shot. Multiple shots are allowed but no machine gun spraying. If a scout gets the keys and returns to base without being shot he becomes the victim.

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

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


name: Secret Code
category: creative-stem
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 210
materials_category: equipment
materials_list: Pens and paper
skills_developed: cryptography, creativity, teamwork
difficulty_level: mediu
keywords: secret code, cipher, creativity
tags: ["indoor", "team", "cognitive"]
language: en
normalized_name: secret code
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams invent their own secret code (e.g. shifting the alphabet by month or day). After inventing the code they encode a given phrase. Best code wins. The code can be used in future activities such as wide games and treasure hunts.

rules:
Put scouts into teams. Each team invents a secret code. Give them a phrase to encode. Best code wins.

source_excerpt:
If your group doesn't have its own secret code, now the time to invent one. It can then be used on all sorts of activities where short instructions may need to be given, such as wide games, treasure hunts or incident hikes.


name: Secret Code
category: jocuri-cercetasesti
subcategory: codes and ciphers
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 210
materials_category: papetarie
materials_list: pens, paper
skills_developed: cryptography, creativity, teamwork
difficulty_level: mediu
keywords: code, cipher, alphabet, encryption
tags: ["indoor", "creative"]
language: en
normalized_name: secret code
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts invent their own secret code, starting the alphabet at a letter other than A. Teams compete to create the best secret code, then encode a given phrase.

rules:
If your group doesn't have its own secret code, now is the time to invent one. Try starting the alphabet at a letter other than the first, maybe the month or day of the month. Put scouts into teams and see who can come up with the best secret code, then give them a phrase to put into code.

source_excerpt:
If your group doesn't have its own secret code, now the time to invent one. It can then be used on all sorts of activities where short instructions may need to be given, such as wide games, treasure hunts or incident hikes.


name: Secret Telephone Number Message
category: escape-room-puzzle
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 210
materials_category: equipment
materials_list: Pen and paper
skills_developed: problem-solving, cryptography
difficulty_level: mediu
keywords: code, telephone, decoding
tags: ["indoor", "individual", "puzzle"]
language: en
normalized_name: secret telephone number message
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts decode a number message using phone keypad letter mapping (2=ABC, 3=DEF, etc.). The first scout to decipher the message wins. The game is challenging because each number corresponds to multiple letters.

rules:
Give scouts a sheet with the phone keypad mapping and a number code. First to decode the message wins.

source_excerpt:
Give each scout a sheet of paper and a pen with the following written on it from telephone handsets: 2-ABC, 3-DEF, 4-GHI, 5-JKL, 6-MNO, 7-PQRS, 8-TUV, 9-WXYZ. Then give them a number code. The first to work out what the message is is the winner.


name: Secret Telephone Number Message
category: jocuri-cercetasesti
subcategory: codes and ciphers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 210
materials_category: papetarie
materials_list: pen, paper
skills_developed: problem-solving, decoding
difficulty_level: mediu
keywords: telephone, code, decode, numbers
tags: ["indoor", "puzzle"]
language: en
normalized_name: secret telephone number message
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts decode a message using the telephone keypad letter-number mapping. The first scout to work out the message wins.

rules:
Give each scout a sheet of paper and a pen with the telephone keypad mapping: 2-ABC, 3-DEF, 4-GHI, 5-JKL, 6-MNO, 7-PQRS, 8-TUV, 9-WXYZ. Give them a number code to decode. The first to work out what the message is wins.

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


name: See and Hear
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 210-211
materials_category: equipment
materials_list: Whistle, torch
skills_developed: stealth, listening, observation
difficulty_level: mediu
keywords: torch, whistle, woods
tags: ["outdoor", "night", "wide game"]
language: en
normalized_name: see and hear
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts in pairs play a chase game in the woods. One pair escapes with a torch and whistle. Every time they count to fifty they must flash the torch skyward and blow the whistle for three seconds. The first scout to tag one of the escaping pair forms the new escaping pair.

rules:
One pair given torch and whistle. Thirty seconds head start. Must flash torch skyward and blow whistle for 3 seconds every count of fifty. First scout to tag one of the pair forms new escaping pair.

source_excerpt:
The torch must be flashed towards the sky and the whistle blown for three seconds every time the escaping pair count to fifty. Whichever scout tags one of them first forms the escaping pair with his other scout for the next game.


name: See and Hear
category: camp-outdoor
subcategory: night games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 210-211
materials_category: echipament
materials_list: whistle, torch
skills_developed: observation, stealth, teamwork
difficulty_level: mediu
keywords: torch, whistle, woods, night, pairs
tags: ["outdoor", "night", "active"]
language: en
normalized_name: see and hear
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One pair with a torch and whistle escapes into the woods while other scouts chase them. The torch must be flashed and the whistle blown every fifty counts. The first scout to tag one of the pair forms the new escaping pair.

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

source_excerpt:
Give them thirty seconds to escape then send the other scouts after them. The torch must be flashed towards the sky and the whistle blown for three seconds every time the escaping pair count to fifty.


name: See, Hear, Feel, Smell
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 211
skills_developed: sensory awareness, concentration
difficulty_level: usor
keywords: senses, circle, observation
tags: ["indoor", "circle", "awareness"]
language: en
normalized_name: see, hear, feel, smell
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Top Fifty game. Scouts sit in a circle and take turns saying what they can see, hear, feel or smell from where they are sitting. Anyone who hesitates too long or repeats something already said is out. Last scout remaining wins.

rules:
Each scout says 'I can [see/hear/feel/smell] [something]' from current position. Hesitation or repetition = out. Last scout in wins.

source_excerpt:
Each scout has to say, "I can [see] [hear] [feel] [or smell] [something]". It has to be something that he can see, hear etc. from where he's sitting. Anyone who hesitates for too long or who repeats what has already been said, is out.


name: See, Hear, Feel, Smell
category: jocuri-cercetasesti
subcategory: senses
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 211
skills_developed: sensory awareness, concentration, memory
difficulty_level: usor
keywords: senses, observation, circle game
tags: ["indoor", "quiet"]
language: en
normalized_name: see, hear, feel, smell
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts sit in a circle and take turns naming something they can see, hear, feel, or smell from where they're sitting. Hesitation or repeating what was already said means elimination. Last scout in wins.

rules:
Scouts sit in a circle. Start with one scout and go round in turn. Each scout has to say 'I can [see/hear/feel/smell] [something]' — it has to be something they can actually sense from where they're sitting. Anyone who hesitates too long or repeats what has already been said is out. The winner is the last scout to remain.

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


name: See, Touch, Taste, Smell, Hear
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 211
materials_category: equipment
skills_developed: sensory awareness, memory, concentration
difficulty_level: mediu
keywords: senses, blindfold, memory
tags: ["indoor", "senses", "individual"]
language: en
normalized_name: see, touch, taste, smell, hear
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Blindfolded scouts sit in a circle chanting 'See, touch, taste, smell, hear'. Objects are passed around in that order: a torch to see, then touch, taste, smell, and hear items. Repeated twice with different objects. Scouts then write down all fifteen items in order. Most correct in the right order wins.

rules:
Blindfold all scouts using scarves. Start with torch, then Touch, Taste, Smell, Hear objects. Repeat twice. Complete silence throughout. Remove scarves and write down fifteen items in correct sensed order. Most correct wins.

source_excerpt:
Blindfold all of them (using their scarves). Start with a torch, then a Touch, then a Taste, then a Smell, then a Hear. Repeat twice with different objects but starting with a torch each time.

materials_list:
1 torch, 3 objects to see, 3 to touch, 3 to taste, 3 to smell, 3 to hear, pencils and paper, blindfolds


name: See, Touch, Taste, Smell, Hear
category: jocuri-cercetasesti
subcategory: senses
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 211
materials_category: materiale diverse
skills_developed: sensory awareness, memory, concentration
difficulty_level: mediu
keywords: senses, blindfold, memory, objects
tags: ["indoor", "quiet"]
language: en
normalized_name: see, touch, taste, smell, hear
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Blindfolded scouts are passed objects sequentially to see (torch), touch, taste, smell, and hear. After three rounds, they remove blindfolds and write down all fifteen items in order. The scout who guesses most items in the correct order wins.

rules:
Scouts sit in a large circle and chant 'See, touch, taste, smell, hear'. Blindfold all of them. Start with a torch (see), then pass objects for touch, taste, smell, and hear. Repeat twice more with different objects. Then remove blindfolds and write down the fifteen items in order. All done in complete silence. Winner guesses most items in the correct order.

source_excerpt:
Scouts sit in a large circle and get them to chant "See, touch, taste, smell, hear". Then tell them that objects will be passed around in that order. Blindfold all of them (using their scarves).

materials_list:
torch, 3 objects to touch, 3 objects to taste, 3 objects to smell, 3 objects to hear, pencils, paper, blindfolds


name: Senses
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 211-212
materials_category: equipment
materials_list: 5 sheets of paper, pen, sticky tape
skills_developed: sensory awareness, critical thinking
difficulty_level: usor
keywords: senses, debate, movement
tags: ["indoor", "individual", "awareness"]
language: en
normalized_name: senses
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Five sheets of paper labelled with each sense (See, Hear, Smell, Touch, Taste) are put on the walls. The leader reads out a list of things and scouts run to the paper representing the most relevant sense. Generates debate about which senses apply to various experiences.

rules:
Read out items/words/actions. Scouts run to the wall-sign for the most relevant sense. No single winner but generates discussion.

source_excerpt:
Put on the walls five sheets of paper on which are written, "See," "Hear," Smell," "Touch," and "Taste". Then read out a list of things, words and actions, and the scouts have to go to the most used sense.


name: Senses
category: jocuri-cercetasesti
subcategory: senses
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 211-212
materials_category: papetarie
materials_list: 5 sheets of paper, pen, sticky tape
skills_developed: sensory awareness, critical thinking, discussion
difficulty_level: usor
keywords: senses, movement, debate
tags: ["indoor", "active", "discussion"]
language: en
normalized_name: senses
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Five sheets of paper labeled See, Hear, Smell, Touch, and Taste are placed on walls. The leader reads out things/words/actions and scouts move to the sheet representing the most relevant sense. Debate and discussion ensues.

rules:
Put five sheets on walls labeled See, Hear, Smell, Touch, and Taste. Read out a list of things, words and actions; scouts go to the most used sense. Difficult to have a winner but generates debate. Suggestions include camp fire, bacon, sunset, making a woggle, Heaven, glass of water, gas.

source_excerpt:
Put on the walls five sheets of paper on which are written, "See," "Hear," Smell," "Touch," and "Taste". Then read out a list of things, words and actions, and the scouts have to go to the most used sense.


name: Ships in the Fog
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 212
materials_category: equipment
materials_list: 1 blindfold per scout, 2 chairs
skills_developed: communication, trust, listening
difficulty_level: mediu
keywords: blindfold, ships, voice guidance
tags: ["indoor", "team", "trust"]
language: en
normalized_name: ships in the fog
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A Top Fifty game. Teams line up blindfolded in single file as 'ships'. One non-blindfolded team member stands behind a goal of two chairs ('harbour entrance') and guides their ship through it by voice. First ship through the harbour entrance wins.

rules:
Teams blindfolded in single file with hands on shoulders of scout in front. One team member unblindfolded behind chairs. On 'Go!' guides ship through harbour entrance by voice. First ship through wins.

variations:
Each team has own pair of chairs. Play with individual ships where each unblindfolded scout guides team members separately.

source_excerpt:
These are the ships. Towards the other end of the hall place two chairs as if you were marking a goal. Behind the "goal", which is, in fact, the harbour entrance, is one member from every team that is not blindfolded.


name: Ships in the Fog
category: team-building
subcategory: blindfold
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 212
materials_category: echipament
materials_list: 1 blindfold per scout, 2 chairs
skills_developed: communication, teamwork, trust, direction-following
difficulty_level: mediu
keywords: blindfold, navigation, teamwork, harbour
tags: ["indoor", "active", "blindfold"]
language: en
normalized_name: ships in the fog
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Blindfolded teams in single file (the ships) are guided by one unblindfolded teammate through a 'harbour entrance' formed by two chairs. The first ship to get through wins.

rules:
Put scouts into teams in single file at one end of the hall, blindfolded, hands on the shoulders of the scout in front. Place two chairs as a goal (harbour entrance) at the other end. One unblindfolded member per team stands behind the goal to direct their ship. On 'Go!' the unblindfolded scouts direct their ship through the entrance. First ship through wins.

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

source_excerpt:
Put the scouts into teams and get the teams into single file at one end of the hall, blindfolded, with hands on the shoulders of the scout in front. These are the ships.


name: Shoe Catapult
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 212
materials_category: equipment
materials_list: Footwear
skills_developed: coordination, agility
difficulty_level: usor
keywords: shoe, catapult, camp
tags: ["outdoor", "camp", "individual"]
language: en
normalized_name: shoe catapult
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.part13
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts lie side by side, place footwear on their ankles and launch it over their heads. Scout who launches footwear furthest wins.

rules:
Scouts lie down in a long line, legs together. Place footwear one at a time on top of ankles. Launch feet up in air to catapult footwear over head. Two goes each. Furthest launch wins.

source_excerpt:
They place their footwear, one at a time, on top of their ankles. They then launch their feet up in the air to catapult their footwear over their head.


name: Shoe Catapult
category: sports-active
subcategory: camp 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 212
materials_category: echipament
materials_list: footwear
skills_developed: coordination
difficulty_level: usor
keywords: shoes, catapult, camp, fun
tags: ["outdoor", "camp", "active"]
language: en
normalized_name: shoe catapult
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts lie side by side with footwear balanced on their ankles, then launch their feet to catapult the footwear over their heads. The scout who launches their footwear furthest wins.

rules:
Scouts take off footwear and lie down side by side in a line with legs together. Place footwear on top of ankles. Launch feet up in the air to catapult footwear over head. Once everyone with two feet has had two goes, the scout that launched furthest is the winner.

source_excerpt:
Scouts take off their footwear and lie down side by side in a long line with their legs together. They place their footwear, one at a time, on top of their ankles. They then launch their feet up in the air to catapult their footwear over their head.


name: Shoe Relay
category: sports-active
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: pages 212-213
materials_category: echipament
materials_list: chalk
skills_developed: speed, teamwork
difficulty_level: usor
keywords: shoes, relay, teams, race
tags: ["indoor", "active", "relay"]
language: en
normalized_name: shoe 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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams run to a jumbled pile of shoes at the end of the hall, find their own shoes, put them on, and run back to tag the next teammate. First team with all members wearing their shoes wins.

rules:
Put scouts into teams behind a line. All scouts take off shoes and put them in a jumbled team pile at the end of the hall. On 'Go!' the lead scouts run up to the pile, find their shoes, put them on and run back. They tag the next scout who does the same. First team with all shoes on is the winner. Shoes don't have to be laced up, just have the foot in properly.

variations:
Scouts have to all put only their left shoe first. Once this is done they can go back and put their right shoe on. Or use just one pile for all teams.

source_excerpt:
Teams take their shoes off and put them in a jumbled up team pile at the end of the hall. On "Go!" the lead scouts have to run up to their pile, find their shoes, put them on and run back.


name: Shoot the Gap
category: sports-active
subcategory: tag
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 213
materials_category: echipament
materials_list: 4 marker cones
skills_developed: speed, agility, strategy
difficulty_level: mediu
keywords: tagging, teams, running, rectangle
tags: ["indoor", "active"]
language: en
normalized_name: shoot 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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams stand at opposite shorter lines of a rectangle. A middle scout calls a name, that scout calls another from the opposite team, and they both run across the rectangle without being tagged. Tagged scouts are eventually eliminated.

rules:
Mark out a large rectangle. Put two teams behind the two shorter lines. One scout stands in the middle. Middle scout calls one scout's name; that scout calls a scout from the other team. Both attempt to run to the other side without being tagged. Middle scout swaps with the one tagged. Scout tagged twice is out. Winning team is the one that still has players when the other team has none.

source_excerpt:
He will call out the name of one scout and that one scout will call out the name of a scout in the other team. Then they both have to attempt to run to the other side without being tagged by the middle scout.


name: Shoot The Gap
category: sports-active
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 14
skills_developed: speed, agility, reaction time
difficulty_level: usor
keywords: tag, numbers, chase, switching
tags: ["half troop", "high activity"]
language: en
normalized_name: shoot the gap
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.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A chase game where IT calls out a number and the corresponding scouts from each team must switch sides without being tagged by IT.

rules:
Team (numbered) on each side of room (field). IT in center calls out a number, the number from each side must switch without IT tagging them. If tagged, you become IT and old IT takes your place.

source_excerpt:
IT in center calls out a number, the number from each side must switch without IT tagging them. If tagged, you become IT and old IT takes your place.


name: Shooting
category: sports-active
subcategory: dodge ball
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 213-214
materials_category: echipament
materials_list: 1 tennis ball, chalk
skills_developed: throwing, agility, speed
difficulty_level: usor
keywords: ball, circle, throwing, dodge
tags: ["indoor", "active"]
language: en
normalized_name: shooting
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One scout outside a circle throws a tennis ball at scouts inside the circle, aiming below the knees. Hit scouts join the throwers outside. Last scout inside wins.

rules:
All scouts but one stand inside a circle; the one outside has a tennis ball. On 'Go!' the outside scout throws below the knees of scouts inside. Each scout hit leaves the circle and joins the throwers. Throwers are allowed in the circle only to retrieve the ball. Last scout inside is the winner.

variations:
Play in teams taking turns to be throwers, with the rest inside. When a scout inside is hit, he's out. Time trial: team that gets opponents out quickest wins.

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


name: Shooting
variations: Can be played as inter-patrol contest for time.
category: sports-active
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 84
materials_list: tennis ball
skills_developed: throwing aim, dodging, agility
difficulty_level: usor
keywords: tennis ball, dodging, shooting, circle
tags: ["outdoor"]
language: en
normalized_name: shooting
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.part05
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
All Scouts but one stand in a marked circle. The one outside tries to hit them with a tennis ball. Each Scout hit leaves the circle and helps shoot others. The last Scout unhit wins.

rules:
A circular area is marked. All Scouts except one stand inside. The one outside is armed with a tennis ball and tries to shoot Scouts inside. Each Scout who is hit comes outside and helps with the shooting; only one ball is used throughout. Scouts inside can dodge by rushing side to side. As inter-patrol contest: one patrol stands inside; the opposing patrol leader starts shooting and for each hit may add one of his own patrol. Time taken to eliminate the full opposing patrol is noted. Winning patrol is the one taking the shortest time.

source_excerpt:
A fairly large circular area is marked out and all the Scouts but one take up their positions inside it. The remaining Scout is armed with a tennis ball, with which he endeavors to shoot the Scouts inside the area.


name: Shooting
category: sports-active
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 84
materials_list: tennis ball
skills_developed: dodging, agility, throwing
difficulty_level: mediu
keywords: dodge, tennis ball, circle, shooting
tags: ["active", "elimination"]
language: en
normalized_name: shooting
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.part06
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
All Scouts but one stand inside a circular area. The remaining Scout has a tennis ball and tries to hit Scouts inside. Each Scout hit must come outside and help with the shooting (but only one ball is used throughout). The last Scout to remain inside wins. Can be arranged as inter-patrol contest, with the patrol that eliminates the other in shortest time winning.

rules:
Only one tennis ball is used throughout. Each Scout hit must come outside and join the shooting. Scouts inside may dodge and rush.

variations:
Inter-patrol contest: one patrol inside, opposing patrol leader starts shooting; each hit allows him to bring in one of his patrol. Time to eliminate all opponents is measured.

source_excerpt:
A fairly large circular area is marked out and all the Scouts but one take up their positions inside it. The remaining Scout is "armed" with a tennis ball, with which he endeavors to "shoot" the Scouts inside the area.


name: Shooting Gallery
variations: When scouts are targets they can bend down at the waist to make it harder for the shooters.
category: sports-active
subcategory: throwing
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 214
materials_category: echipament
materials_list: 1 large sponge ball
skills_developed: throwing accuracy, reaction speed
difficulty_level: mediu
keywords: teams, throwing, numbered, elimination
tags: ["indoor", "active"]
language: en
normalized_name: shooting gallery
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams face each other numbered randomly. Called number pairs race to say 'Shooting!'; the first gets the ball and throws underhand at the opposing team's backs. Hits eliminate the target; misses eliminate the thrower.

rules:
Two teams face each other in a line about three metres apart. Randomly number scouts. Call a number: first of the pair to say 'Shooting!' gets the ball first. The opposing team turns round and the scout aims underhand for a scout's back. Hit = hit scout is out; miss = throwing scout is out. Then the same number on the other side gets a throw. Continue until one scout or team remains.

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


name: Shooting Gallery
category: sports-active
subcategory: indoor
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 55
materials_category: ball
materials_list: soft ball
skills_developed: throwing, dodging
difficulty_level: usor
keywords: shooting, elimination, indoor, teams
tags: ["indoor", "ball game", "boy scouts"]
language: en
normalized_name: shooting gallery
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 team elimination game where teams take turns throwing a soft ball underhand at the backs of the other team's players, eliminating those who are hit or miss their throw.

rules:
Teams line up as in 'Fire'. One team about faces (may or may not bend over). The other team tries to hit one of them in the back with a soft ball thrown underhand. Scouts who get hit or miss their throw are out. After each throw both teams about face and the other team throws, alternating. Object is to eliminate all scouts in the opposing team.

source_excerpt:
The other team tries to hit one of them in the back with a soft ball thrown underhand. Scouts who get hit or who miss their throw are out.


name: Shrinking Island
category: sports-active
subcategory: balance
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 212
materials_category: echipament
materials_list: tarpaulin
skills_developed: balance, teamwork
difficulty_level: usor
keywords: island, tarpaulin, balance, shrinking
tags: ["indoor", "active"]
language: en
normalized_name: shrinking island
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
All scouts must stand on a tarpaulin island with both feet. After each 'Off the island!' the tarpaulin is made smaller. Scouts who can't fit or don't have both feet on are eliminated. Last scout on wins.

rules:
Put a piece of tarpaulin on the ground. Shout 'Island!' — all scouts must stand with both feet on the island. Shout 'Off the island!' and tuck a piece of tarpaulin underneath to make it smaller. The last scout on and any not standing with both feet are out. Continue until one scout is left on the island.

source_excerpt:
Put a piece of tarpaulin on the ground and shout, "Island!" All the scouts must be able to stand, with both feet, on the island.


name: Shut-Eye Balance
category: sports-active
subcategory: balance
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 215
skills_developed: balance, concentration
difficulty_level: mediu
keywords: balance, eyes closed, one leg
tags: ["indoor", "active"]
language: en
normalized_name: shut-eye balance
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts balance on one leg with the other raised behind their knee, then close their eyes on command. Scouts who put their foot down or open their eyes are out. Last scout balancing wins.

rules:
Scouts balance on one leg with the other raised behind their knee. On the count of 'One, two, three, Go!' they shut their eyes tightly. Those that put their other foot down or open their eyes are out. Last scout standing is the winner.

source_excerpt:
Get the scouts to all balance on one leg with the other raised up behind their knee. After they say that it's easy tell them that on the count of "One, two, three, Go!" they have to shut their eyes tightly.


name: Silent Ping Pong Bucket Ball
category: sports-active
subcategory: ball 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 215
materials_category: echipament
materials_list: 1 ping pong ball, 2 buckets, pen, paper
skills_developed: throwing, teamwork, self-control
difficulty_level: mediu
keywords: silent, ping pong, bucket, teams
tags: ["indoor", "active", "quiet"]
language: en
normalized_name: silent ping pong bucket 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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams try to hit or get a ping pong ball into buckets at either end of the hall for points. No talking allowed; anyone making a noise costs their team a point. No player can move with the ball.

rules:
Scouts on either side of a middle line with a bucket at either end. On 'Go!' scouts hit the bucket with the ball (1 point) or get it to stay in the bucket (3 points). No one within one metre of buckets or the ball holder; player with ball cannot move feet. Pass or shoot by throwing. No talking — noise means a minus point for that scout's team. First to ten points or most points after fixed time wins.

source_excerpt:
On "Go!" scouts have to hit the bucket with the ball, behind the other team, for one point or get the ball to stay in the bucket for three points. No one is allowed within one metre of the buckets or the scout with the ball; the player with the ball cannot move his feet.


name: Silent Word
category: team-building
subcategory: communication
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 216
skills_developed: communication, teamwork, literacy
difficulty_level: mediu
keywords: letters, back, word, silent communication
tags: ["indoor", "quiet", "teams"]
language: en
normalized_name: silent word
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Leaders draw letters on the backs of scouts at the back of team lines, who pass the letters forward by drawing on the next scout's back. First lead scout to shout the correct word wins.

rules:
Put scouts into teams in lines one behind the other. One leader per team stands at the back. Leaders draw letters on the back of the rear scout, who repeats the action to the scout in front, sending it up the line. First lead scout to shout out the word correctly wins; guessing incorrectly means out.

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


name: Simon Says
category: jocuri-cercetasesti
subcategory: listening 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 216
skills_developed: listening, concentration, reaction
difficulty_level: usor
keywords: Simon says, commands, listening, classic
tags: ["indoor", "active", "classic"]
language: en
normalized_name: simon says
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Classic Simon Says game. Scouts in a horseshoe follow commands prefixed with 'Simon says', but must not follow commands without that prefix. Last scout in wins.

rules:
Scouts form a horseshoe shape. Give commands each preceded with 'Simon says'. The last to do the action is out. From time to time give a command without 'Simon says' — scouts must not carry out these commands, otherwise out. Last scout remaining wins.

source_excerpt:
The scouts form a horseshoe shape. You stand in the open end facing the scouts and give commands, each preceded with, "Simon says".


name: Sixteen Compass Points
category: orientare
subcategory: compass
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 216-217
materials_category: papetarie
materials_list: 16 cards, chalk
skills_developed: navigation, compass reading, spatial awareness
difficulty_level: mediu
keywords: compass, 16 points, navigation, orientation
tags: ["indoor", "educational"]
language: en
normalized_name: sixteen compass points
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each scout gets a card with one of the sixteen compass points and must arrange themselves in a circle in the correct positions. Cards are swapped and the game is repeated. Educational rather than competitive.

rules:
Mark a circle on the floor and give each scout a random card with one of the sixteen compass points. Identify the scout with 'north' and put him on the circle, then tell others to fall in at appropriate places. Swap cards and repeat. When scouts know the positions, start with a minor position rather than 'north'. No winners — the game teaches compass positions.

source_excerpt:
Mark a circle on the floor and give each scout a random card, on which is written one of the sixteen compass points. Identify the scout with "north" and put him on the circle, then tell the other scouts to fall in in the appropriate places.


name: Skip Says
category: jocuri-cercetasesti
subcategory: listening 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 217
skills_developed: listening, concentration, reaction
difficulty_level: usor
keywords: Skip says, commands, listening
tags: ["indoor", "active"]
language: en
normalized_name: skip says
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Classic Simon Says variant where the leader gives commands prefixed with 'Skip says'. Scouts must do commands with the prefix but not without it. Last scout in wins.

rules:
Put scouts in a large semi-circle. Say 'Skip says...' and everyone does the action; last to do so is out. Commands without 'Skip says' should not be followed — any movement means out. Commands include hand on head/knees/hips/bottom, standing on one foot, jump, turn, or 'Touch something red'.

variations:
Skip Says II: Put scouts into two teams. When you give a 'Skip says' command, one team does the action and the other doesn't, vice-versa for no 'Skip says'. Team members out if they do when they shouldn't or are last when they should. Winning team is the one with members left when the other has none.

source_excerpt:
Put the scouts in a large semi-circle around you. Then say, "Skip says..." Everyone has to do it and the last one to do so is out and has to sit down.


name: Skipping Rope Round-Up
category: sports-active
subcategory: tag
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 217-218
materials_category: echipament
materials_list: short skipping-rope, chalk
skills_developed: agility, evasion
difficulty_level: usor
keywords: skipping rope, tag, square, elimination
tags: ["indoor", "active"]
language: en
normalized_name: skipping rope round-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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two scouts with a skipping rope try to touch the other scouts inside a marked square. Touched scouts are out. Last two remaining become the rope holders.

rules:
Mark a large square. Nominate two scouts to hold one end of the skipping rope each. On 'Go!' they try to touch other scouts with the rope; touched scouts are out. Anyone stepping outside the playing area is also out. Last two scouts in are winners and take over the rope.

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


name: Skits
category: creative-stem
subcategory: drama
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 218
materials_category: papetarie
materials_list: pens, paper
skills_developed: creativity, teamwork, drama, performance
difficulty_level: mediu
keywords: skit, drama, teams, creative
tags: ["indoor", "creative"]
language: en
normalized_name: skits
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts in teams devise a new skit, given examples to guide them. They have half an hour to create their skit. The team with the best and most practical skit wins.

rules:
Challenge scouts in teams to devise a new skit. Give them some examples and then let them loose for half an hour. The winner is the team with the best and most practical skit.

source_excerpt:
This is a book of games, not skits, but how about challenging your scouts, in teams, to devise a new skit? Give them some examples and then let them loose for half an hour.


name: Slalom Bicycles
category: sports-active
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 218
materials_category: echipament
materials_list: 1 bicycle per team, 5 baked bean cans per team, chalk
skills_developed: cycling, coordination, agility
difficulty_level: mediu
keywords: bicycle, slalom, relay, cans
tags: ["outdoor", "active", "relay"]
language: en
normalized_name: slalom bicycles
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams take turns riding a bicycle in and out of five cans placed in a straight line, around the last one, and back. First team to complete the relay wins.

rules:
Scouts form teams behind each other with the lead scout on a bicycle. In front, two metres apart in a straight line, put five cans per team. On 'Go!' scouts take turns to zigzag in and out of the tins, round the last one, and back. First team to complete the relay wins.

source_excerpt:
In front of them, two metres apart in a straight line, put five cans per team. On "Go!" scouts must take it in turns to zigzag in and out of the tins, round the last one, and back again.


name: Slalom Hockey
category: sports-active
subcategory: hockey
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 218-219
materials_category: echipament
materials_list: 2 hockey sticks, 2 tennis balls, 10 skittles or washing-up liquid bottles, 2 chairs
skills_developed: hockey skills, agility, coordination
difficulty_level: mediu
keywords: hockey, slalom, skittles, dribbling
tags: ["indoor", "active", "sports"]
language: en
normalized_name: slalom 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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Numbered scouts from two teams race to dribble a ball slalom style between skittles and shoot at goal. Skittles knocked over award the goal to the other team.

rules:
Two teams numbered, sitting behind chairs at either end. One hockey stick and ball per team placed in front of each chair. Skittles in one straight line between chairs. Call a number; two scouts pick up sticks and dribble slalom between all skittles avoiding each other, then shoot at goal. Players return and another number is called. Skittles cannot be missed; knocking one over gives the other team the goal.

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

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


name: Slaps
variations: Can also be played with fists.
category: sports-active
subcategory: hand 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 219
skills_developed: reaction speed, reflexes
difficulty_level: usor
keywords: slaps, hands, pairs, reflexes
tags: ["indoor", "active", "pairs"]
language: en
normalized_name: slaps
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Pairs of scouts face each other with touching fingertips. The attacking scout tries to slap the defending scout's hands; the defending scout tries to dodge. Faking moves entitle the attacker to a free slap. Game ends when one scout concedes.

rules:
Pairs face each other holding hands together as if in prayer, touching fingertips. First scout attempts to slap second scout's hands (left slaps right, right slaps left). If second scout dodges before contact, play passes to second scout. If the defending scout moves before the attacker parts hands (due to a fake), the attacking scout gets a free slap. Game is won when one scout screams 'No more!'

source_excerpt:
Pairs of scouts face each other. Each player holds his hands together as if in prayer (might be a good idea) and then touch fingertips. First scout has to attempt to slap second scout's hands.


name: Sleeping Cubs
category: jocuri-cercetasesti
subcategory: stillness
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 219
skills_developed: self-control, concentration, stillness
difficulty_level: usor
keywords: sleeping, stillness, elimination
tags: ["indoor", "quiet"]
language: en
normalized_name: sleeping cubs
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts lie on the floor pretending to be asleep. Any movement spotted by the leader results in elimination. The last scout 'sleeping' wins. Out scouts can help spot others still in the game.

rules:
Scouts lie on the floor in a comfortable position. On 'Sleep!' scouts pretend to sleep. Any movement gets that scout tapped on the shoulder and eliminated. They can then help spot movement. Last scout sleeping wins.

source_excerpt:
Scouts lie down on the floor in a comfortable position. On "Sleep!" scouts pretend to be asleep. Breathing is permitted. When you see any other movement that scout is out and has to go and sit at the side.


name: Slippery Stick
variations: Put scouts in teams; a caught stick earns a point for the team. Most points at end wins.
category: jocuri-cercetasesti
subcategory: reaction 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 219-220
materials_category: echipament
materials_list: 1 broom stick or stave about 1.5 metres long, whiteboard, pen
skills_developed: reaction speed, agility, concentration
difficulty_level: mediu
keywords: stick, numbers, reaction, catch
tags: ["indoor", "active"]
language: en
normalized_name: slippery 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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Numbered scouts stand in a circle. The scout who is 'It' stands in the middle with a broom stick, calls a number and removes their hand simultaneously. The called scout must catch the stick before it hits the ground. If missed, that scout is out.

rules:
Number scouts and put numbers on whiteboard. One scout is 'It' in the middle with palm on top of a broom stick. 'It' shouts a number while removing their hand. The called scout must run and catch the stick before it hits the ground. Caught = can be 'It'; missed = out and number rubbed off board. Last scout standing wins. Widen circle if scouts are too good.

source_excerpt:
It stands in the middle of the circle with the palm of his hand on the top of the broom stick. It shouts a number at the same time as taking his hand away from the broom stick.


name: Smallest Cup of Tea
category: creative-stem
subcategory: camp cooking
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 220
materials_category: materiale diverse
materials_list: metal thimble, 50p piece or large coin, box of matches, tea bag, freeze-dried milk, sugar, water
skills_developed: fire skills, teamwork, practical skills
difficulty_level: mediu
keywords: tea, thimble, matches, miniature, cooking
tags: ["indoor", "camp", "creative"]
language: en
normalized_name: smallest cup of tea
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams compete to make the smallest possible cup of tea using a thimble, matches, and minimal ingredients. First team to complete the task satisfactorily without burning the table wins.

rules:
Put scouts into teams. Each team must make the smallest cup of tea: fill the thimble with water, hold it between matches or rest on a coin while other matches are lit and held underneath until the water boils. Add a few grains of tea from the tea bag, couple grains of milk and sugar, stir with a matchstick. First team to complete first to a satisfactory level without burning the table wins.

source_excerpt:
They will need to fill the thimble with water, hold it between a couple of matches or rest it on the coin whilst other matches are lit and held underneath and / or beside the thimble until the water boils.


name: Smart Smartie I
category: jocuri-cercetasesti
subcategory: chance 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 220-221
materials_category: consumabile
materials_list: 1 saucer, plenty of Smarties, tables and chairs
skills_developed: probability thinking, patience
difficulty_level: usor
keywords: Smarties, chance, candy, circle game
tags: ["indoor", "sweets"]
language: en
normalized_name: smart smartie 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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts take turns pointing to Smarties on a saucer, eating ones that aren't the 'Smart Smartie'. When they point to the Smart Smartie, play moves to the next scout.

rules:
Scouts sit round a table. In front of one scout is a saucer with twelve Smarties. The neighbour secretly points to one as 'Smart Smartie' while the chooser's eyes are shut. The chooser points one at a time — takes and eats non-Smart Smarties. When choosing Smart Smartie, all cry 'Smart Smartie!', saucer is replenished, and moves to next scout. Leader can overrule Smart Smartie choice to prevent dubious tactics.

source_excerpt:
Scouts sit round a long table and in front of one you put the saucer with twelve Smarties on it. This scout's neighbour points to one Smartie as being the Smart Smartie while our chooser has his eyes shut.


name: Smart Smartie II
category: jocuri-cercetasesti
subcategory: chance 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 221
materials_category: consumabile
materials_list: 1 saucer, plenty of Smarties, 1 dice, tables and chairs
skills_developed: probability thinking, patience
difficulty_level: usor
keywords: Smarties, dice, chance, six
tags: ["indoor", "sweets"]
language: en
normalized_name: smart smartie 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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts roll a dice and earn Smarties. Rolling a six means getting a Smartie for every scout who subsequently doesn't roll a six, until another six is rolled.

rules:
Scouts sit round a table with a saucer of Smarties. Roll the dice: if six, get a Smartie and pass the dice. If not six, no Smartie and pass the dice. Once a scout throws a six, they earn a Smartie for every subsequent scout who doesn't roll six, until another scout throws six and takes over.

source_excerpt:
Scouts sit round a long table and in front of one you put the saucer with some Smarties on it. This scout rolls the dice. If he rolls a six he gets a Smartie and he passes the dice to his neighbour.


name: Snake Chase
category: sports-active
subcategory: chase
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 221
materials_category: echipament
materials_list: 1 long length of rope, stopwatch
skills_developed: speed, agility
difficulty_level: usor
keywords: rope, chase, It, running
tags: ["outdoor", "active"]
language: en
normalized_name: snake chase
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
The 'It' scout drags a length of rope while others chase it. The scout who grabs the rope becomes 'It'. After ten minutes, the scout who held the rope for the longest unbroken period wins.

rules:
'It' is given a length of rope to drag around the play area. Other scouts chase the rope. The scout who grabs the rope becomes 'It'. After ten minutes the scout who was 'It' for the longest unbroken period wins.

source_excerpt:
"It" is given the length of rope who has to drag it around the play area whilst the other scouts chase it. The scout that manages to grab the rope becomes "It".


name: Snake Circle Dodge Ball
category: sports-active
subcategory: dodge ball
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 221
materials_category: echipament
materials_list: soft ball
skills_developed: throwing, teamwork, agility
difficulty_level: usor
keywords: snake, circle, dodge ball, throwing
tags: ["indoor", "active"]
language: en
normalized_name: snake circle 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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Six scouts inside a circle form a 'snake' (hands on waist of scout in front). Scouts in the outer circle throw a soft ball to hit the tail scout below the knee. The thrower joins the front of the snake and the hit scout returns to the circle.

rules:
Put scouts in a large circle facing in. Put six scouts inside in a crocodile line with hands on the waist of the scout in front to form a snake. Scouts in the circle throw a soft ball to hit the scout at the back of the snake below the knee. The thrower then goes to the front of the snake and the hit snake scout returns to the circle. No winner; play continues until time is up or scouts are worn out.

source_excerpt:
Put six scouts inside the circle in a crocodile line with their hands on the waist of the scout in front to form - a snake! The scouts in the circle then need to hit the scout at the back of the snake below the knee.


name: Snatch the Hat
category: sports-active
subcategory: tag
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 221-222
materials_category: echipament
materials_list: 1 hat
skills_developed: speed, agility, decision-making
difficulty_level: usor
keywords: hat, tagging, two teams, grab
tags: ["indoor", "active"]
language: en
normalized_name: snatch the hat
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams face each other in lines. Lead scouts race to grab a hat in the middle and return to their place without being tagged. Tagged scout is out; successful grabber eliminates the other. Continues down the line.

rules:
Scouts form two lines facing each other with tallest at one end. A hat is placed in the middle. On 'Go!' the lead scouts grab the hat and try to return to their position without being tagged. If they return safely, the other scout is out. If tagged, the grabber is out. Play continues down the line. Team with scouts remaining when the other team's members are all out wins.

source_excerpt:
In the middle put a hat. On "Go!" the lead scouts have to grab the hat and get back to their positions without being tagged by the other.


name: Snatch the Hat
category: sports-active
subcategory: indoor/outdoor
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 55
materials_category: equipment
materials_list: Scout hat
skills_developed: running, strategy, agility
difficulty_level: mediu
keywords: hat, snatch, tag, teams
tags: ["indoor", "outdoor", "tag game", "boy scouts"]
language: en
normalized_name: snatch the hat
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-team tag game where scouts race to grab a hat in the center and carry it back to their line without being tagged by their opponent.

rules:
Scouts form 2 lines facing each other, tall scouts opposite each other grading down. A Scout hat is placed in the center. At 'Go', one scout from each team runs out to the hat. Turns are taken starting at the tall end. Object is to get away with the hat and cross your own line without being tagged. If you touch the hat you may be tagged. If your opponent gets away with the hat, you are out. Eliminate players until one team is wiped out.

source_excerpt:
The object is to get away with the hat and bring it across your own line without being tagged by the opponent. If you touch the hat you may be tagged and are out of the game.


name: Snatch the Scarf
category: sports-active
subcategory: tag
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 222
materials_category: echipament
materials_list: scarf, 4 marker cones
skills_developed: speed, agility, strategy
difficulty_level: mediu
keywords: scarf, tag, teams, prisoner
tags: ["indoor", "active"]
language: en
normalized_name: snatch the scarf
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams with a scarf between them. A scout who grabs the scarf must return to their team without being tagged by the opponent. If tagged, both scouts join the tagger's team; if not, both join the grabber's team.

rules:
Two teams about fifteen metres apart with a scarf between them. Scouts decide who runs each time. On 'Go!' the pair runs to the scarf; the first to grab it runs back. The other pursues. If tagged before reaching their team, both scouts join the tagger's team (grabber becomes prisoner). If not tagged, both join the grabber's team. Winning team is the one that captures all the other team's scouts. Alternatively, time limit with most prisoners winning.

source_excerpt:
Put the scouts into two teams about fifteen metres apart, with imaginary lines marked by marker cones. Half way between the teams put a scarf on the ground.


name: Sneaking Up Statues
category: jocuri-cercetasesti
subcategory: stealth
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 222-223
skills_developed: stealth, observation, teamwork
difficulty_level: usor
keywords: sneaking, freeze, statues, teams
tags: ["indoor", "active"]
language: en
normalized_name: sneaking up statues
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams at either end of the playing area try to sneak up on the leader while the leader alternates facing each team. A scout must be completely still when the leader faces them. First scout to tag the leader earns a point.

rules:
Two teams at either end with leader in the middle. Leader faces one team or the other. When facing away from a team, one of their scouts moves forward. When the leader turns and faces a scout, he must have already stopped. Seen moving = sent back to try again. First scout to tag the leader gets a point. First to twenty points or most after fixed time wins.

source_excerpt:
When you are facing away from a team, one of their scouts can come towards you. When you turn and face him, a scout from the other team can do the same. However, when you turn and face a scout he must have already stopped moving.


name: Snowballs I
variations: Try it four-way. Use bean bags. Use actual snowballs.
category: sports-active
subcategory: throwing
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 223
materials_category: materiale diverse
materials_list: loads of newspaper, chalk
skills_developed: throwing, teamwork, speed
difficulty_level: usor
keywords: snowballs, newspaper, teams, throwing
tags: ["indoor", "active", "energetic"]
language: en
normalized_name: snowballs 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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams throw scrunched newspaper snowballs into each other's half. The team with fewer snowballs on their side when 'Stop!' is called wins.

rules:
Two teams with a line across the middle, a team on each side. Give each team newspapers and two minutes to scrunch up snowballs. On 'Go!' teams throw snowballs into the other team's half. No kicking. Snowballs landing on your side can be thrown back. After a period, shout 'Stop!' — continuing to throw after 'Stop' adds five snowballs to that team. Team with fewer snowballs wins.

source_excerpt:
Put the scouts into two teams and mark a line across the middle of the hall or use benches. Put a team either side. Give each team a couple of newspapers and two minutes to scrunch up as many snowballs as possible.


name: Snowballs II
category: sports-active
subcategory: throwing
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 223
materials_category: echipament
materials_list: volleyball net, tarpaulin, loads of newspaper
skills_developed: throwing, teamwork, speed
difficulty_level: usor
keywords: snowballs, newspaper, net, blind
tags: ["indoor", "active", "energetic"]
language: en
normalized_name: snowballs 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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams on either side of a volleyball net covered with a tarpaulin throw newspaper snowballs over the net. The team with fewer snowballs on their side when 'Stop!' is called wins.

rules:
Two teams either side of a volleyball net with a tarpaulin draped over so teams can't see each other. Give newspapers and two minutes to scrunch snowballs. On 'Go!' throw snowballs over the net. After a period shout 'Stop!' — continuing after stop adds five snowballs. Team with fewer snowballs wins.

source_excerpt:
Put the scouts into two teams either side of a volleyball net which has a tarpaulin draped over it so that teams can't see each other.


name: Snowballs!
category: sports-active
subcategory: throwing
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 223-224
materials_category: materiale diverse
materials_list: several newspapers, sticky tape, benches or chalk
skills_developed: throwing, teamwork, speed
difficulty_level: usor
keywords: snowballs, newspaper, four teams, corners
tags: ["indoor", "active", "energetic"]
language: en
normalized_name: snowballs!
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Four-team newspaper snowball battle in four corners of the hall. After a whistle, the two teams with most snowballs in their corners are eliminated. Play continues between the remaining two teams.

rules:
Four teams in corners of a cross marked on the floor. Each scout gets ten sheets of newspaper to scrunch and tape into snowballs. On 'Go!' throw snowballs out of your corner. When the whistle goes, the two teams with the most snowballs in their corners are out. Snowballs thrown after whistle add five to that team's count. Remaining two teams play again; team with fewer snowballs wins the final.

source_excerpt:
Put the scouts into four teams and mark a cross on the hall floor, from walls to walls. Put a team in each corner. Give each scout ten sheets of newspaper each for them to scrunch up tightly and to then wrap sticky tape around them.


name: Someone's Nicked my Woggle!
category: jocuri-cercetasesti
subcategory: deduction
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 224-225
skills_developed: deduction, observation, speed
difficulty_level: usor
keywords: woggle, thief, policeman, deduction, circle
tags: ["indoor", "active"]
language: en
normalized_name: someone's nicked my woggle!
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One scout is the thief, one is the policeman. The leader gives clues about the thief's identity; the policeman guesses. When correct, the policeman and thief race around the back of the circle. If the policeman tags the thief, they stay on.

rules:
Scouts sit in a circle. Leader is victim, one scout is policeman (known), one scout is thief (secret). Leader announces 'Someone's stolen my woggle!' The policeman asks for a description and the leader gives one clue at a time. Policeman guesses; leader says yes/no. When correctly identified, policeman and thief race around circle in the same direction. If tagged, policeman stays on and a new thief is chosen. If not tagged, thief becomes policeman.

source_excerpt:
You say, dramatically, "Someone's stolen my woggle!" The policeman then asks, "What did he look like?" Then you give one piece of information, not always particularly helpful.


name: Space Hoppers
category: sports-active
subcategory: hopping
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 225
materials_category: echipament
materials_list: chalk
skills_developed: balance, agility
difficulty_level: usor
keywords: hopping, rectangle, obstruct
tags: ["indoor", "active"]
language: en
normalized_name: space hoppers
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One scout hops in the middle of a rectangle. Others try to hop across without being obstructed. Those who put a foot down join the middle. Those who make it across must cross back again.

rules:
Mark a large rectangle and put one scout in it hopping. Other scouts try to hop across one at a time. The middle scout can obstruct but not stop them. Putting a foot down or falling over means joining the middle. Scouts who make it to the other side wait, then all hop back together. Those who make it back to the start are the winners.

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


name: Space Hoppers
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 225
materials_category: chalk
materials_list: chalk
skills_developed: balance, agility
difficulty_level: mediu
keywords: hopping, balance, hall game
tags: ["indoor", "active"]
language: en
normalized_name: space hoppers
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts attempt to hop across a large rectangle marked in the hall while a scout in the middle obstructs them. Any scout who puts a foot down joins the obstructing group. Those who make it must also return across.

rules:
Mark a large rectangle across the hall and put one scout in it, hopping. Other scouts attempt one at a time to hop across to the other side. The space hopper cannot stop them but can obstruct. Any scout that puts his foot down joins the middle. All who made it across then go back together. Those who make it back are the winners.

source_excerpt:
The space hopper scout in the middle cannot stop them, but he can obstruct them. Any scout that puts his foot down or falls over joins the space hopper and stays in the middle to help obstruct.


name: Speedy Scout
category: creative-stem
subcategory: maths
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 225-226
skills_developed: mental arithmetic, quick thinking, concentration
difficulty_level: mediu
keywords: maths, arithmetic, fingers, pairs, speed
tags: ["indoor", "educational"]
language: en
normalized_name: speedy 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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts pair up and on 'Go!' show between zero and ten fingers each. They then calculate a sum the leader specified just before 'Go!'. First with the correct answer advances. Eventually one Speedy Scout champion is found.

rules:
Put scouts into pairs with hands behind backs. Leader announces the calculation type, then says 'Go!' Scouts bring hands forward showing fingers (0-10 each). First to correctly answer the given sum advances to the next round. Sums can include addition, subtraction, multiplication, squares, cubes, halving, etc.

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


name: Speedy Scout
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 225
skills_developed: mental arithmetic, quick thinking
difficulty_level: mediu
keywords: maths, pairs, mental
tags: ["indoor", "pairs"]
language: en
normalized_name: speedy 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts compete in pairs by showing random numbers on their fingers and solving a mathematical operation (addition, subtraction, multiplication, etc.) called out by the leader. The first to answer correctly advances to the next round.

rules:
Put scouts into pairs. They put hands behind backs. On 'Go!' they bring both hands round showing between none and ten fingers. They then carry out the sum called just before 'Go!'. The first scout to answer correctly goes to the next round until a champion emerges.

variations:
Sums could include: addition, subtraction, multiplication, square or cube of a number, half the sum, largest to the power of the smallest.

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


name: Spider and Flies
category: sports-active
subcategory: tag
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 225-226
materials_category: echipament
materials_list: rope
skills_developed: agility, evasion
difficulty_level: mediu
keywords: spider, flies, rope, tag, circle
tags: ["indoor", "active"]
language: en
normalized_name: spider and 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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One scout (the spider) is attached by rope to the ceiling and moves in a circle. Other scouts (flies) must stay within the spider's reach and try to avoid being tagged. Last fly becomes the new spider.

rules:
Tie a length of rope to the ceiling and put the other end around a scout's waist (spider). Enough slack for the spider to move in a circle of two to three metre diameter. Other scouts (flies) must stay within reach of the spider, who tags them. Tagged flies are out. Last fly remaining becomes the spider.

source_excerpt:
Tie a length of rope to the ceiling and put the other end round the waist of a scout (spider). Have enough slack in the rope for the scout to be able to move about in a circle with a two to three metre diameter.


name: Spider and Flies
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 225-226
materials_category: rope
materials_list: rope
skills_developed: agility, evasion
difficulty_level: usor
keywords: tag, rope, spider
tags: ["indoor", "active"]
language: en
normalized_name: spider and 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A scout (spider) is tied to the ceiling by a rope and must tag other scouts (flies) who must stay within the spider's reach. The last fly remaining becomes the spider.

rules:
Tie a length of rope to the ceiling with the other end round a scout (spider). The rope allows a 2-3 metre diameter circle of movement. Other scouts (flies) must stay within reach. Spider tags flies who are then out. Last fly becomes the spider.

source_excerpt:
Tie a length of rope to the ceiling and put the other end round the waist of a scout (spider). Have enough slack in the rope for the scout to be able to move about in a circle with a two to three metre diameter.


name: Spies and Smugglers
category: wide-games
subcategory: smuggling
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 226-227
materials_category: papetarie
materials_list: two long lengths of rope, two sets of contraband cards with values, pen, paper
skills_developed: strategy, teamwork, speed, evasion
difficulty_level: dificil
keywords: smugglers, spies, contraband, wide game, tagging
tags: ["outdoor", "wide-game", "active"]
language: en
normalized_name: spies and smugglers
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams (Spies and Smugglers) compete over multiple rounds. Smugglers try to move contraband cards into the Spies' base without being tagged. Points are scored based on value of contraband delivered; tagged smugglers lose their contraband.

rules:
Two teams set up bases at either end of the playing area (inside roped areas = safe). Smugglers get a contraband card at random. On 'Go!' smugglers try to get contraband into the Spies' base without being tagged. If successful they return for another item. If tagged, give contraband to the Spy and return to base. After a time, game stops, teams swap roles. Points from contraband value minus 200-point penalties for refusing to surrender contraband. Team with more points wins.

source_excerpt:
On "Go!" the Smugglers have to get their contraband into the Spies' base without being tagged. If they get into the base they give their contraband to a leader and return for another item.


name: Spies and Smugglers
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 226-227
materials_category: equipment
materials_list: two long lengths of rope, cards with contraband values, pen and paper
skills_developed: strategy, speed, teamwork
difficulty_level: mediu
keywords: smugglers, wide game, outdoor
tags: ["outdoor", "wide game", "teams"]
language: en
normalized_name: spies and smugglers
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A wide game where Smugglers try to carry contraband cards into the Spies' base without being tagged. Each piece of contraband has a different point value, and tagged smugglers must surrender their card.

rules:
Two teams set up bases at either end. Smugglers carry contraband cards and try to reach the Spies' base without being tagged. Tagged smugglers surrender contraband and return for another. After time, teams swap. Points from contraband minus 200-point penalties are tallied.

source_excerpt:
On "Go!" the Smugglers have to get their contraband into the Spies' base without being tagged. If they get into the base they give their contraband to a leader and return for another item.


name: Spin the Plate
category: jocuri-cercetasesti
subcategory: circle 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 227
materials_category: echipament
materials_list: 1 plate, 1 tennis ball
skills_developed: coordination, reaction speed
difficulty_level: usor
keywords: plate, ball, circle, spinning, chance
tags: ["indoor", "active"]
language: en
normalized_name: spin the plate
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A plate is spun on its side while a ball is passed from scout to scout in a circle. The scout holding the ball when the plate stops is out, as is any scout who drops the ball.

rules:
Scouts sit in a large circle; give one the ball. Spin a plate on its side as the ball is passed from scout to scout. The scout holding the ball when the plate stops is out, as is any scout who drops the ball at any time.

source_excerpt:
Scouts sit in a large circle and give one of them the ball. Spin a plate (a china dinner plate works well) on its side as the ball as passed from scout to scout.


name: Spin the Plate
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 227
materials_category: equipment
materials_list: 1 plate, 1 tennis ball
skills_developed: coordination, attention
difficulty_level: usor
keywords: circle, plate, ball
tags: ["indoor", "circle game"]
language: en
normalized_name: spin the plate
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts sit in a circle passing a ball from person to person while a plate spins. The scout holding the ball when the plate stops is out.

rules:
Scouts sit in a large circle; one receives the ball. Spin a plate on its side as the ball is passed around. The scout holding the ball when the plate stops is out, as is any scout who drops the ball.

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


name: Spivs, Police, Smugglers
category: wide-games
subcategory: smuggling
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 227-228
materials_category: papetarie
materials_list: small cards numbered 1 to 10 for smugglers, identity cards for police, receipts for spivs
skills_developed: strategy, teamwork, speed, evasion
difficulty_level: dificil
keywords: spivs, police, smugglers, wide game, three teams
tags: ["outdoor", "wide-game", "active"]
language: en
normalized_name: spivs, police, smugglers
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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Three-team wide game run over three twenty-minute rounds. Smugglers try to deliver contraband cards to Spivs through the Police's area. Each team plays each role once. Points are tallied from contraband values and captured cards.

rules:
Three teams: A (Smugglers), B (Spivs), C (Police). Smugglers start with a card valued '5'. Spivs and police keep to their playing areas. Smugglers go anywhere but must pass through police area to reach spivs. Police tag smugglers and take their card, giving them a lower-valued replacement. Smugglers reaching spivs exchange cards for receipts and return for a higher-valued card. After 20 minutes, scores calculated: A-team by cards held, B-team by captured cards, C-team by receipts. Teams rotate roles twice. Highest total after three rounds wins.

source_excerpt:
Put the scouts into three teams, A, B and C. "A" team is the smugglers which you take to one end of the playing area and give them all a piece of contraband, represented by a card with "5" on it.


name: Spivs, Police, Smugglers
variations: Use different colour cards each round to prevent cheating.
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 227-228
materials_category: cards
materials_list: small cards numbered 1-10 for smugglers, identity cards for police, receipts for spivs
skills_developed: strategy, teamwork, negotiation
difficulty_level: dificil
keywords: smugglers, police, wide game, three teams
tags: ["outdoor", "wide game", "teams", "top fifty"]
language: en
normalized_name: spivs, police, smugglers
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A three-way wide game run over three 20-minute rounds. Smugglers carry numbered contraband cards through the police zone to the spivs. Police intercept smugglers, spivs collect cards. Each team rotates through all three roles.

rules:
Three teams: A=Smugglers, B=Spivs, C=Police. Smugglers carry numbered cards, must pass through police area to reach spivs. Police tag smugglers and take their card (lower value replacement given). Spivs receive cards from smugglers and give receipts. After 20 minutes, scores tallied. Teams rotate roles twice.

source_excerpt:
A great three-way team wide game that can be ran over three twenty-minute rounds with five minute breaks in-between. We love it! You cannot have too many scouts in this game, but you need a large playing area.


name: Splat! I
category: jocuri-cercetasesti
subcategory: reaction 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 228
skills_developed: reaction speed, concentration, awareness
difficulty_level: mediu
keywords: Splat, circle, reaction, gun fingers, crouch
tags: ["indoor", "active", "Top Fifty"]
language: en
normalized_name: splat! 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.part14
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A scout in the middle rotates and suddenly points at a scout shouting 'Splat!'. That scout must crouch down while the two scouts beside them face each other and shout 'Splat!'. The last of the two to shout is out. Continues until two scouts remain.

rules:
Scouts in a circle with one in the middle. Middle scout rotates, suddenly points at a scout and shouts 'Splat!'. That scout must crouch down; the two scouts on either side face each other, point gun fingers and shout 'Splat!'. If the middle scout hasn't crouched, they're out. Otherwise the later of the two side scouts to shout is out. Scouts who start to crouch or shoot out of turn are also out. Last two are placed back-to-back.

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


name: Splat! I
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 228-229
skills_developed: reaction speed, attention
difficulty_level: mediu
keywords: splat, circle, reaction
tags: ["indoor", "circle game", "top fifty"]
language: en
normalized_name: splat! 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A reaction game in a circle. The scout in the middle points at a scout shouting 'Splat!'; that scout must crouch while neighbors face each other and shoot. The last of those three to react is out. Ends with a back-to-back duel.

rules:
Scout in the middle rotates and points gun fingers at someone shouting 'Splat!'. That scout must crouch while the two on either side face each other and shout 'Splat!'. If the middle scout hasn't crouched, he is out. Otherwise, the later of the two either side is out. Last two go back to back and duel.

source_excerpt:
A really great game and in our Top Fifty. You have to really be on the ball in this game to have any hope of survival.


name: Splat! II
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 229
source_excerpt: Every bit as fun as Splat I. This is also in our Top Fifty.
skills_developed: reaction speed, attention
difficulty_level: mediu
keywords: splat, circle, reaction
tags: ["indoor", "circle game", "top fifty"]
language: en
normalized_name: splat! 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A variation of Splat! where a pointed-at scout raises fists to head like guns, and the two scouts on either side raise the nearest hand. The last of the three to react is out.

rules:
Scout in the middle points at a scout and shouts 'Splat!'. That scout raises fists to head pointing index fingers up. The two either side raise the hand nearest to the splatted scout. Last of the three to do this is out. Ends with a back-to-back duel.


name: Sponge Ball Croquet
variations: If too easy, scouts make a smaller gap between their legs.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 229
materials_category: ball
materials_list: large sponge ball
skills_developed: accuracy, coordination, teamwork
difficulty_level: usor
keywords: circle, ball, teams
tags: ["indoor", "ball game"]
language: en
normalized_name: sponge ball croquet
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts form a circle and alternate team numbers. A team member in the center tries to roll a ball through the legs of their own team members. Points are scored for successful passes through the correct team's legs.

rules:
Scouts form a large circle touching feet. Alternating numbers 1-4; put a number one in centre, close the gap, number ones raise hands. Centre scout rolls ball through legs of team member. Point per success. Swap with another team member when missed. Team with most points wins.

source_excerpt:
Scouts form a large circle with their feet about fifty centimetres apart and touching the feet of the scout on either side. Number the scouts alternating one, two, three, four.


name: Sponge 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 229-230
materials_category: water
materials_list: 1 sponge per team, 2 buckets per team, water, 1 measuring jug
skills_developed: speed, teamwork
difficulty_level: usor
keywords: relay, water, sponge
tags: ["outdoor", "relay", "water game"]
language: en
normalized_name: sponge 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams relay water from one bucket to another using a sponge. Points are awarded for finishing first and for transferring the most water.

rules:
Put scouts in teams behind a bucket of water. Lead scout puts sponge in water, runs to far bucket, squeezes out, returns. After all have gone, 5 points for first to finish, 10 points for most water transferred. Play several rounds.

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


name: Sponge Relay
variations: Do this one handed.
category: sports-active
subcategory: relay race / water game
content_type: joc
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 632
materials_category: water game supplies
materials_list: 2 basins per team, 1 sponge per team
skills_developed: speed, coordination, teamwork
difficulty_level: usor
keywords: sponge, water, relay, outdoor
tags: ["outdoor", "water game", "relay race", "summer"]
language: en
normalized_name: sponge relay
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part40
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An outdoor water relay race where team members soak a sponge in a full basin and run to an empty basin to squeeze it out. The goal is to transfer as much water as possible to the far basin. Can be played until a water level mark is reached, the nearest basin is empty, or everyone has had a turn.

rules:
A full basin is placed in front of each team and an empty basin 20 paces away. Girls take turns soaking the sponge and running to squeeze it into the far basin, then hand/toss the sponge to the next player. Options for ending: water reaches a mark, nearest basin empties, or everyone has had a turn — measure transferred water to find winner. Variation: do it one-handed.

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


name: Spudisperse!
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 230
materials_category: ball
materials_list: large ball, pen and paper
skills_developed: throwing, agility, reaction
difficulty_level: mediu
keywords: spud, ball, disperse
tags: ["outdoor", "ball game"]
language: en
normalized_name: spudisperse!
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A ball is thrown in the air with a number called. All scouts except that numbered scout disperse. The numbered scout catches the ball and throws it at a scout who gets a 'spud'. Fewest spuds wins.

rules:
Number scouts. Throw ball in air, call a number. All disperse except that scout who catches ball and shouts 'Spud!' — all must stop. He throws ball at someone who gets hit. Hit scout starts again. Scout who misses scores a spud for himself. Scout with least spuds wins.

variations:
Scout with ball can take a couple of paces before throwing. Other scouts may bend or take evasive action without moving feet.

source_excerpt:
He has to catch the ball at then shout out, "Spud!" whereupon all the scouts must stop running (otherwise they're out straightaway) and stand up straight.


name: Square Handball
variations: Every time a point is scored, the scorer swaps with the team member in the corner.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 230-231
materials_category: ball
materials_list: large ball / football
skills_developed: throwing, catching, teamwork, strategy
difficulty_level: mediu
keywords: handball, square, teams
tags: ["outdoor", "ball game", "teams"]
language: en
normalized_name: square handball
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Four teams each have a scout in a corner of an imaginary square. Other scouts compete to pass the ball to their corner scout, scoring a point each time the corner scout catches it.

rules:
Scouts from each team stand in corners of a large square. Ball placed in middle. On 'Go!' scouts rush to pick up ball. No physical contact. Scout with ball must stay and throw. Others intercept but must stay 1 metre away. Point scored when corner scout catches. Team with most points wins.

source_excerpt:
Scouts form four teams. One scout from each team stands in the corner of an imaginary large square shape with his team behind. The distance between corners should be at least ten metres.


name: Squatting
variations: Have two squatters in each circle hoop but still only one leaving each time.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 231
materials_category: chalk
materials_list: chalk or 1 hoop per scout less 2
skills_developed: speed, agility, awareness
difficulty_level: usor
keywords: squatter, circles, tag
tags: ["indoor", "active"]
language: en
normalized_name: squatting
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts occupy marked circles (houses) on the floor. A squatter jumps into a circle displacing the occupant, who must find another. A policeman tries to tag a squatter when not in a house.

rules:
Draw circles for each scout minus two. One is the squatter, one is the policeman. On 'Go!' squatter jumps in a circle saying 'Squatter!' and the occupant must leave and do the same. Policeman tags a squatter outside a circle and they swap roles.

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


name: Squirrel in the Tree
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 231-232
materials_list: pen and paper
skills_developed: speed, teamwork
difficulty_level: usor
keywords: squirrel, tree, circle
tags: ["indoor", "circle game"]
language: en
normalized_name: squirrel in the tree
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams form circles (trees) with one member (squirrel) inside. An extra squirrel tries to get into a tree on 'Change trees!'. The scout left without a tree in most rounds loses.

rules:
Put scouts into teams of 4-5. Teams hold hands in circles with one squirrel inside. One extra squirrel roams. On 'Change trees!' squirrels must change trees. The unsuccessful squirrel waits for next round. Track how many rounds each scout is extra squirrel. Those who are never extra squirrel win.

source_excerpt:
On "Change trees!" the squirrels must leave their tree and get into another one. The squirrel who is unsuccessful waits until the next round and then tries again.


name: Stalk the Marshmallow
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 232
materials_category: food
materials_list: 60cm length of string per scout, marshmallow per scout
skills_developed: patience, persistence
difficulty_level: usor
keywords: marshmallow, string, eating
tags: ["indoor", "food game"]
language: en
normalized_name: stalk the marshmallow
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each scout threads a marshmallow halfway along a string and puts one end in their mouth. They chew along the string without swallowing it until they reach and eat the marshmallow. First to succeed wins.

rules:
Thread marshmallow halfway along string. Scouts put one end in mouth. On 'Go!' chew along the string (dangling from mouth) to reach and eat the marshmallow. First to complete task wins. If string is dropped the scout is out unless they wash and start again.

source_excerpt:
On "Go!" scouts chew along the string with the string dangling out of the mouth rather than swallowing it, until they get to the marshmallow and eat it.


name: Stalkers
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 232
skills_developed: stealth, observation, stalking
difficulty_level: mediu
keywords: stalking, woods, outdoor
tags: ["outdoor", "woods", "stealth"]
language: en
normalized_name: stalkers
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One scout (the stalked) stands in woods, closes eyes, and counts to ten. Others rush towards him. At 'ten' the stalked opens eyes; any scouts he can see must return. This continues until the stalked is tagged.

rules:
One scout (stalked) in woods on hill counts to ten with eyes shut. Others rush from base towards him. At 'ten' he opens eyes; any visible scouts return to base. When no one visible, he shuts eyes and counts again. When tagged, stalked swaps with successful stalker.

source_excerpt:
One scout, the stalked, stands in a woods / on the top of a wooded hill and counts to ten loudly with his eyes shut. As he is counting the other scouts have to rush from their base towards the stalked to try to tag him.


name: Stave Catch I
variations: Call more than one number; only the first scout to catch it stays in.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 232-233
materials_category: equipment
materials_list: 1 stave per scout
skills_developed: reaction speed, agility
difficulty_level: mediu
keywords: stave, catch, reaction
tags: ["indoor", "reaction game"]
language: en
normalized_name: stave catch 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts stand in a circle. The leader in the middle holds a stave upright, calls a number, and releases it. The numbered scout must catch it before it hits the floor.

rules:
Scouts stand in large circle. Leader in middle holds stave upright and calls a number. As number is called, stave is released. That scout must catch it before it falls. Fail = out. Last scout in wins.

source_excerpt:
Hold the stave upright on the floor and call out a number. As you do so, let go of the stave. The scout whose number has been called has to get to the stave and catch it before it hits the floor.


name: Stave Catch II
variations: 'Change 2' means grab the second stave 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 233
materials_category: equipment
materials_list: 1 stave per scout
skills_developed: reaction speed, coordination
difficulty_level: mediu
keywords: stave, catch, circle, reaction
tags: ["indoor", "reaction game"]
language: en
normalized_name: stave catch 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts stand in a circle each holding a stave. On 'Change!' they let go and must grab the stave to their left before it falls. Failing scouts are out.

rules:
Scouts stand in circle with stave in outstretched right hand, upright touching floor. At 'Change!' all let go and grab the stave to their left. Fail = out. Last scout in wins. Penalise those who pass stave, let go early, or hold at angle.

source_excerpt:
Scouts stand in a large circle with a stave in their outstretched right hand, upright and touching the floor. At "Change!" all scouts have to let go of their stave and grab the one to their left.


name: Stave 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 233
materials_category: equipment
materials_list: 1 stave or broom stick per team
skills_developed: jumping, coordination, teamwork
difficulty_level: usor
keywords: stave, hop, relay
tags: ["indoor", "relay", "active"]
language: en
normalized_name: stave 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two lead scouts carry a stave along the line at 30cm off the ground while other scouts jump over it. First team back in original order wins.

rules:
Put scouts into teams in a line. Lead and second scout carry stave at 30cm above ground walking to the back of the line while scouts jump over it. Lead stands at back; second goes to front repeating the exercise. First team back to original order wins.

source_excerpt:
The lead and second scout of each team hold the stave in front of and across the third scout. On "Go!" they walk to the back of the line holding the stave about thirty centimetres off the ground whilst the scouts jump over it.


name: Steal the Bacon
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 233-234
materials_category: food
materials_list: bacon, chalk
skills_developed: stealth, strategy, teamwork
difficulty_level: mediu
keywords: bacon, thief, guard, circle
tags: ["indoor", "teams", "stealth"]
language: en
normalized_name: steal the bacon
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A guard in a circle protects a piece of bacon. Teams take turns sending thieves to steal the bacon within 2 minutes. Each successful thief scores 5 points; each failure scores -1.

rules:
Draw 5m diameter circle. Four teams stand outside. Guard in middle protects bacon. One team's thieves work individually or together for 2 minutes. Fail = -1 point, success = 5 points. Rotate guard and team. Add scores; team with most points wins.

source_excerpt:
One of the teams has all the thieves. Working individually or together they have two minutes to try to steal the bacon from the guard without being tagged.


name: Steal The Bacon
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: pages 51-52
materials_category: equipment
materials_list: 1 hat, scarf, or other 'bacon'
skills_developed: speed, strategy, decision making
difficulty_level: usor
keywords: bacon, tag, teams
tags: ["scouts", "outdoor", "active"]
language: en
normalized_name: steal the bacon
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:
Two equal numbered teams face each other ~30-40 feet apart. A 'bacon' (hat, scarf) is placed between them. When a number is called, the matching player from each team runs out. One must grab the bacon and return to their line without being tagged. If tagged after grabbing, the other team scores. Many creative variations exist involving knowledge questions, math problems, and True/False.

rules:
Number both teams separately 1 to N. On called number, each team's player runs. Grab the bacon = must get back to own line without being tagged. Tag after grabbing = other team scores. No grab and no tag = call additional numbers.

variations:
Tell a story using numbers instead of calling directly. Call multiple numbers for more players. Use two coloured bacons for True/False questions. Use knowledge questions instead of numbers. Use math problems.

source_excerpt:
The SM calls out a number, and each scout with that number runs out and tries to get the object and go back behind his line. Once the object is touched, the scout that touched the object can be tagged by the other scout.


name: Steal The Bacon
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: pages 51-52
materials_category: props
materials_list: 1 hat, scarf or other 'bacon' object
skills_developed: speed, strategy, knowledge recall
difficulty_level: usor
keywords: tag, race, teams
tags: ["outdoor", "indoor", "active", "educational variant"]
language: en
normalized_name: steal the bacon
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:
Two teams line up facing each other, each numbered identically. A 'bacon' object is placed between them. The leader calls a number and those scouts race to grab the bacon and return to their line without being tagged. Multiple variations exist including True/False questions, math problems, and Scouting knowledge questions.

rules:
Leader calls a number; matching scouts from each team race to grab bacon and return to their line. Once bacon is touched, the holder can be tagged. Win by bringing bacon back untouched or tagging the opponent after they grab it.

variations:
Tell a story with numbers embedded. Call multiple numbers. Use two coloured bacons for True/False questions. Use knowledge questions to determine the number. Use math problems.

source_excerpt:
The SM calls out a number, and each scout with that number runs out and tries to get the object and go back behind his line. Once the object is touched, the scout that touched the object can be tagged by the other scout.


name: Steal the Bacon
category: sports-active
content_type: joc
source_file: BOY-SCOUT-GAMES.pdf
source_files: ["BOY-SCOUT-GAMES.pdf"]
page_reference: page 25
materials_list: one neckerchief
skills_developed: speed, agility, strategy
difficulty_level: usor
keywords: steal, bacon, neckerchief, tag
tags: ["active", "indoor", "outdoor"]
language: en
normalized_name: steal the bacon
extraction_confidence: high
source_id: f3f24d6f_boy_scout_games
source_ids: ["f3f24d6f_boy_scout_games"]
chunk_key: f3f24d6f_boy_scout_games.part02
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two numbered teams face each other; when the leader calls a number, both scouts with that number dash to grab the neckerchief ("bacon") and get home before being tagged. Score for carrying home or tagging the carrier.

rules:
Troop in two teams, lines up with 30 feet between the lines. Teams face each other and number through. The "bacon" - neckerchief - lies on the ground in the center. The leader calls a number and the two scouts with that number dash out, each trying to seize the "bacon" and get home before the other tags him. Score one point for getting safely home or for tagging Scout trying to carry "bacon" home.

source_excerpt:
The leader calls "5's" and the two "5's" dash out, each trying to seize the "bacon" and get home before the other "5" tags him.


name: Steal the Bacon II
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 234
materials_category: food
materials_list: bacon, chalk, 2 blindfolds
skills_developed: listening, direction-following, teamwork
difficulty_level: mediu
keywords: bacon, blindfold, directions
tags: ["indoor", "blindfold game"]
language: en
normalized_name: steal the bacon 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two blindfolded scouts from different teams, after being spun around, must find and retrieve the bacon while their teammates shout directions. First back to their place in the circle scores a point.

rules:
Draw 5m circle. Two teams numbered. Call a number; blindfold and spin those two scouts three times. On 'Go!' they find the bacon and bring it back to their place. Teammates shout directions. First back with bacon scores a point. Continue with other numbers.

variations:
No directions allowed. Opposing scout can try to grab bacon before it's back in the circle. Scouts need not return to their place once they grab the bacon.

source_excerpt:
On "Go!" they have to find the bacon, grab it and bring it back to their place in the circle, with their team mates shouting directions. The first scout back with the bacon gets one point for his team.


name: Step Tag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 234
materials_category: blindfold
materials_list: 1 blindfold
skills_developed: spatial awareness, evasion
difficulty_level: mediu
keywords: tag, blindfold, step
tags: ["indoor", "blindfold game"]
language: en
normalized_name: step 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A blindfolded scout tries to tag others. During any round, scouts may move up to three steps; after that they can only duck or lean. Tagged scout becomes 'It'.

rules:
Scouts spread around playing area. One blindfolded scout tries to tag another. Each round scouts may move up to three steps. After that they cannot move feet but can duck or lean. First tagged becomes 'It'. Winners are those never tagged.

source_excerpt:
During any round the scouts may move up to three steps. After that they cannot move their feet but can duck or lean.


name: Stepping Stones
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 234-235
materials_category: equipment
materials_list: 1 blindfold per team, newspaper, chalk
skills_developed: communication, trust, listening
difficulty_level: mediu
keywords: stepping stones, blindfold, newspaper, directions
tags: ["indoor", "blindfold game", "teamwork"]
language: en
normalized_name: stepping stones
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One blindfolded scout per team must be directed by teammates to walk across the hall stepping only on sheets of newspaper. Any misstep sends them back to start.

rules:
Mark start and finish lines. One blindfolded scout per team. Newspaper sheets on floor. On 'Go!' teammates direct their blindfolded member to cross the hall stepping only on newspaper. Misstep = return to start. First blindfolded scout to cross the finish line wins.

source_excerpt:
On "Go!" scouts have to direct their team member to the other end of the hall whilst treading only on the newspaper. If he does not tread cleanly on any sheet of paper he has to go back to the beginning.


name: Stepping Stones II
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 235
materials_category: equipment
materials_list: 5 hoops, chalk
skills_developed: balance, coordination
difficulty_level: mediu
keywords: stepping stones, hoops, balance
tags: ["indoor", "balance game"]
language: en
normalized_name: stepping stones 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams take turns crossing the hall by stepping only inside hoops placed between the lines. Falling or mistepping is out. Course becomes more difficult each round by moving or removing hoops.

rules:
Two teams behind lines at each end. Hoops placed between lines. One scout from each team crosses to the other side stepping only in hoops. If they fall or miss, they are out. Next two go when both arrive. Make course harder by moving or removing hoops. First team to complete course wins.

source_excerpt:
Between the lines place the hoops. On "Go!" one scout from each team crosses to behind the other line. They must only step inside the hoops and not fall over or they are out.


name: Stepping Stones III
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 235
materials_category: equipment
materials_list: chalk, 3 house bricks per team
skills_developed: coordination, patience, balance
difficulty_level: mediu
keywords: stepping stones, bricks, relay
tags: ["indoor", "relay"]
language: en
normalized_name: stepping stones 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts use three house bricks to progress across the hall. They place two bricks, step onto the third, lift the rear one and repeat. First team to cross and return wins.

rules:
Teams behind line. Lead scout gets three bricks. Put two down in front, third ahead, step on it, lift rear brick, move forward. Progress to far line, pick up bricks, run back to team. First team to have all cross and back wins. Any foot touching ground = restart.

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


name: Stepping Stones IV
variations: Can also be played as a time trial round a circuit with cones marking start and end.
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 235-236
materials_category: paper
materials_list: 2 sheets of paper per scout plus 1 extra per team, 4 marker cones
skills_developed: teamwork, coordination, communication
difficulty_level: mediu
keywords: stepping stones, paper, teamwork, river
tags: ["indoor", "teamwork", "top fifty"]
language: en
normalized_name: stepping stones iv
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams move together across a 'river' using paper sheets as stepping stones, passing them forward. Every scout must keep feet on paper at all times. A misstep sends the whole team back.

rules:
Teams line up behind cones. Each scout has two sheets of paper for their feet. One extra sheet at the back. On 'Go!' teams move together across the river passing the extra sheet to the front. Each scout steps forward one foot at a time. Any foot off paper = whole team returns to start. First team across wins.

source_excerpt:
This is fun relay race and is in our Top Fifty. Even though we've figured out how to do it, it's fun because it's a team effort, all working very much together.


name: Stick Insect Hunt
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 236
materials_category: equipment
materials_list: coloured toothpicks
skills_developed: observation, camouflage awareness
difficulty_level: usor
keywords: camouflage, toothpicks, outdoor, observation
tags: ["outdoor", "nature", "educational"]
language: en
normalized_name: stick insect 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Coloured toothpicks are scattered in a grassy area. Scouts must gather as many as possible. Some are harder to spot depending on background colour, illustrating camouflage principles.

rules:
Scatter coloured toothpicks in a grassy area. On 'Go!' scouts gather them up. Scout with most wins. Serves as introduction to camouflage and visibility in wide games.

source_excerpt:
Scouts will soon learn that some are much more easily found than others, depending on the colour of the pick and the background. This game serves as a useful introduction to how to be less visible when playing wide games.


name: Stick Wrestle
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 236
materials_category: equipment
materials_list: 1 broom stick per two scouts
skills_developed: strength, grip, balance
difficulty_level: mediu
keywords: wrestle, stick, pairs, strength
tags: ["indoor", "pairs", "physical"]
language: en
normalized_name: stick wrestle
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts pair off and hold a broom stick with both hands. On 'Go!' they try to wrestle, twist, or pull the stick out of each other's hands.

rules:
Scouts pair off opposite each other holding the stick with both hands. On 'Go!' they wrestle, twist or pull the stick out of each other's hands. Winner is the one who gains sole possession.

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


name: Sticky Glue
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 236-237
skills_developed: speed, teamwork, evasion
difficulty_level: usor
keywords: tag, sticky glue, freeze tag
tags: ["indoor", "tag game"]
language: en
normalized_name: sticky glue
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts must touch one of four 'It' scouts. When the leader says 'Sticky Glue!', scouts run. Tagged scouts stand with legs apart and can only be freed by someone crawling through their legs.

rules:
Four scouts are 'It'. Remaining scouts must touch an 'It'. Leader lists items; when they say 'Sticky Glue!' scouts run. Tagged scouts stand with legs apart, freed only by an untagged scout crawling through. Game ends when all tagged or after set time.

source_excerpt:
When you say "Sticky Glue" all the scouts must run away from the "Its" who will try to tag them. Tagged scouts have to then stand still with their legs apart.


name: Sticky Scout
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 237
materials_category: equipment
materials_list: 1 billy can, 1 blindfold, Post-it Notes
skills_developed: stealth, spatial awareness
difficulty_level: mediu
keywords: stealth, blindfold, Post-it, billy can
tags: ["indoor", "stealth game"]
language: en
normalized_name: sticky 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A blindfolded scout sits in the middle with an upturned billy can. Scouts sneak up to stick a Post-it Note on the can. If the blindfolded scout points at someone and says 'Sticky Scout!', their note is confiscated.

rules:
Scouts in teams form large circle. One blindfolded scout in middle with upturned billy. Each scout has one Post-it. Scouts have 5 minutes to creep up and stick note on billy. Middle scout can point and say 'Sticky Scout!' (as many times as there are scouts) to confiscate notes. Only one scout at a time in circle, 10 seconds max.

source_excerpt:
Give each scout one Post-it Note which are either coloured by team or have the team name on them. Scouts have five minutes to creep up to the scout in the middle and stick their Note on the billy can.


name: Still Life
variations: Scouts must stand instead of sit — makes for a very quick game.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 237
skills_developed: self-control, concentration, observation
difficulty_level: usor
keywords: still, painter, concentration
tags: ["indoor", "quiet game"]
language: en
normalized_name: still life
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One scout is the painter and watches other scouts who must remain perfectly still. The painter taps any scout seen moving, who must then leave. Last remaining scout wins.

rules:
One scout chosen as painter stands in front of others (subjects) who sit and make themselves comfortable. Painter studies them; any slight movement spotted = tap on shoulder and that scout goes to the side. Last scout remaining is the winner.

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


name: Stomp Balloons
variations: Scouts can only stomp with their non-balloon foot. Play in teams.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 237-238
materials_category: balloons
materials_list: 1 balloon per scout, 60cm length of string per scout
skills_developed: agility, awareness, speed
difficulty_level: usor
keywords: balloon, stomp, ankle
tags: ["indoor", "active", "balloon game"]
language: en
normalized_name: stomp 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each scout has a balloon tied to their left ankle. They must stomp on others' balloons without losing their own. Only scouts with intact balloons can stomp. Last scout with an intact balloon wins.

rules:
Blow up balloons and tie one round each scout's left ankle. On 'Go!' scouts stomp on others' balloons with either foot. Scouts can only stomp if their balloon is intact. Burst = sit down. Last scout with intact balloon wins. Best played indoors with shoes removed.

source_excerpt:
Blow up the balloons and tie one round the left ankle of each scout using the string. On "Go!" scouts have to use either foot to stomp on the other scouts' balloons without their own being stomped on.


name: Straw Suckers
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 238
materials_category: equipment
materials_list: 1 straw each, 1 paper tissue per team
skills_developed: coordination, teamwork
difficulty_level: mediu
keywords: straw, tissue, relay, sucking
tags: ["indoor", "relay", "teamwork"]
language: en
normalized_name: straw suckers
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts in teams pass a tissue down the line using straws by sucking and releasing. The tissue must not be touched by hand. If dropped it goes back to start. First team to pass the tissue to the end wins.

rules:
Put scouts in teams in lines. Lead scout sucks tissue against straw end without using hands. Passes to next scout who sucks while lead stops sucking to release. Continue down line. First team to reach end wins. Dropped tissue goes back to start.

source_excerpt:
The lead scout then has to pass the tissue to the scout behind him by getting the second scout to suck the tissue against his straw as the lead scout stops sucking to release it.


name: String
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 238
materials_category: equipment
materials_list: 1 ball of string per team, 1 washer per team
skills_developed: coordination, teamwork, dexterity
difficulty_level: mediu
keywords: string, washer, circle, teamwork
tags: ["indoor", "teamwork"]
language: en
normalized_name: 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team ball-of-string game. A ball of string is passed around the circle, unravelling, with a washer slipped on. Once unravelled, the washer is tied to the end and passed back while scouts wind string back into a ball. First team done wins.

rules:
Teams in circles; one scout gets a ball of string and a washer. Pass ball around, first scout holds the end. As it unravels, first scout slips washer on and passes it along. Once unravelled, last scout ties washer to end. Washer passed back with each scout winding their section. First to rewind into a ball wins.

source_excerpt:
On "Go!" the string is passed from scout to scout with the first scout holding on to the standing end. As the ball is unravelling the first scout slips the washer onto the string and starts to pass that along the string.


name: String Burning
category: supravietuire
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 238-239
materials_category: fire
materials_list: tinder, kindling, matches, long length of string
skills_developed: fire-lighting, survival skills, teamwork
difficulty_level: dificil
keywords: fire, string, survival, tinder
tags: ["outdoor", "survival", "camp"]
language: en
normalized_name: string burning
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams practice fire-lighting skills by building fires from tinder and kindling, racing to burn through a string stretched between two trees. Five matches per team.

rules:
Teach scouts about lighting fires with tinder and kindling. Give 5 matches per team. First team to light a fire that burns through a string stretched 30cm above ground between two trees is the winner. Teams spaced out.

source_excerpt:
Scouts never gather enough tinder and kindling when building a camp fire. This game shows them how much is actually needed.


name: String Burning
category: camp-outdoor
subcategory: Fire Building
content_type: joc
source_file: BOY-SCOUT-GAMES.pdf
source_files: ["BOY-SCOUT-GAMES.pdf"]
page_reference: page 15
materials_category: fire
materials_list: stakes, string, wood, ax or bolo, knife, 2 matchsticks
skills_developed: fire building, tinder preparation
difficulty_level: mediu
keywords: fire building, string burning, outdoor
tags: ["active", "outdoor"]
language: en
normalized_name: string burning
extraction_confidence: high
source_id: f3f24d6f_boy_scout_games
source_ids: ["f3f24d6f_boy_scout_games"]
chunk_key: f3f24d6f_boy_scout_games.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A fire building competition where two-scout teams build a fire under horizontal strings at 18 and 24 inches and race to burn through the top string first.

rules:
Two Scouts per team. Two strings stretched tightly between stakes, one at 18 inches above ground, the other at 24 inches. Team gathers wood, prepares it, and makes a fire lay below the 18-inch string using only natural tinder and wood. On signal, fire is lighted using only the two matchsticks provided. Fire must not be touched or have extra wood added after lighting. First team to burn through top string wins.

source_excerpt:
Two string are stretched tightly between two upright sticks, one string 18 inches above the ground, the other 24. The team gathers wood, prepares it, and makes a fire lay under the horizontal strings.


name: String Maze
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 239
materials_category: string
materials_list: string - large quantity
skills_developed: spatial awareness, touch sense, navigation
difficulty_level: mediu
keywords: maze, string, blindfold, woods
tags: ["outdoor", "woods", "blindfold game"]
language: en
normalized_name: string maze
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A maze is created with string tied between trees. Blindfolded scouts must feel their way through to find the single exit. First to come out of the exit wins.

rules:
Best set up in wooded area. Create string maze tied to trees with large entrance, pathway, side paths, dead ends and one exit. Blindfold scouts and send them towards the entrance. They feel their way through. First to come out of the exit wins.

source_excerpt:
Make a maze with string, mainly tied to trees. Have a large entrance, then bring the string together from either side to form a pathway. Make sure that there are plenty of side paths and dead ends, with only one exit.


name: String the Buttons
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 239
materials_category: craft
materials_list: length of string per pair, 30 assorted buttons per pair
skills_developed: dexterity, coordination, teamwork
difficulty_level: usor
keywords: buttons, string, threading, dexterity
tags: ["indoor", "pairs", "dexterity"]
language: en
normalized_name: string the buttons
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Pairs of scouts race to thread 30 assorted buttons onto a knotted string. First pair to thread all buttons, or pair with most after set time, wins.

rules:
Pairs get a length of string with a knot at one end and 30 assorted buttons. On 'Go!' they thread buttons onto the string. First pair to thread all or most buttons after set time wins.

source_excerpt:
On "Go!" they have to start threading the buttons onto the length of string. The first pair to thread all their buttons, or the pair with the most buttons threaded after a set amount of time, is the winner.


name: Submarines
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 239
materials_category: chalk
materials_list: chalk or circular newspaper discs
skills_developed: speed, agility, awareness
difficulty_level: usor
keywords: submarine, circles, dive
tags: ["indoor", "active", "top fifty"]
language: en
normalized_name: submarines
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts wander around small circles (submarines) drawn on the floor. On 'Submarine dive!' each scout must stand with both feet in a circle. The scout who doesn't make it is out. Last vacant submarine winner stands in it.

rules:
Draw circles one less than scouts. Scouts wander around. On 'Submarine dive!' each must stand with both feet in a circle, one per circle. Scout without a circle is out and stands still when game restarts. Eventually one empty submarine remains. Scout who stands in it in the last round wins.

source_excerpt:
A truly fantastic game in the Top Fifty. It calls for speed and cunning which is why Peter never wins.


name: Submarines
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 53
skills_developed: teamwork, strategy, physical endurance
difficulty_level: dificil
keywords: dark game, crawling, light switch
tags: ["indoor", "active", "dark", "physical"]
language: en
normalized_name: submarines
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:
In a pitch black room with light switches at each end, the troop is split in half. Each half starts near their light switch on hands and knees. On signal, scouts crawl to turn on the light at the other end while protecting their own. Physical contact may occur in the dark.

rules:
Scouts stay on hands and knees throughout. Goal is to reach and switch on the light at the other end while preventing opponents from doing the same.

source_excerpt:
In a large, pitch black room, with light switches on each end, the troop is split in half. Each half gets on their hands and knees near the light switch that they are protecting. On the Scoutmaster's signal, the scouts, staying on their hands and knees, attempt to turn on the light on the other end of the room while protecting their own.


name: Submarines and Minefields
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 239-240
materials_category: blindfolds
materials_list: scout scarves
skills_developed: agility, evasion, teamwork
difficulty_level: mediu
keywords: submarine, minefield, blindfold
tags: ["indoor", "blindfold game"]
language: en
normalized_name: submarines and minefields
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
One team (mines) is blindfolded and stands side by side with arms outstretched. The other team (submarines) must weave through without being touched. Mines may only move arms up and down. Touched submarines are out.

rules:
Two teams. One blindfolded team (mines) lines up side by side, arms outstretched touching neighbors' fingertips. They move arms up and down. Other team (submarines) weaves through one end to the other. Any touched submarine is out; mine that touches drops arm. Count successful submarines. Swap teams, compare.

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


name: Submarines and Minefields
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 53
materials_category: accessories
materials_list: blindfolds (neckers) for minefield team
skills_developed: stealth, spatial awareness, teamwork
difficulty_level: mediu
keywords: blindfold, stealth, minefield
tags: ["outdoor", "indoor", "active"]
language: en
normalized_name: submarines and minefields
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:
Two teams: one forms a blindfolded line (the minefield) standing close with arms spread. The other team quietly tries to sneak through the minefield between the blindfolded players. Each blindfolded player can use each hand once to 'destroy' a ship. After both teams have gone through, the team with the most players through wins.

rules:
Minefield team stands blindfolded in a line, arms spread. Ship team sneaks through silently. Each hand can destroy one ship. After a hand is used it is out of play. Teams swap. Most ships through wins.

source_excerpt:
You split into two teams, one forms a line across the playing field. They are blindfolded and standing close enough together to touch hands. Each hand is a mine that will 'destroy' a ship (a member of the other team.) that team quietly tries to sneak along the line weaving in and out of the mines.


name: Submarines And Minefields
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 38
materials_list: blindfolds for each member of the minefield
skills_developed: stealth, balance, awareness
difficulty_level: mediu
keywords: submarine, minefield, blindfold, sneak
tags: ["indoors", "scouts", "quiet game", "strategy"]
language: en
normalized_name: submarines and minefields
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:
Blindfolded players form a minefield across the hall while the other team tries to sneak through without touching any 'mines' (hands).

rules:
Split into two teams. One team forms a line across the playing field, blindfolded and standing close enough to touch hands. Each hand is a mine. The other team quietly tries to sneak along the line, weaving between feet and between scouts. After a minefield member uses one hand and hits a ship, that hand is out of play. When the whole team has gone through or not, change over. The winning team gets the most ships through the minefield.

source_excerpt:
They are blindfolded and standing close enough together to touch hands. Each hand is a mine that will 'destroy' a ship (a member of the other team.) that team quietly tries to sneak along the line weaving in and out of the mines.


name: Subs and Mines
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 240
materials_category: blindfolds
materials_list: blindfolds
skills_developed: communication, trust, listening, navigation
difficulty_level: mediu
keywords: submarine, blindfold, commander, navigation
tags: ["indoor", "blindfold game", "teamwork"]
language: en
normalized_name: subs and mines
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams alternate as submarines (blindfolded) and mines (scattered). A submarine commander directs each blindfolded teammate through the mines. Points for each submarine that avoids all mines.

rules:
Two or four teams. Submarines (blindfolded one at a time) navigated through mines by a sighted commander. If submarine touches a mine it is blown up and leaves. After all submarines go, teams swap. Most points wins.

variations:
Blindfold all mines except one minefield layer who directs mines to move arms/lean to intercept submarines without moving feet.

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


name: Sumo Scout
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 240-241
materials_category: chalk
materials_list: chalk
skills_developed: balance, strength, agility
difficulty_level: mediu
keywords: sumo, balance, one foot, circle
tags: ["indoor", "physical", "one-on-one"]
language: en
normalized_name: sumo 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two scouts enter a circle on one foot with arms crossed over chest and bounce into each other trying to make the other put their other foot down, uncross arms, step out, or fall.

rules:
Mark a two-metre diameter circle. Two scouts enter on one foot, forearms crossed over chest. They bounce into each other. Loser is the one who puts other foot down, uncrosses arms, steps out of ring, or falls. Winners can play each other for a supreme winner.

source_excerpt:
Mark a two diameter circle on the floor. Call out a number and two scouts enter the circle on one foot with their forearms crossed over their chests. They then have to bounce into each other.


name: Surrounding Net
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 241
skills_developed: running, evasion, teamwork
difficulty_level: usor
keywords: net, surround, catch, tag
tags: ["outdoor", "active", "tag game"]
language: en
normalized_name: surrounding net
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Three scouts form a surrounding net by holding hands and encircle other scouts. When a scout is caught, they join the net. Last three scouts caught form the net next game.

rules:
Three scouts form the surrounding net, holding hands. They surround other scouts who run away but cannot duck under the ends. When two end scouts join hands around a victim, the scout is caught and joins the net. Last three scouts caught win and form the next net.

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


name: Surrounding Net
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 241
skills_developed: teamwork, agility
keywords: tag, net, catching
language: en
normalized_name: surrounding net
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Three scouts are the surrounding net. They hold hands and surround other scouts who can run out of the way but cannot duck under the ends of the net as it closes around them. Every time a scout is caught he joins the surrounding net at one end. The winners are the last three scouts to be caught.

rules:
Three scouts hold hands to form the net. Other scouts try to avoid being surrounded. Scouts cannot duck under the net ends. Caught scouts join the net at one end. The last three to be caught win and form the net in the next game.

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


name: Swamp
category: 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 241
materials_category: stationery
materials_list: pens and paper
skills_developed: nature observation, vocabulary, teamwork
difficulty_level: usor
keywords: nature, observation, SWAMP, words
tags: ["outdoor", "camp", "nature", "educational"]
language: en
normalized_name: swamp
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Teams have 3 minutes to write words for each letter of 'SWAMP' that they can see relating to Stars, Weather, Animals, Minerals, and Plants. Most relevant words wins.

rules:
Give teams a sheet with 'SWAMP'. 'S'=Star (3 min to write words visible or related), 'W'=Weather, 'A'=Animals, 'M'=Minerals, 'P'=Plants. At end, team with most relevant words wins. Scouts may need to explain some.

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


name: Swamp
category: 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 241
materials_category: stationery
materials_list: pens, paper
skills_developed: vocabulary, nature knowledge, teamwork
difficulty_level: usor
keywords: words, nature, teams, SWAMP
language: en
normalized_name: swamp
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team word-association game played outside on camp. Teams are given a sheet with the word SWAMP and must generate as many words as possible related to each letter's assigned topic (Star, Weather, Animals, Minerals, Plants) within three minutes each.

rules:
Put scouts into teams and give each team a sheet with SWAMP written on it. S=Star, W=Weather, A=Animals, M=Minerals, P=Plants. Teams have three minutes to write down as many relevant words as they can for each topic. The team with the most relevant words is the winner.

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


name: Swamp
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 4
materials_list: chairs
skills_developed: balance, teamwork, coordination
difficulty_level: mediu
keywords: chairs, patrol, race, balance
tags: ["indoor", "team"]
language: en
normalized_name: swamp
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part01
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Each patrol stands on chairs — one fewer chair than the number of patrol members. The patrol lines up and races to the top of the hall and back without stepping off the chairs.

rules:
One fewer chair than patrol members. Patrol must travel on chairs to the top of the hall and back without touching the floor.

source_excerpt:
Each patrol stands on chairs on less then the number in the patrol/Six/lodge.(A group of six use 5 chairs).Each patrol then line up in a straight line and race up to the top of the hall and back without getting off the chairs.


name: Swedish Longball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 241-242
materials_category: sports equipment
materials_list: 1 tennis ball, 1 bat, 4 markers
skills_developed: batting, running, throwing, teamwork, fielding
difficulty_level: mediu
keywords: longball, cricket, bat, run, ball, teams, running
tags: ["outdoor", "ball game", "teams"]
language: en
normalized_name: swedish longball
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A bat-and-ball team game where batsmen must run around four corner markers while fielders try to hit them below the knee with the ball. Points are scored for completing the run without being hit.

rules:
Two teams, one fields and one bats. Four markers form a large square. The bowler has up to three underarm bowls; the batsman doesn't have to run on the first or second ball but must run on the third. The batsman drops the bat and runs around the four markers. Fielders try to hit him below the knee. A successful run scores a point. Change bowlers regularly. After a set number of bats, swap teams. Most points wins.

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

source_excerpt:
One of the fielders is the bowler and he has up to three underarm bowls at the batsman. If the batsman hits the first or second ball he doesn't have to run, but he has to run on the third ball, whether he hits the ball or not.


name: Sweet Circle
variations: Scouts must answer a question correctly to get a sweet.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 242
materials_category: food
materials_list: plate with Smarties or similar sweets
skills_developed: patience, attention
difficulty_level: usor
keywords: sweets, circle, plate, Smarties
tags: ["indoor", "circle game", "food game"]
language: en
normalized_name: sweet 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts sit in a circle passing a plate of Smarties. When the leader shouts 'Sweet Circle!', the scout holding the plate must pass it on, and the recipient can take a sweet. Continues until all sweets are gone.

rules:
Scouts sit in large circle. Plate of Smarties passed around. Periodically shout 'Sweet Circle!' (without looking). Scout holding plate passes it on; that scout takes a Smartie. Continue until all gone.

source_excerpt:
Periodically (without looking) shout "Sweet Circle!" and the scout that is holding the plate has to pass it on to his neighbour (otherwise it moves round very slowly). That scout can then take a Smartie.


name: Sweet Circle
variations: Scouts have to answer a question correctly to get a sweet.
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 242
materials_category: food
materials_list: plate with loads of Smarties or similar
skills_developed: listening, attention
difficulty_level: usor
keywords: sweets, circle, passing
language: en
normalized_name: sweet 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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts sit in a large circle and pass a plate of sweets around. Periodically the leader shouts 'Sweet Circle!' and the scout holding the plate passes it on and takes a sweet. Continues until all sweets are gone.

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

source_excerpt:
Scouts sit down in a large circle. The plate is passed round. Periodically (without looking) shout "Sweet Circle!" and the scout that is holding the plate has to pass it on to his neighbour.


name: Table Football
variations: Four scouts on pitch with two balls. Scorer stays on; loser is out. Losing all scouts first loses.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 242-243
materials_category: equipment
materials_list: 1 large sponge ball, 2 tables
skills_developed: agility, speed, ball control
difficulty_level: usor
keywords: football, table, sponge ball
tags: ["indoor", "ball game", "teams"]
language: en
normalized_name: table 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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Two teams behind upturned tables try to hit the opposing team's table with a sponge ball. One scout per team is on pitch at a time; after each goal both scouts retire and two more come on.

rules:
Two teams behind upturned tables. Ball in middle. On 'Go!' one scout per team tries to hit opposing table. Goal scored = both scouts retire. Two new scouts come on immediately. After all scouts have played, count goals. Most goals wins.

source_excerpt:
Put the scouts into two teams and position them behind one of two tables at either end of the hall that have been put on their sides. Put the ball in the middle. On "Go!" one scout from each team runs up to the ball and tries to score by hitting any part of the opposing team's table.


name: Table Football
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 242-243
materials_category: sports equipment
materials_list: 1 large sponge ball, 2 tables
skills_developed: kicking, aiming, teamwork
difficulty_level: usor
keywords: football, tables, goals, teams
language: en
normalized_name: table 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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A team game using overturned tables as goals. One scout from each team tries to hit the opposing table with a large sponge ball. When a goal is scored both scouts retire and are replaced. The team with more goals after all scouts have played wins.

rules:
Two teams each stand behind a table on its side. One scout from each team runs to the ball and tries to hit the opposing team's table. When a goal is scored the two scouts retire and two more come on. After every scout has played the goals are counted and the team with more goals wins.

variations:
Play with four scouts on the pitch and two balls. Losing scouts are eliminated while winning scouts return to the back of their team line. The team that loses all its scouts first loses.

source_excerpt:
Put the scouts into two teams and position them behind one of two tables at either end of the hall that have been put on their sides. Put the ball in the middle. On "Go!" one scout from each team runs up to the ball and tries to score by hitting any part of the opposing team's table.


name: Tail Stomp
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 243
materials_category: paper
materials_list: paper, scissors, tape
skills_developed: agility, strategy, speed
difficulty_level: usor
keywords: tails, stomp, paper
tags: ["indoor", "active"]
language: en
normalized_name: tail stomp
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts make paper tails and tuck them in their trousers. Scouts stomp on others' tails to collect them, plus they inherit all the tails the stomped scout had accumulated. Most tails after 5-10 minutes wins.

rules:
Scouts make tails from A4 paper strips. Tuck one tail into trousers. On 'Go!' stomp on others' tails. Stomping must pull tail completely out. Scout without tail can get new one. Each stomp wins that tail plus all tails the stomped scout had. Most tails after 5-10 min wins.

source_excerpt:
Each time a scout stomps on a tail he not only gets to keep it but takes all the tails that the stomped on scout has already accumulated.


name: Tail Stomp
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 243
materials_category: stationery
materials_list: paper, scissors, tape
skills_developed: agility, strategy
difficulty_level: usor
keywords: tails, stomp, paper, accumulate
language: en
normalized_name: tail stomp
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts make paper tails and tuck them into their trousers. They then try to stomp on other scouts' tails. A stomped-on tail is kept along with all the tails that scout had accumulated. The scout with the most tails after five or ten minutes wins.

rules:
Scouts cut A4 paper into strips and tape them together to make tails, then tuck one into the back of their trousers. On 'Go!' scouts tread on other scouts' tails; if the tail comes out completely the stomper keeps it and all the tails that scout had. Scouts who lose their tail get a new one. Most tails after 5-10 minutes wins.

source_excerpt:
Scouts tuck one tail each into the backs of their trousers so that they hang down and trail along the floor. On "Go!" scouts have to tread on other scouts' tails which they can then keep so long as it comes out of the other scouts' trousers completely.


name: Take That!
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 243
materials_category: newspaper
materials_list: rolled-up newspaper
skills_developed: speed, reaction
difficulty_level: usor
keywords: newspaper, circle, chase, whack
tags: ["indoor", "circle game", "active"]
language: en
normalized_name: take that!
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A scout is given a rolled-up newspaper and must hit the scout to their left or right as directed. The hit scout then runs a circuit, chased by the hitter. Everyone gets a turn.

rules:
Scouts stand in a circle with hands behind backs and eyes shut. Leader walks round placing rolled newspaper in one scout's hand, then shouts 'left' or 'right'. That scout whacks the scout in that direction on the backside. Hit scout runs one circuit of the circle, going that way, with hitter following. Make sure everyone gets a go.

source_excerpt:
The scout with the newspaper then has to whack the backside of the scout to his left or right, as instructed. With that the whacked scout must run one circuit of the circle, back to his space, going left or right with the whacker following him.


name: Take That!
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 243-244
materials_category: stationery
materials_list: rolled-up newspaper
skills_developed: listening, running, fun
difficulty_level: usor
keywords: newspaper, circle, whack, running
language: en
normalized_name: take that!
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts stand in a circle with eyes shut and hands behind their backs. The leader places a rolled-up newspaper in one scout's hands, then shouts 'left' or 'right'. That scout whacks the neighbour in that direction, who must then run a circuit of the circle while being whacked by the pursuer.

rules:
Scouts stand in a circle, hands behind backs, eyes shut. Leader places newspaper in one scout's hands. Leader shouts 'left' or 'right'. The scout whacks the designated neighbour, who runs one circuit of the circle (in the instructed direction) while the whacker follows. Make sure everyone gets a go.

source_excerpt:
You walk round the circle and place the rolled-up newspaper in one of the scout's hands. You then shout "left" or "right". The scout with the newspaper then has to whack the backside of the scout to his left or right, as instructed.


name: Talking Trees
variations: Can be played at night with torches. Can be played in teams.
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 244
materials_category: stationery
materials_list: pen, paper, string
skills_developed: code-breaking, navigation, observation, teamwork
difficulty_level: mediu
keywords: trees, message, code, woods
tags: ["outdoor", "woods", "code", "educational"]
language: en
normalized_name: talking trees
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts find words attached to trees in a wooded area, each labelled with a number. They must order the numbered words to decode the complete message and return it to the leader.

rules:
Leader pre-attaches numbered words to trees over a wide area. Scouts go out with pen and paper to find all words and put them in number order to decode the message. First back with correct message wins. Last word may have a full stop; leader may or may not reveal the total word count.

source_excerpt:
You will have already gone round attaching one word of the message to different trees over a wide area. Each part will read something like "6 - SO". The scouts have to put the words in number order so that the message makes sense.


name: Talking Trees
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 244
materials_category: stationery
materials_list: pen, paper, string
skills_developed: orienteering, reading, problem-solving, teamwork
difficulty_level: mediu
keywords: trees, message, outdoor, orienteering
language: en
normalized_name: talking trees
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
An outdoor orienteering-style game where the leader attaches numbered word fragments to trees over a wide area. Scouts search and collect all parts to assemble a hidden message. Can also be played at night with torches or in teams.

rules:
Leader attaches one word of a message (numbered) to different trees over a wide area. Each part reads something like '6 - SO'. Scouts must find all parts, arrange them in number order, and bring the completed message to the leader. First scout back with correct message wins. The last word has a full stop after it. Can be played in teams.

variations:
Can be played at night with torches. Can be played in teams which enables scouts to play more strategically.

source_excerpt:
You will have already gone round attaching one word of the message to different trees over a wide area. Each part will read something like "6 - SO". The scouts have to put the words in number order so that the message makes sense.


name: Tanks
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 244
skills_developed: coordination, trust, strength
difficulty_level: dificil
keywords: tanks, pairs, physical, rolling
tags: ["indoor", "pairs", "physical"]
language: en
normalized_name: tanks
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Pairs of scouts (a 'tank') coordinate together: one lies on their back while the other stands astride them. They grab each other's ankles and on 'Go!' perform a rolling motion to advance across the hall.

rules:
Pair scouts of similar height. First scout lies on back; second stands astride his head facing his toes. First grabs second's ankles, second grabs first's ankles. On 'Go!' second scout dives forward tucking head in as first comes up, over and down. Continue until one pair reaches the other end first.

source_excerpt:
First scout lies on his back. The second scout stands astride first scout's head and facing his toes. First scout grabs second scouts' ankles and lifts his legs in the air.


name: Tanks
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 244
skills_developed: coordination, balance, teamwork
difficulty_level: mediu
keywords: pairs, rolling, teamwork, race
language: en
normalized_name: tanks
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A paired locomotion game where two scouts interlock and roll/tumble across the hall in a synchronized sequence. Pairs race to the other end of the hall.

rules:
Pair scouts of similar height. First scout lies on his back, second stands astride first scout's head facing his toes. First scout grabs second's ankles and lifts legs. Second scout grabs first scout's ankles. On 'Go!' second scout dives forward tucking his head in as first scout comes up and over. Keep going until reaching the other end. Heads must be tucked in to prevent injury.

source_excerpt:
The first scout lies on his back. The second scout stands astride first scout's head and facing his toes. First scout grabs second scouts' ankles and lifts his legs in the air. Second scout grabs first scout's ankles.


name: Target Practice
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 244
materials_category: equipment
materials_list: 1 stone or ball of paper per scout, 1 ladder
skills_developed: accuracy, throwing
difficulty_level: usor
keywords: target, ladder, throwing, accuracy
tags: ["indoor", "throwing game"]
language: en
normalized_name: target practice
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.part15
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts throw stones or balls of paper at numbered gaps between rungs of a ladder on the ground. They must progress through the gaps in order. First to reach the end or gap number 10 wins.

rules:
Put ladder on ground. Number gaps between rungs (1 nearest, higher numbers further away). From nearest end, scouts take turns throwing stone or paper ball into gap 1. Success = try gap 2 next turn. First to reach end or gap 10 wins.

source_excerpt:
Put a ladder on the ground on its back. Number the gaps between the rungs one, two, three, four etc. as they get further away. From the nearest end scouts take it in turn to throw a stone or a rolled up sheet of newspaper into gap number one.


name: Target Practice
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 244-245
materials_category: equipment
materials_list: 1 stone or ball of paper per scout, 1 ladder
skills_developed: aiming, precision
difficulty_level: usor
keywords: ladder, throw, aiming, progression
language: en
normalized_name: target practice
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
Scouts take turns throwing stones or rolled-up newspaper into numbered gaps between rungs of a ladder laid on the ground, progressing through the gaps as they succeed.

rules:
Put a ladder on the ground on its back. Number the gaps between rungs from nearest to furthest. Scouts take turns throwing a stone or rolled-up newspaper into gap number one. If successful they move on to number two on their next turn. First scout to get to the end or gap 10 wins.

variations:
Scouts can play in teams with all team members having to get into gap one before they can move on. Multiple ladders can be used to race teams against each other.

source_excerpt:
Put a ladder on the ground on its back. Number the gaps between the rungs one, two, three, four etc. as they get further away. From the nearest end scouts take it in turn to throw a stone or a rolled up sheet of newspaper into gap number one.


name: Tarp Takeover
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 245
materials_category: equipment
materials_list: 1.2 x 1.8m tarpaulin
skills_developed: balance, teamwork, strategy, physical strength
difficulty_level: mediu
keywords: tarpaulin, takeover, teams, physical
language: en
normalized_name: tarp takeover
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A physical team game where two or four teams compete to get the most members onto a central tarpaulin while pushing opposing teams off. No pulling of clothes permitted.

rules:
Put scouts into two or four teams. Place a tarpaulin in the middle. On 'Go!' scouts try to get on and stay on the tarpaulin while removing other teams' scouts. No pulling of clothes. After one minute count the members of each team on the tarp (one foot on is fine as long as the other is off the floor). Most members on the tarp wins the round. Have several rounds.

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

source_excerpt:
Put the tarpaulin on the floor in the middle and tell the scouts that their team is going to aim to take over the tarpaulin by getting more members on the tarp than any other team and they have one minute.


name: Team Quick
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 245
materials_category: sports equipment
materials_list: 1 small sponge ball, 1 stopwatch
skills_developed: throwing, catching, teamwork
difficulty_level: mediu
keywords: dodge ball, circle, team, catching
language: en
normalized_name: team quick
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A dodge-ball variant where one team stands inside a circle formed by others. Circle scouts throw a ball at the inside team. If a hit player is out, but if the inside team catches the ball, a previously eliminated player returns. The team that survives longest wins.

rules:
Put scouts into teams. One team stands inside a large circle of the remaining scouts. Circle scouts throw the ball at the inside team. Each hit scout is out. If an inside scout catches the ball cleanly or after one bounce, one eliminated scout returns. Play until all inside scouts are out. Each team takes a turn in the middle. The team that survives longest wins.

source_excerpt:
Teams form a large circle with one team inside the circle. Give a circle scout the tennis ball. Scouts that have formed the circle throw the ball at the team inside the circle. Every time a scout is hit they are out and have to leave the circle.


name: Team Shoot Out
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 245-246
materials_category: equipment
skills_developed: aiming, strategy, teamwork
difficulty_level: usor
keywords: water, bottles, shooting, teams
language: en
normalized_name: team shoot 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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A water squirting game where teams try to knock over opponents' bottles on a bench using water jets from washing-up liquid bottles. The team with the last bottle still standing wins.

rules:
Mark plastic bottles with team names. Line them up in random order on the bench. Scouts stand two metres back from the bench. On 'Go!' they knock over other teams' bottles with water jets. The team with the last bottle standing wins.

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

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

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


name: Ten
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 246
materials_category: sports equipment
materials_list: volleyball
skills_developed: passing, interception, teamwork, counting
difficulty_level: mediu
keywords: passing, volleyball, counting, teams
language: en
normalized_name: ten
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A ball-passing team game where a team tries to complete ten consecutive passes while the opposing team tries to intercept. Players cannot move while holding the ball. First team to ten passes wins.

rules:
Two teams throw a volleyball into play. The scout getting it shouts 'One!' and throws to a teammate who shouts 'Two!' etc. to ten. If the other team gets the ball they start counting and the first team goes back to zero. Scouts cannot move while holding the ball. No physical contact. Possession changes on blocks or drops (dropped ball must be passed to opposition).

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

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


name: Tennis Ball Bowls
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 246-247
materials_category: sports equipment
materials_list: 1 tennis ball per scout
skills_developed: aiming, rolling, reaction
difficulty_level: usor
keywords: tennis ball, bowling, legs, teams
language: en
normalized_name: tennis ball 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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A bowling-type team game where scouts stand in a line with legs apart and numbered opponents roll tennis balls to breach their defences. Scouts whose legs are breached are eliminated.

rules:
Scouts form two (or four) teams in lines with legs apart. Number the team members. Give every scout a tennis ball. Call out a number and the so-numbered scouts roll the ball to the opposite team. Scouts whose legs are breached are out and put their tennis ball down to show this. Last team with scouts still in wins.

variations:
Scouts can defend their legs by bending at the waist and using their hands. Scouts can only aim at scouts with the same number, unless all those are out, then they can aim at any scout.

source_excerpt:
Call out a number and the two or four so numbered scouts have to roll the ball to the team opposite. The scout(s) whose legs are breached are out and put their tennis ball down in front of them to show this.


name: Tennis Ball Takeover
variations: Use footballs instead of tennis balls.
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 247
materials_category: sports equipment
materials_list: 6+ tennis balls or footballs
skills_developed: coordination, teamwork, pattern recognition
difficulty_level: mediu
keywords: tennis ball, circle, juggling, pattern
language: en
normalized_name: tennis ball takeover
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A progressive juggling challenge where scouts in a circle throw a tennis ball in a fixed pattern, then add more balls progressively to see how many can be kept in the air simultaneously.

rules:
Scouts form a circle. Give a tennis ball to one scout. He must throw it to a scout in the opposite half. That scout throws it back to a different scout. Eventually each scout should have received the ball and it returns to the first scout. After practice rounds establishing the pattern, introduce a second ball, then a third. If anyone drops a ball everyone stops throwing until it's retrieved.

source_excerpt:
Put the scouts into a circle and give a tennis ball to one of them. Tell him that he must throw it to a scout that is in the half of the circle that is opposite him. That scout must throw it back but to a different scout.


name: Tennis Ball Trial
variations: It doesn't matter which ball you catch, so long as you catch one.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 247
materials_category: sports equipment
materials_list: 1 tennis ball per pair of scouts
skills_developed: reaction time, catching, coordination
difficulty_level: mediu
keywords: tennis ball, circle, simultaneous throw, catching
language: en
normalized_name: tennis ball trial
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A simultaneous throwing and catching game where scouts in a circle hold balls and must all throw and catch at the same time on command. Those who hesitate or drop are eliminated.

rules:
Scouts form a circle. Give a tennis ball to each scout in one half. Scouts in the other half are throwing targets. First scout throws to the scout exactly opposite, who throws back. Even-numbered scouts keep the ball after catching. On '1, 2, 3 - Go!' all scouts immediately throw to their opposite number simultaneously. Scouts are out if they hesitate or don't catch without a bounce. Last pair standing wins.

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


name: Tent Peg Relay
variations: Team members only make one hammer blow at a time, making it longer and more of a team effort.
category: jocuri-cercetasesti
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 247-248
materials_category: equipment
materials_list: 1 wooden and 1 rubber mallet per team, 1 wooden tent peg per scout, 2 marker cones, pen and paper
skills_developed: campcraft, safety awareness, teamwork, technique
difficulty_level: mediu
keywords: tent peg, relay, camping skills, mallet
language: en
normalized_name: tent peg 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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A scouting skills relay race where scouts hammer tent pegs into the ground correctly (right depth, angle and safety). Points are awarded for correct technique rather than just speed. Designed to teach tent erection skills.

rules:
Put scouts into teams behind marker cones. Seven metres away is a pile of mallets and tent pegs. On 'Go!' lead scouts run to the pile, take a mallet and peg, and hammer the peg in correctly (just above the notch, at 45 degrees, safely, with a wooden mallet). They run back for the next scout to repeat. After all pegs are in: 5 points for first team to finish; 1 point per scout for correct depth, angle, safety, and using wooden mallet; deduct 1 point for incorrect or unsafe work. Most points wins.

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


name: The Beaning Range
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 248-249
materials_category: equipment
materials_list: 2 buckets or washing-up bowls, 1 bean bag per scout
skills_developed: aiming, strategy, teamwork
difficulty_level: usor
keywords: bean bag, bucket, throwing, teams
language: en
normalized_name: the beaning range
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A tactical team bean-bag throwing game where scouts take turns attempting to throw bean bags into a bucket. More able throwers should choose the farther bags. This game is suitable for all ages together.

rules:
Put scouts into two teams. Line up bean bags in front of each team leading to buckets beyond. Number scouts and call numbers at random. Two scouts step forward, select a bean bag and throw it into their bucket. Successful shots stay; unsuccessful shots are removed. Continue calling numbers until everyone has gone. Count bean bags in each bucket. Team with most wins. Closer bags are easier but able throwers should aim for farther bags.

source_excerpt:
Call each number out at random. Two scouts step forward, select one bean bag and attempt to throw it into their bucket. Successful shots are left in the bucket, non-successful shots are removed from the play area.


name: The Eagle Catches the Chicken
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 249
skills_developed: agility, teamwork, coordination
difficulty_level: usor
keywords: eagle, chicken, Chinese game, chasing, chain
tags: ["younger scouts"]
language: en
normalized_name: the eagle catches the chicken
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A traditional Chinese chasing game for younger scouts. Scouts chain up as mother hen and chicks while one scout plays the eagle trying to tag the chicks one by one.

rules:
Scouts line up one behind the other with hands on the waist of the scout in front. The front scout is mother hen. One scout is the eagle, facing mother hen. On 'Go!' the eagle tags chicks one by one from the back. Chicks can swerve and curl behind mother hen to avoid the eagle. Tagged chicks join behind the eagle. No tagging when either chain is broken. Last chick tagged starts as eagle in the next round.

source_excerpt:
The scout at the front is mother hen and "she" can put her hands on her hips and wave her elbows about. The scouts behind her are her chicks. One scout is chosen to be the eagle, he stands facing mother hen.


name: This is a Woggle
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 249
skills_developed: creativity, scouting knowledge, mime
difficulty_level: usor
keywords: mime, scouting, circle, memory
language: en
normalized_name: this is a woggle
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A scouting-themed mime and memory game where scouts in a circle take turns naming and miming a scouting item. Those who can't think of an item, hesitate, or mime badly are eliminated.

rules:
Scouts stand in a circle. The first scout says 'This is a [scouting item]' and draws/mimes the item in the air, then does something with it (e.g. putting it on a scarf). Play continues round the circle, each scout naming a new scouting item. Scouts are out if they can't think of an item, hesitate, or mime too poorly. Last scout standing wins.

source_excerpt:
Scouts stand in a circle and one starts by saying, for example, "This is a woggle" and draws the shape of the item in the air, then does something with it, such as putting it on a scarf. Play continues round the circle, with each scout saying a new item.


name: Three Ball Throw
variations: Without moving feet, any ball caught from the thrower is an instant out. Can be played in teams.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 249-250
materials_category: sports equipment
materials_list: 3 tennis balls, 1 bucket, 1 stump
skills_developed: throwing, running, reaction
difficulty_level: mediu
keywords: balls, bucket, stump, runs
language: en
normalized_name: three ball throw
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.part16
created_at: 2026-05-29 18:08:36
updated_at: 2026-05-29 18:08:36
description:
A scoring game where one scout throws three balls into the playing area and then races around a stump and back to score runs before all three balls are returned to the bucket.

rules:
Scouts are positioned anywhere in the playing area. One scout (the thrower) stands by the bucket with three balls. Five metres away is a stump. The thrower throws all three balls into the playing area. Scouts cannot move until the third ball is thrown. Once the third ball is thrown the thrower runs around the stump and touches the bucket to score one run. Runs are counted until all three balls are back in the bucket. Each scout gets three goes as thrower. Scout with most runs wins.

source_excerpt:
The thrower picks out the balls and throws them into the playing area. Scouts cannot move until the third ball is thrown (they may even have to duck). Once the third ball is thrown the thrower has to run round the stump and touch the bucket to score one run.


name: Three Ball Throw
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 63
materials_category: sports
materials_list: 3 tennis balls, 1 box or bucket
skills_developed: throwing, running, teamwork
difficulty_level: usor
keywords: throwing, running, cricket variant
tags: ["outdoor", "active", "ball", "teams"]
language: en
normalized_name: three ball throw
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:
One team bats and one fields. The batter throws three balls away, then scores runs over a marked course while the three balls are returned to the box. The whole team bats; total runs counted. Teams swap and second team tries to beat first.

rules:
Batter throws three balls away, then runs a marked course scoring runs while balls are returned to box. Full team bats; total runs counted. Teams swap.

source_excerpt:
The first batter goes to the box and throws the three balls away. He then scores "runs" over a marked course while the three balls are being returned to the box. The whole team has a bat, and the total runs are counted.


