# activities

name: The Signallers' Game
category: jocuri-cercetasesti
subcategory: signalling
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 7
materials_category: minimal
materials_list: Morse or Semaphore flags, signalling apparatus
skills_developed: signalling, observation, stealth, coordination
difficulty_level: dificil
keywords: signal, Morse, Semaphore, scout
tags: ["outdoor", "wide-game", "advanced"]
language: en
normalized_name: the signallers' game
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A game for good signallers in which the troop is divided into three parties: A. Patrol of expert signallers takes high ground; B. Patrol hides in a stretch of country overlooked by the signallers; C. Patrol attacks, guided by the signallers' Morse or Semaphore directions.

rules:
A. Patrol will be the smallest, but must all be good signallers, and C. Patrol the largest. First, the A. Patrol goes out and takes a position on high ground, or up in a church steeple, or the roof of a house, so as to command a good view of a certain stretch of country. This patrol will take Morse or Semaphore flags, or other signalling apparatus. The B. Patrol will go out and keep under cover in this certain stretch of country overlooked by the signallers or A. Patrol. After B. Patrol has been out fifteen minutes, C. Patrol will advance; then the signallers will signal down to the C. Patrol the position of the hostile B. Patrol. To win, the C. Patrol must capture the Scouts of the B. Patrol by surrounding their hiding-places. A time-limit of, say, two hours should be put upon the game.

source_excerpt:
First, the A. Patrol goes out and takes a position on high ground, or up in a church steeple, or the roof of a house, so as to command a good view of a certain stretch of country. This patrol will take Morse or Semaphore flags, or other signalling apparatus.


name: The Traitor's Letter
category: jocuri-cercetasesti
subcategory: wide-game
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 8
materials_category: minimal
materials_list: letter, tennis-balls or fir-cones
skills_developed: tracking, strategy, stealth, observation
difficulty_level: mediu
keywords: traitor, letter, tracking, wood
tags: ["outdoor", "wide-game", "wood"]
language: en
normalized_name: the traitor's letter
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A scouting game best played in a wood. The troop is divided into 'French' and 'Prussians', with a traitor in the Prussian camp who plants a letter in a marked tree near the centre of the wood. Both sides try to recover the letter, opponents 'shot' with tennis-balls or fir-cones.

rules:
The 'traitor' places the letter in the tree and retires again to his own camp. His perfidy is supposed to have been discovered during his absence, and on his arrival he is arrested. He refuses to divulge the hiding-place of the letter. He is sentenced to be shot. At a given signal from the umpire, the Prussians set out to recover their letter, and try to prevent the French obtaining it, while the French simultaneously leave their camp intent on obtaining the letter. Each Scout is armed with a tennis-ball or with fir-cones if they are to be found. The 'traitor' should be careful when hiding the letter to snap a twig or two, and leave an impression of his boot here and there. When two opponents meet, the one first hit by a ball or fir-cone will be 'out of action'. One mark counts against the French or Prussians for every man out of action. Four marks count to the side who obtains possession of the letter.

source_excerpt:
The best situation for this game is a wood or copse, but it can be played on other ground if necessary. The idea is this: The troop is divided into halves; one half camps one side of the wood and one half the other.


name: Joining Forces
category: jocuri-cercetasesti
subcategory: wide-game
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 8
materials_category: none
skills_developed: strategy, stealth, coordination, scouting
difficulty_level: mediu
keywords: allies, junction, ambush, patrols
tags: ["outdoor", "wide-game"]
language: en
normalized_name: joining forces
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
The troop is divided into four equal sections; two patrols are sent out to opposite directions and represent allied armies trying to join up, while the other two patrols (united at the base) try to prevent the junction by ambushing or capturing one of the allies.

rules:
Patrol No. 1 proceeds to an agreed spot perhaps a mile distant, while Patrol No. 2 is dispatched an equal distance in exactly the opposite direction, the rest of the troop (Patrols 3 and 4) remain at the base as a united force. Patrols 1 and 2 represent allied armies each at warfare with the force lying between them. The supreme object of the allies is to effect a junction of their forces without coming into contact with the enemy, who outnumber either force by two to one. They send out Scouts and dispatch-runners to ascertain the position of the enemy, and to get into touch with their friends. If they are successful in evading their mutual enemy, and in joining up their full forces, then they are considered winners. The whole duty of the combined patrols is to prevent this junction from taking place by hindering all attempts at communication, and, if possible, by surrounding or ambushing one or other of the allies.

source_excerpt:
The troop should be divided into four equal sections (if it consists of four patrols, so much the better). Patrol No. 1 proceeds to an agreed spot perhaps a mile distant, while Patrol No. 2 is dispatched an equal distance in exactly the opposite direction


name: Joining Forces
category: jocuri-cercetasesti
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 69-70
skills_developed: strategy, communication, stealth
difficulty_level: dificil
keywords: junction, allied patrols, evasion
tags: ["outdoor", "four-patrol game", "wide game"]
language: en
normalized_name: joining forces
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two allied patrols at opposite ends must reach each other and join forces without being intercepted by two patrols positioned between them.

rules:
Patrols 1 and 2 start one mile apart in opposite directions from the base. Patrols 3 and 4 form the combined enemy force between them. Allied patrols must evade the enemy and join together before the time limit. The enemy wins if they prevent the junction. Allied scouts send dispatch runners to coordinate. Being touched by an enemy Scout counts as capture.

source_excerpt:
Patrols I and 2 represent allied armies each at warfare with the force lying between them, namely, the united Patrols 3 and 4.


name: Spider and Fly
category: jocuri-cercetasesti
subcategory: stalking
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 8
materials_category: minimal
materials_list: distinguishing colours, notebook
skills_developed: hiding, stalking, observation
difficulty_level: mediu
keywords: spider, fly, hide, seek
tags: ["outdoor", "town-or-country"]
language: en
normalized_name: spider and fly
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One patrol acts as the 'spider' and selects a place to hide within a square-mile 'web'; the other patrol goes out a quarter-hour later as the 'fly' to look for the spider. Each side writes down any opponents they spot and their hiding places; marks are awarded by umpires.

rules:
A bit of country or section of the town about a mile square is selected as the web, and its boundaries described, and an hour is fixed at which operations are to cease. One patrol (or half-patrol) is the 'spider,' which goes out and selects a place to hide itself. The other patrol (or half-patrol) goes a quarter of an hour later as the 'fly' to look for the 'spider.' They can spread themselves about as they like, but must tell their leader anything they discover. An umpire goes with each party. If within the given time (say about two hours) the fly has not discovered the spider, the spider wins. The spiders write down the names of any of the fly patrol that they may see; similarly the flies write down the names of any spiders that they may see, and their exact hiding-place. The two sides should wear different colors, or be distinguishable from each other in some manner.

source_excerpt:
A bit of country or section of the town about a mile square is selected as the web, and its boundaries described, and an hour is fixed at which operations are to cease. One patrol (or half-patrol) is the 'spider,' which goes out and selects a place to hide itself.


name: Spider And Fly
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 70
skills_developed: stealth, observation, hiding
difficulty_level: mediu
keywords: hiding, searching, patrol
tags: ["outdoor"]
language: en
normalized_name: spider and fly
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One patrol hides in a defined area (the spider) while the other patrol searches for them (the fly). Both sides record spotted members of the other side.

rules:
A section of country about a mile square is chosen. The spider patrol hides with a 15-minute head start. The fly patrol searches within a fixed time of about two hours. Both sides write down names of opposing members they see (spiders write names of flies spotted; flies write names of spiders and their hiding places). Umpires accompany each party. If the fly does not find the spider by the time limit, the spider wins.

source_excerpt:
If within the given time (say about two hours) the fly has not discovered the spider, the spider wins.


name: Scouting in the Open
category: wide-games
subcategory: hare-and-hounds
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 9
materials_category: minimal
materials_list: red sashes, coloured sashes
skills_developed: stalking, tracking, stamina, hiding
difficulty_level: mediu
keywords: hares, hunters, tracking, cross-country
tags: ["outdoor", "wide-game", "day-long"]
language: en
normalized_name: scouting in the open
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A hare-and-hounds game played across about five miles of country on a hillside. Four boys go out at dawn as hares wearing red sashes; an hour later the rest go out as hunters to find and touch them. Hares can hide but should keep moving.

rules:
Four boys go out to act as hares. They can go together or separately, wherever they please, and though they may hide whenever they like, they should, as a rule, keep moving from one part of the ground to another. Each hare wears a red sash across his shoulder. An hour after the hares have started, the rest of the party, generally numbering sixteen, go out as hunters to find them. The hunters can go all together, or singly, or in pairs - any way they please; but as a rule, the best fun is for the hares to go singly and the hunters in pairs. It is well for the hunters to wear a colored sash. The hunters go looking about till they see a hare, and then they run after him and try to catch him. They only catch him when they touch him.

source_excerpt:
Then, in the early morning, four boys go out to act as hares. They can go together or separately, wherever they please, and though they may hide whenever they like, they should, as a rule, keep moving from one part of the ground to another. Each hare wears a red sash across his shoulder.


name: Scouting In The Open
variations: Best played with hares going singly and hunters in pairs.
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 70
materials_list: red sashes, colored sashes for hunters
skills_developed: hiding, stalking, tracking, endurance
difficulty_level: mediu
keywords: hares, hunters, stalking, open country
tags: ["outdoor", "wide area", "all-day"]
language: en
normalized_name: scouting in the open
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Four hares are released into a large area wearing red sashes. After an hour, sixteen hunters set out to find and touch them, testing both hiding and stalking skills.

rules:
Four boys go out as hares with red sashes across their shoulders. They may hide or move about the area. After an hour the hunters (usually 16) go out to find them. Hunters may go singly, in pairs, or together. Hunters wear colored sashes. A hare is caught when a hunter touches him. The game ends toward evening.

source_excerpt:
Each hare wears a red sash across his shoulder. An hour after the hares have started, the rest of the party, generally numbering sixteen, go out as hunters to find them.


name: Plant Race
category: creative-stem
subcategory: nature
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 9
materials_category: minimal
materials_list: bicycles (optional)
skills_developed: botany, memory, speed, observation
difficulty_level: usor
keywords: plant, specimen, race, nature
tags: ["outdoor", "nature-study"]
language: en
normalized_name: plant race
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts are sent off cycling or on foot in any direction they like to get a specimen of an ordered plant (a sprig of yew, a shoot of ilex, a horseshoe mark from a chestnut tree, a briar rose, etc.). The first Scout to return with the specimen wins.

rules:
Start off your Scouts, either cycling or on foot, to go in any direction they like, to get a specimen of any ordered plant, say a sprig of yew, a shoot of ilex, a horseshoe mark from a chestnut tree, a briar rose, or something of that kind. Choose one that will tax their knowledge of plants and will test their memory as to where they noticed one of the kind required. Quickness should be encouraged by making the first successful Scout who arrives home winner of the game.

source_excerpt:
Start off your Scouts, either cycling or on foot, to go In any direction they like, to get a specimen of any ordered plant, say a sprig of yew, a shoot of ilex, a horseshoe mark from a chestnut tree, a briar rose, or something of that kind.


name: Plant Race
category: camp-outdoor
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 70
skills_developed: botany, observation, speed
difficulty_level: usor
keywords: plants, nature, race
tags: ["outdoor", "nature study"]
language: en
normalized_name: plant race
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts race on foot or bicycle to find and bring back a specimen of a specified plant. The first Scout back with the correct plant wins.

rules:
Scouts start off in any direction to find a specified plant such as yew, ilex, horseshoe chestnut, or briar rose. The first successful Scout to arrive home wins. Speed is encouraged.

source_excerpt:
Start off your Scouts, either cycling or on foot, to go In any direction they like, to get a specimen of any ordered plant, say a sprig of yew, a shoot of ilex.


name: Where's the Whistle?
category: icebreakers
subcategory: sensory
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 9
materials_category: minimal
materials_list: whistle, blindfolds/scarves
skills_developed: listening, orientation, concentration
difficulty_level: usor
keywords: blindfold, whistle, listening, field
tags: ["outdoor", "sensory", "open-field"]
language: en
normalized_name: where's the whistle?
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A capital game in an open field with no cover. Blindfolded Scouts are placed at one end and try to reach a Scoutmaster or Patrol-leader who blows his whistle every now and then at the other end. The first to touch the whistle-holder wins.

rules:
A number of Scouts are blindfolded and placed in a line at one end of the field. Then a Scoutmaster or Patrol-leader goes to the other end, and blows his whistle every now and then. The business of the blindfolded Scouts is to reach the whistle-blower and touch him. The latter may stoop down, but he must not move about. As soon as a Scout touches the person with the whistle, he slips off his scarf and is out of the game. The whistle-holder should see that no boys run into hedges or ditches; if he notices any of them straying, he must blow his whistle and so attract their attention in the right direction. Points are awarded in accordance with the order in which the Scouts reach the whistle-holder.

source_excerpt:
A number of Scouts are blindfolded and placed in a line at one end of the field. Then a Scoutmaster or Patrol-leader goes to the other end, and blows his whistle every now a-ad then.


name: Where's the Whistle?
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 271
materials_category: props
materials_list: 1 blindfold per scout, 1 whistle
skills_developed: listening, orientation, spatial awareness
difficulty_level: mediu
keywords: whistle, blindfold, listening, orientation
tags: ["outdoor", "blindfolded", "senses"]
language: en
normalized_name: where's the whistle?
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part17
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Blindfolded scouts try to locate and tag the leader who blows a whistle every minute at the other end of the area.

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

source_excerpt:
Every minute blow a short blast on a whistle. The first scout to tag you is the winner. You are allowed to stoop down but you can't move from the spot you're at.


name: Fugitives
category: jocuri-cercetasesti
subcategory: tracking
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 9
materials_category: minimal
materials_list: numbered white cardboard discs, tracking irons
skills_developed: stalking, tracking, observation, stealth
difficulty_level: mediu
keywords: fugitive, tracking, numbers, hunt
tags: ["outdoor", "patrol-game"]
language: en
normalized_name: fugitives
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A patrol scouting game. Each Scout pins a numbered white disc to the back of his shirt. One Scout is the 'fugitive', wearing tracking irons or leaving some trail; the rest hunt him. To capture, a hunter must read his number; the fugitive may reverse-capture pursuers by reading theirs.

rules:
Each Scout in the patrol has a round disc of white cardboard, with a number printed plainly upon it, pinned on to the back of his shirt or sweater. One member of the patrol is then chosen as the 'fugitive,' while the rest act as hunters. The 'fugitive,' who wears tracking-irons, or leaves some kind of trail behind him, is given, say, ten minutes' start. The rest of the patrol then start out and endeavor to track him down. As soon as a 'hunter' can get near enough to the fugitive, without being seen, to take down his number, the latter is caught. But if the 'fugitive' can, by any means, turn the tables and get any of his pursuers' numbers, the latter are out of action. As soon as a number is taken down, the Scout who takes it must call it out, to let his captive know he is out of action.

source_excerpt:
Each Scout in the patrol has a round disc of white cardboard, with a number printed plainly upon it, pinned on to the back of his shirt or sweater. One member of the patrol is then chosen as the 'fugitive,' while the rest act as hunters.


name: Fugitives
category: jocuri-cercetasesti
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 70-71
materials_list: numbered discs, tracking irons
skills_developed: tracking, stalking, evasion
difficulty_level: mediu
keywords: fugitive, tracking, stalking
tags: ["outdoor", "patrol game"]
language: en
normalized_name: fugitives
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One Scout plays a fugitive wearing tracking irons, given a head start. The rest of the patrol tracks and hunts him, trying to read the number on his back. The fugitive can also try to read the hunters numbers to eliminate them.

rules:
Each Scout has a numbered disc pinned to their back. The fugitive wears tracking irons and gets a 10-minute start. Hunters track and stalk the fugitive; when close enough to read his number without being seen, they call it out to capture him. The fugitive can also get pursuers numbers to put them out of action. A Scout who has their number called is out of action.

source_excerpt:
One member of the patrol is then chosen as the fugitive, while the rest act as hunters. The fugitive, who wears tracking-irons, or leaves some kind of trail behind him, is given, say, ten minutes start.


name: Compass Points
category: orientare
subcategory: compass
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 10
materials_category: minimal
materials_list: 8 staves, chalk (indoor)
skills_developed: compass-knowledge, memory, agility
difficulty_level: usor
keywords: compass, points, directions, staves
tags: ["skill-test", "indoor-or-outdoor"]
language: en
normalized_name: compass points
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A practice game for learning the points of the compass. Eight staves are arranged in star fashion radiating from a centre; one staff points due North. Eight Scouts stand at the ends representing the eight principal points; when the Scoutmaster calls two points, those two Scouts must change places.

rules:
Eight staves are arranged in star fashion on the ground all radiating from the center. One staff should point due North. One Scout now takes up his position at the outer end of each staff, and represents one of the eight principal points of the compass. The Scoutmaster now calls out any two points, such as SE and N., and the two Scouts concerned must immediately change places. Any one moving out of place without his point being named, or moving to a wrong place or even hesitating, should lose a mark. When changing places, Scouts must not cross the staves, but must go outside the circle of players. When three marks have been lost the Scout should fall out.

variations:
To make the game more difficult sixteen points may be used instead of eight. When played indoors the lines of the compass may be drawn in chalk on the floor.

source_excerpt:
Eight staves are arranged in star fashion on the ground all radiating from the center. One staff should point due North. One Scout now takes up his position at the outer end of each staff, and represents one of the eight principal points of the compass.


name: Compass Points
variations: If some really good players remain, last of each swapping pair to arrive at new point is out.
category: orientare
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 75-76
materials_list: Chalk or 16 staves (if outside)
skills_developed: compass reading, navigation, reaction
difficulty_level: mediu
keywords: compass, points, swap
tags: ["indoor", "outdoor", "navigation"]
language: en
normalized_name: 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.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Sixteen compass point lines marked from a centre. Scouts assigned to points; leader calls two points and those scouts must swap quickly. Wrong or slow movement = out. Must walk round the compass, not over it. Last scout in wins.

rules:
Stand on assigned compass point; swap with called partner. Wrong point, hesitation, or moving when not called = out. Walk around compass, not over it.

source_excerpt:
Mark sixteen lines coming out from a centre point and mark north. Call out the sixteen compass points in random order and one scout in turn has to go and stand at it.


name: Compass Points
variations: Sixteen points may be used instead of eight. When played indoors, lines can be drawn in chalk.
category: orientare
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 45
materials_category: equipment
materials_list: 8 or 16 staves/poles (or chalk)
skills_developed: compass directions, quick reactions
difficulty_level: mediu
keywords: compass, points, swap
tags: ["scouts", "compass", "outdoor"]
language: en
normalized_name: compass points
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Eight staves arranged in a star with one pointing north. One Scout at the outer end of each represents a compass point. The Scoutmaster calls two compass points and those Scouts must immediately swap places without crossing the staves. Moving incorrectly or hesitating loses a mark; three marks and the Scout is out. Can use 16 points for extra difficulty.

rules:
Scouts stand at compass point positions. When their point is called they must swap with another called point without crossing staves. Mistakes or hesitation lose marks; three marks = out. Can expand to 16 points.

source_excerpt:
The Scoutmaster now calls out any two points, such as S.E. and N., and the two Scouts concerned must immediately change places.


name: Compass Points
variations: Can use 16 compass points for added difficulty. Can be played indoors with chalk lines.
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 71
materials_list: staves or chalk
skills_developed: compass reading, reaction time, orientation
difficulty_level: usor
keywords: compass, directions, staves
tags: ["indoor or outdoor", "navigation skills"]
language: en
normalized_name: compass points
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Eight Scouts each stand at the end of a staff arranged in a star pattern representing compass points. When the Scoutmaster calls two compass points, those Scouts must quickly swap places without hesitation or error.

rules:
Eight staves are arranged in a star from the center with one pointing due north. One Scout stands at the outer end of each staff representing one of the eight principal compass points. The Scoutmaster calls any two points and those Scouts swap places. Moving without being called, going to the wrong place, or hesitating loses a mark. Scouts must not cross the staves but go outside the circle. After three lost marks a Scout is out. The game can use 16 points to increase difficulty.

source_excerpt:
Eight staves are arranged in star fashion on the ground all radiating from the center. One staff should point due North.


name: Spot Your Staves
category: wide-games
subcategory: paper-chase
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 10
materials_category: minimal
materials_list: small gummed labels, staves, whistle
skills_developed: tracking, observation
difficulty_level: usor
keywords: paper-chase, labels, staves, trail
tags: ["outdoor", "tracking"]
language: en
normalized_name: spot your staves
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A variation of a paper chase. The hares are provided with small circular gummed labels; every time the trail is dropped, no more than two labels are dropped with it. Hounds search for the labels and stick them on their staves; the Scout with the most labels at the end wins.

rules:
The hares are provided with a number of small circular gummed labels, such as are used by shopkeepers for marking the price on goods. Every time trail is dropped not more than two labels should be dropped with it. As soon as the trail is picked up by a hound, he blows his whistle. The other hounds immediately proceed to the spot and search for the two labels. When found they should be stuck on to the finder's staff, and at the end of the chase the Scout with the most labels wins.

source_excerpt:
This game is played in the same way as an ordinary paper chase, except that the hares are provided with a number of small circular gummed labels, such as are used by shopkeepers for marking the price on goods.


name: Spot Your Staves
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 71
materials_list: gummed labels, staves, whistle
skills_developed: tracking, observation
difficulty_level: usor
keywords: paper chase, labels, staves
tags: ["outdoor"]
language: en
normalized_name: spot your staves
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A paper chase variant where hares drop small gummed labels instead of paper. Hounds who find the labels stick them on their staffs. The hound with the most labels at the end wins.

rules:
Hares are provided with small circular gummed labels. Every time the trail is dropped no more than two labels are left. When a hound finds a label he blows his whistle; other hounds converge to search for the two labels. Found labels are stuck on the finder's staff. The Scout with the most labels at the end of the chase wins.

source_excerpt:
This game is played in the same way as an ordinary paper chase, except that the hares are provided with a number of small circular gummed labels.


name: One Tree Away
category: wide-games
subcategory: capture-the-base
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 11
materials_category: minimal
materials_list: scarves, patrol flags on sticks
skills_developed: agility, strategy, stealth, teamwork
difficulty_level: mediu
keywords: base, trees, stormers, defenders
tags: ["outdoor", "wide-game", "wood"]
language: en
normalized_name: one tree away
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A game played in a wooded area where a base marked by a circle of trees with scarves is defended by one side while stormers try to reach it untouched. A stormer is safe so long as he has one hand on the trunk of a tree, and may demand 'One Tree Away' if crowded by defenders.

rules:
The defenders remain in the base while the stormers retire out of sight. As soon as they have taken up their positions, the umpire blows his whistle three times and the attack commences. The object of the stormers is to get as many men as possible into the base, untouched by the defenders before the umpire's whistle finishes the game. Each man gaining the base untouched scores a point in favor of the stormers; he should sit down well within the base line. No stormer may be touched so long as he has one hand on the trunk of a tree, and should he be unduly crowded by the defenders he may order them 'One Tree Away.' A tree affords protection to only one stormer at a time and may not be held by a defender. If a stormer is touched he must at once proceed to the Prisoners' Camp. Patrol flags tied to small sticks may be borne by some of the stormers, and a stormer who carries his flag into the base may demand the release of a prisoner.

source_excerpt:
For this game a base is marked out, usually by a circle of trees with scarves attached, on fairly level ground free from stumps and loose stones. The next ring of trees encircling this base is the Defense Line


name: One Tree Away
category: jocuri-cercetasesti
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 71-72
materials_list: scarves, patrol flags
skills_developed: tactics, teamwork, agility
difficulty_level: mediu
keywords: trees, base, stormers, defenders
tags: ["outdoor", "woodland"]
language: en
normalized_name: one tree away
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Stormers try to get into a base (circle of trees) past defenders. A Scout is safe while touching a tree trunk. Stormers carrying patrol flags who reach the base can free prisoners.

rules:
Scouts are divided into stormers and defenders. The base is a circle of trees with scarves attached; the Defense Line is the next ring of trees. At a whistle, stormers attack from outside while defenders scout forward. A stormer scores a point by reaching the base untouched. A Scout is safe touching a tree trunk and can order defenders one tree away. Only one stormer per tree. A defender must leave the Defense Line only in pursuit and return after touching or missing. Stormers caught go to the Prisoners Camp. A stormer carrying a patrol flag into the base can free a prisoner.

source_excerpt:
No stormer may be touched so long as he has one hand on the trunk of a tree, and should he be unduly crowded by the defenders he may order them One Tree Away.


name: Finding Places
category: orientare
subcategory: scavenger
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 11
materials_category: minimal
materials_list: plain postcards
skills_developed: observation, orientation
difficulty_level: usor
keywords: places, description, postcards, search
tags: ["outdoor", "country"]
language: en
normalized_name: finding places
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
The Scoutmaster goes for a walk in the country a day or two before this game is played, writing on plain postcards short descriptions of places he passes (such as 'Wooden bridge over stream with three willows near', or 'White five-barred gate near ruined cottage'). On the day the cards are distributed and Scouts discover the places.

rules:
On each card he writes a short description of various places he passes, such as 'Wooden bridge over stream with three willows near,' or 'White five-barred gate near ruined cottage.' On the day the game is played these cards are distributed among the Scouts, who are allowed a certain time, according to local conditions, to discover the places described on their cards and report to the Scoutmaster, who remains at the starting-point all the time. The Scout who returns first wins the game.

source_excerpt:
On each card he writes a short description of various places he passes, such as "Wooden bridge over stream with three willows near," or "White five-barred gate near ruined cottage."


name: Finding Places
category: orientare
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 72
materials_list: postcards
skills_developed: observation, navigation, map reading
difficulty_level: usor
keywords: locations, observation, postcards
tags: ["outdoor", "country"]
language: en
normalized_name: finding places
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
The Scoutmaster prepares postcards describing specific locations in the countryside. Scouts are given cards and must find each location and return to report. The first Scout back wins.

rules:
A day or two before, the Scoutmaster writes short descriptions of specific places on postcards. On game day, cards are distributed to Scouts who have a set time to find each described location and report back. The Scoutmaster stays at the starting point. The first Scout to return wins.

source_excerpt:
On each card he writes a short description of various places he passes, such as wooden bridge over stream with three willows near.


name: Deer-Stalking
category: jocuri-cercetasesti
subcategory: stalking
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 12
materials_category: none
skills_developed: stalking, stealth, silence, observation
difficulty_level: mediu
keywords: deer, stalk, blindfold, silence
tags: ["outdoor", "stalking"]
language: en
normalized_name: deer-stalking
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
The Scoutmaster acts as a deer, not hiding but standing and moving occasionally. The Scouts each try in their own way to creep up to him unseen; any Scout he sees is told to stand up as having failed. After 'Time' is called the nearest wins. Variant: a blindfolded umpire tests stepping lightly.

rules:
The Scoutmaster acts as a deer, not hiding but standing, and moving occasionally now and then. The Scouts go out to find the deer, and each tries in his own way to get up to it unseen. Directly the Scoutmaster sees a Scout he directs him to stand up as having failed. After a certain time the Scoutmaster calls 'Time,' and all stand up at the spot which they have reached, and the nearest wins.

variations:
The same game may be played to test the Scouts in stepping lightly. The umpire being blindfolded. The practice should preferably be carried out where there are dry twigs, stones, gravel and so on lying about. The Scout may start to stalk the blind enemy at one hundred yards distance, and he must do it fairly fast - say in one minute and a half to touch the blind man before he hears him.

source_excerpt:
The Scoutmaster acts as a deer, not hiding but standing, and moving occasionally now and then. The Scouts go out to find the deer, and each tries in his own way to get up to it unseen.


name: Deer-Stalking
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 88-89
materials_category: equipment
materials_list: Blindfold
skills_developed: stealth, awareness, patience
difficulty_level: mediu
keywords: stealth, blindfold, silent, outdoor
tags: ["indoor", "outdoor", "camp"]
language: en
normalized_name: deer-stalking
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part06
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A progressive stealth challenge where scouts must silently approach and tap a leader on the shoulder, first indoors, then in a field, then in woods.

rules:
Leader stands in the middle of a large area with eyes shut or blindfolded. Scouts circle and try to approach silently to tap the leader on the shoulder. If the leader hears a noise, they point in that direction; the scout pointed at is out. A successful tapper remains in. Progress from indoor hall (any distance) to a field (50 metres away) to woods in daylight with 5-minute limit. Scouts who succeed on all three occasions win.

source_excerpt:
Scouts circle you and have to try to approach you slowly and, without being heard, tap you on the shoulder. Any scout that succeeds remains in. If you hear a noise, point in that direction; the scout you are pointing at is out.


name: Deer-Stalking
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 73
materials_list: blindfold (for variation)
skills_developed: stalking, stealth, silent movement
difficulty_level: mediu
keywords: deer, stalking, blindfold variant
tags: ["outdoor", "stalking game"]
language: en
normalized_name: deer-stalking
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
The Scoutmaster acts as a deer, standing and occasionally moving. Scouts try to creep as close as possible without being seen. The nearest Scout when time is called wins. A variation uses a blindfolded umpire to test silent movement.

rules:
The Scoutmaster acts as deer and stands in the open, moving occasionally. Scouts go out and each tries in his own way to approach unseen. When the Scoutmaster sees a Scout he directs him to stand up as having failed. After a set time Scoutmaster calls time and all stand at their current position; the nearest wins. Variation: umpire is blindfolded; Scouts must stalk silently at 100 yards and touch the blind man within 90 seconds.

variations:
A blindfolded umpire tests silent movement; Scouts must touch him within about 90 seconds at 100 yards.

source_excerpt:
The Scoutmaster acts as a deer, not hiding but standing, and moving occasionally now and then. The Scouts go out to find the deer, and each tries in his own way to get up to it unseen.


name: Scout Hunting
category: jocuri-cercetasesti
subcategory: stalking
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 12
materials_category: none
skills_developed: hiding, stalking, strategy
difficulty_level: usor
keywords: hunt, hide, scout, circle
tags: ["outdoor", "stalking"]
language: en
normalized_name: scout hunting
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One Scout is given time to go out and hide himself. The remainder then start to find him. The object of the hidden Scout is to get back to the starting-place as soon as he can without being caught. The seekers advance from the starting-place in a circle, gradually expanding outward.

rules:
One Scout is given time to go out and hide himself. The remainder then start to find him. The object of the hidden Scout is to get back to the starting-place as soon as he can without being caught. The seekers advance from the starting-place in a circle, gradually expanding outward so the further the Scout goes from home to hide himself, the further apart the seekers will be when they reach his hiding-place, but he will then have a longer distance to go to reach home again.

source_excerpt:
One Scout is given time to go out and hide himself. The remainder then start to find him. The object of the hidden Scout is to got back to the starting-place as soon as he can without being caught.


name: Scout Hunting
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 73
skills_developed: hiding, stalking, evasion
difficulty_level: usor
keywords: hiding, searching, evasion
tags: ["outdoor"]
language: en
normalized_name: scout hunting
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One Scout hides while the rest search for him, expanding outward in a circle. The hidden Scout tries to sneak back to the starting place without being caught.

rules:
One Scout hides after being given time. The rest advance from the starting place outward in an expanding circle. The farther the Scout goes to hide, the wider apart the seekers will be, but the longer he must travel to return. The object for the hidden Scout is to return to the starting place without being caught.

source_excerpt:
The seekers advance from the starting-place in a circle, gradually expanding outward so the further the Scout goes from home to hide himself, the further apart the seekers will be when they reach his hiding-place.


name: Shadowing
category: jocuri-cercetasesti
subcategory: stalking
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 12
materials_category: none
skills_developed: stalking, stealth, signalling
difficulty_level: mediu
keywords: shadow, follow, patrol, ambush
tags: ["outdoor", "route-march"]
language: en
normalized_name: shadowing
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A patrol is told off to shadow a party of the enemy advancing through the country. The shadowing patrol must follow as closely as possible; if the enemy spots a shadower they can give chase and capture him by touching him. If the shadowers cannot keep up within two miles or capture more than half the enemy, they are defeated.

rules:
The patrol told off to shadow the rest must follow on as closely as possible, but it is best to send on one or two Scouts ahead, to signal when it is safe to advance. As soon as the enemy see a Scout shadowing them they can give chase, and if they overtake him he is a prisoner, and has to march with the main body. They can also split up into two parties and join again further on, or leave some behind in ambush. It is only necessary to touch the shadowers to make them prisoners. If they cannot throw them off their tracks within a certain distance (two miles or so), or else capture more than half of them, they must own themselves defeated; and then another patrol takes the place of the shadowers.

variations:
This can be practiced along a route march - it has the advantage of always covering fresh ground in the advance.

source_excerpt:
A Patrol is told off to shadow a party of the enemy, who are advancing through the country (consisting of another patrol or the rest of the troop). The patrol told off to shadow the rest must follow on as closely as possible


name: Shadowing
category: wide-games
subcategory: oras-urmarire
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 30
materials_category: creta-confetti
materials_list: confetti, chalk
skills_developed: scoutcraft, tracking, stealth
difficulty_level: mediu
keywords: town, shadow, pursuit
tags: ["town", "wide-game"]
language: en
normalized_name: shadowing
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A town pursuit game. The Patrol-leader picks a Scout to be pursued; the whole patrol meets in a fairly quiet street in the town. The chosen Scout is given two minutes' grace while the others hide and do not watch him, except two, who follow closely. After two minutes one of these runs back to bring the rest of the patrol, hot on the trail. Meanwhile the remaining shadower holds on carefully and tenaciously, pursuer and pursued being at least four or five minutes ahead of the rest. To show which way they have gone, the pursuing Scout drops confetti or makes chalk-marks until the others reach him. The pursued Scout can use many dodges to throw his pursuers off the track. If he keeps away for a pre-arranged time he wins.

rules:
Two minute lead. Two shadowers initially; one runs back to fetch the rest. Trail laid by confetti or chalk. Pursued wins by avoiding capture for the agreed time.

source_excerpt:
Patrol-leader picks a scout to be pursued; then the whole patrol meets in a fairly quiet street in a town. The chosen Scout is allowed two minutes' grace, whilst the others hide and do not watch him during that time, except two, who follow him closely.


name: Shadowing
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 29
skills_developed: observation, stealth, initiative
difficulty_level: mediu
keywords: shadowing, street, observation, bus
tags: ["street", "outdoor", "observation", "shadowing"]
language: en
normalized_name: shadowing
extraction_confidence: high
name_ro: Filaj
indoor_outdoor: outdoor
space_needed: mare
estimated_fields: ["age_group_max", "age_group_min", "participants_max", "participants_min", "space_needed"]
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Patrols shadow a Scouter through town streets for twenty minutes. The Scouter deliberately times his route to arrive at a bus stop just as a bus departs, testing whether the Scouts will manage to continue following.

rules:
Patrols shadow a Scouter through the streets of a town for twenty minutes. Scouter times route to reach a bus stop just as a bus moves out, hoping that the Scouts will either miss the bus or have no money.

source_excerpt:
The Patrols shadow a Scouter through the streets of a town for twenty minutes. Scouter times route to reach a bus stop just as a bus moves out, hoping that the Scouts will either miss the bus or have no money.

description_ro:
Patrulele urmăresc discret un Scouter prin străzile orașului timp de douăzeci de minute. Scouter-ul cronometrează deliberat traseul astfel încât să ajungă la o stație de autobuz exact când autobuzul pleacă, testând dacă cercetașii vor reuși să continue urmărirea.

rules_ro:
Patrulele urmăresc discret un Scouter prin străzile orașului timp de douăzeci de minute. Scouter-ul cronometrează traseul astfel încât să ajungă la o stație de autobuz exact când autobuzul pleacă, sperând că cercetașii vor pierde autobuzul sau nu vor avea bani.


name: Shadowing
variations: Can be practiced along a route march to cover fresh ground.
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 73
skills_developed: stealth, tracking, communication
difficulty_level: mediu
keywords: shadowing, following, stealth
tags: ["outdoor", "route march"]
language: en
normalized_name: shadowing
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One patrol shadows an enemy patrol moving through country, following as closely as possible while avoiding detection. Captured Scouts join the enemy main body.

rules:
A patrol follows an advancing enemy patrol as closely as possible, using one or two advance Scouts to signal when safe. If an enemy spots a shadowing Scout they can give chase; if they catch him he becomes a prisoner. The enemy can split and rejoin or leave men in ambush. Only touching is needed to capture. If the enemy cannot shake off the shadows within two miles or capture more than half of them, they admit defeat.

source_excerpt:
The patrol told off to shadow the rest must follow on as closely as possible, but it is best to send on one or two Scouts ahead, to signal when it is safe to advance.


name: Shadowing
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 88
materials_list: confetti or chalk
skills_developed: stealth, observation, scouting
difficulty_level: mediu
keywords: shadowing, town, pursuit, chalk
tags: ["town-game", "pursuit"]
language: en
normalized_name: shadowing
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A town scouting game. One Scout is chosen as the pursued; two others shadow him closely while the rest hide for two minutes. After two minutes, one shadower runs back to bring the rest along. The shadower marks the route with confetti or chalk marks. The pursued Scout tries to dodge pursuers using various tricks for an agreed time.

rules:
Pursuer and pursued must be at least 4-5 minutes ahead of the rest. Shadower drops confetti or chalk marks to guide the rest.

source_excerpt:
The chosen Scout is allowed two minutes' grace, whilst the others hide and do not watch him during that time, except two, who follow him closely.


name: Ambushing
category: jocuri-cercetasesti
subcategory: stalking
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 12-13
materials_category: none
skills_developed: strategy, stealth, stalking, coordination
difficulty_level: mediu
keywords: ambush, rear, semi-circle, march
tags: ["outdoor", "wide-game"]
language: en
normalized_name: ambushing
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
The main body advances along a road with Scouts thrown out on either side; two patrols (the enemy) follow behind and attempt to ambush the column by one patrol getting in front (via a semi-circle) and the other attacking in the rear.

rules:
The main body advances along a road, with Scouts thrown out on either side to prevent any danger of surprise. Two patrols (the enemy) are following them behind, and attempt to ambush them by one patrol getting in front and the other attacking in the rear. They shadow the main body as it advances until a suitable part of the country is reached, when one patrol attempts to get ahead by going round in a semi-circle and joining the road again further on. If they can do it, they hide in an ambush and attack the main body when it comes up; the other patrol which has been following behind should then immediately attack in the rear. For it to be a successful ambush the patrol in the rear should be able to attack immediately the ambush is reached. If the patrol making the semi-circle are seen, they should be followed and the ambush discovered; both they and the other patrol behind can be captured by merely being touched.

source_excerpt:
The main body advances along a road, with Scouts thrown out on either side to prevent any danger of surprise. Two patrols (the enemy) are following them behind, and attempt to ambush them by one patrol getting in front and the other attacking in the rear.


name: Ambushing
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 73
skills_developed: tactics, stealth, coordination
difficulty_level: dificil
keywords: ambush, flanking, tactics
tags: ["outdoor", "wide game"]
language: en
normalized_name: ambushing
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two enemy patrols following a main body attempt to ambush it by one patrol getting ahead via a semicircle while the other attacks from the rear.

rules:
The main body advances with flanking Scouts. Two enemy patrols shadow from behind. One enemy patrol tries to overtake by going in a semicircle, then hides ahead in ambush. When the main body reaches the ambush, the rear patrol also attacks. To be a successful ambush the rear patrol must attack the moment the ambush is triggered. Enemy Scouts are captured by being touched. If the flanking semicircle patrol is spotted they can be followed and the ambush foiled.

source_excerpt:
One patrol attempts to get ahead by going round in a semi-circle and joining the road again further on. If they can do it, they hide in an ambush and attack the main body when it comes up.


name: Mimic Battle
category: sports-active
subcategory: throwing
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 13
materials_category: minimal
materials_list: plates, paper balls
skills_developed: aim, throwing, teamwork
difficulty_level: usor
keywords: battle, plate, paper-balls, throw
tags: ["outdoor", "active"]
language: en
normalized_name: mimic battle
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two sides take up positions within throwing distance of each other; each Scout has a plate propped up on the ground in front of him and a quantity of paper balls as ammunition. At the word 'go', each warrior aims at an opponent's plate; when a plate is knocked down, that Scout is 'out of action'.

rules:
For this game two sides are needed, the numbers being settled among the players. The ammunition is a quantity of paper balls. Every Scout has a plate, and the parties take up positions within throwing distance of each other. If the ground isn't flat, toss up for the advantage of the slope. Each Scout lies flat on his stomach, and just in front of him props up his plate by sticking the rim into the ground. At the word 'go' each warrior aims a ball at an opponent's plate. When a plate is knocked down, the Scout to whom it belongs is 'put out of action.' The side which succeeds in 'killing' most opponents in a given time wins.

source_excerpt:
Each Scout lies flat on his stomach, and just in front of him props up his plate by sticking the rim into the ground. At the word "go " each warrior aims a ball at an opponent's plate.


name: Mimic Battle
category: sports-active
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 73-74
materials_list: plates, paper balls
skills_developed: aim, tactics
difficulty_level: usor
keywords: throwing, plates, paper balls
tags: ["outdoor", "combat simulation"]
language: en
normalized_name: mimic battle
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two sides face each other, each Scout lying flat with a plate propped up in front. Scouts throw paper balls trying to knock down the opponents plates. A Scout whose plate is knocked down is out of action.

rules:
Two sides take up positions within throwing distance. Each Scout lies flat with a plate propped up by its rim in the ground in front of them. At the word go each warrior aims a paper ball at an opponents plate. When a plate is knocked down that Scout is out of action. The side killing most opponents in the given time wins.

source_excerpt:
The ammunition is a quantity of paper bars. Every Scout has a plate, and the parties take up positions within throwing distance of each other.


name: Seeking the Scoutmaster
variations: This game can be played after dark if necessary.
category: jocuri-cercetasesti
subcategory: tracking
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 14
materials_category: minimal
materials_list: sealed envelopes, rough outline maps, whistle
skills_developed: map-reading, tracking, patience, teamwork
difficulty_level: mediu
keywords: scoutmaster, envelope, map, search
tags: ["outdoor", "wide-game"]
language: en
normalized_name: seeking the scoutmaster
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Each Patrol-leader is handed a sealed envelope containing a rough outline map of a district and instructions: all patrols meet at a certain point, then each, following its special route, makes for the place depicted in the map where the Scoutmaster will be hiding. A reward is offered to the patrol that finds him first.

rules:
The Patrol-leaders of a troop are each handed a sealed envelope, and being told that the envelopes are important, are put upon their honor not to open them before a certain time. When the moment for opening the envelopes arrives, they find inside a rough outline map of some particular district, and instructions stating that: All are to meet at a certain point, the patrols will form themselves, and each patrol, proceeding by its special route, will make for the place depicted in the map where the Scoutmaster will be hiding. If the Scoutmaster is still concealed at the expiration of half an hour, or some agreed upon time after the troops' arrival at the spot, he blows a whistle and the game is at an end. The spot selected should contain undergrowth in plenty and should be physically suited for concealment. In the envelope of each Patrol-leader would be placed a paper showing the route his men must follow to reach the spot, and these routes should be equal in length.

source_excerpt:
The Patrol-leaders of a troop are each handed a sealed envelope, and being told that the envelopes are important, are put upon their honor not to open them before a certain time. This waiting makes the game more exciting.


name: Seeking The Scoutmaster
variations: Can be played after dark.
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 75
materials_list: sealed envelopes, rough maps
skills_developed: navigation, self-control, teamwork
difficulty_level: mediu
keywords: sealed orders, map, tracking, hiding
tags: ["outdoor", "woodland", "night version available"]
language: en
normalized_name: seeking the scoutmaster
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Patrol-leaders receive sealed envelopes with maps and routes leading to a hidden Scoutmaster. They must follow their route and find him before time expires. The first patrol to find him wins.

rules:
Each Patrol-leader receives a sealed envelope not to be opened until a set time. Inside is a rough map and instructions to meet at a point from which each patrol takes its own route to find the hidden Scoutmaster. Routes must be equal in length. Patrols search in extended order for up to half an hour at the destination. If not found by the time limit, the Scoutmaster blows a whistle. The game can be played after dark.

source_excerpt:
A reward is offered to the patrol which first finds their Scoutmaster, so each patrol should work together, searching the ground carefully in extended order.


name: The Treasure Hunt
category: jocuri-cercetasesti
subcategory: tracking
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 14
materials_category: minimal
materials_list: treasure, written clues, coloured wool
skills_developed: observation, tracking, deduction
difficulty_level: mediu
keywords: treasure, clues, hunt, wool
tags: ["outdoor", "tracking"]
language: en
normalized_name: the treasure hunt
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A treasure-hunt game in three possible methods: (1) clues left at known places with directions to the next, (2) bits of coloured wool tied at intervals as a trail to be followed, (3) each competitor or party given a description leading them to the spot. The treasure is hidden and must be found.

rules:
Method 1 - The treasure is hidden and the Scouts know what the treasure is; they are given the first clue, and from this all the others can be traced. Such clues might be written on a gatepost: 'Go west and examine third gate on north side of stream'; on that gate Scout's signs pointing to a notice-board on which is written: 'Strike south by south-east to telegraph post No. 22,' and so on. Method 2 - The clues may be bits of coloured wool tied to gates, hedges, etc., at about three yards interval, leading in a certain direction, and when these clues come to the end it should be known that the treasure is hidden within so many feet. Method 3 - Each competitor or party might be given a description of the way - each perhaps going a slightly different way. All the descriptions should lead by an equal journey to a certain spot where the treasure is hidden.

variations:
Several tracks might be laid working up to the same point, and false tracks could be laid, which only lead back again to the original track.

source_excerpt:
The treasure hunt needs observation and skill in tracking, and practically any number can take part in it


name: The Treasure Hunt
category: escape-room-puzzle
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 75-76
materials_list: clue cards, colored wool, pencils
skills_developed: observation, navigation, tracking
difficulty_level: mediu
keywords: treasure, clues, tracking
tags: ["outdoor"]
language: en
normalized_name: the treasure hunt
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts follow a series of clues to find a hidden treasure. Clues can be written directions, colored wool trail markers, or verbal route descriptions, each method requiring skill and observation.

rules:
Three methods are described: 1) Written clues leading from location to location, possibly with different routes for each patrol. 2) Colored wool tied to gates and hedges at 3-yard intervals with false trails to prevent shortcuts. 3) Each competitor given a description that must be followed in sequence, all routes being equal in length. The first to find the treasure wins but should not reveal the spot until searching it casually.

variations:
Method 1 uses written clues; Method 2 uses colored wool trail markers; Method 3 uses written route descriptions with equal distance routes for all.

source_excerpt:
The treasure hunt needs observation and skill in tracking, and practically any number can take part in it.


name: The Torn Manuscript
category: jocuri-cercetasesti
subcategory: tracking
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 14-15
materials_category: minimal
materials_list: torn paper with written clues
skills_developed: deduction, tracking, teamwork
difficulty_level: mediu
keywords: torn, manuscript, smugglers, treasure
tags: ["outdoor", "tracking"]
language: en
normalized_name: the torn manuscript
extraction_confidence: med
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A secret hiding place is known to exist in the neighbourhood, but the only clue is a torn piece of paper on which the key was once written. The paper is torn down the middle and half given to each of two competing patrols; both must find the spot where some old smugglers' treasure is thought to be hidden.

rules:
A secret hiding place is known to exist somewhere in the neighborhood, but the only clue to it is a torn piece of paper upon which the key to it was once written. (A description of the way to the spot could be written on a piece of paper, and then the paper torn down the middle roughly, and half given to each of two competing patrols.) The key was torn in two purposely for safety, just as in a bank the two chief clerks each have a key, but it needs both keys together to open the safe. Two parties have got hold of this key, and each with their half are trying to find the spot, because some old smugglers' treasure is thought to be hidden there.

source_excerpt:
A secret hiding, place is known to exist somewhere in the neighborhood, but the only clue to it is a torn piece of paper upon which the key to it was once written.


name: The Torn Manuscript
category: escape-room-puzzle
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 75
materials_list: torn manuscript
skills_developed: problem solving, navigation
difficulty_level: mediu
keywords: torn paper, clue, hidden location
tags: ["outdoor"]
language: en
normalized_name: the torn manuscript
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A hiding place is described on a paper torn in two halves. Each of two competing patrols has one half and must cooperate or compete to reconstruct the clue and find the hidden location first.

rules:
A description of the route to a secret location is written and torn down the middle. Each half is given to a competing patrol. Both patrols attempt to find the spot, each with only half the clue. The patrol that first locates the treasure wins.

source_excerpt:
The key was torn in two purposely for safety, just as in a bank the two chief clerks each have a key, but it needs both keys together to open the safe.


name: Lion-Hunting
category: jocuri-cercetasesti
subcategory: tracking
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 15
materials_category: moderate
materials_list: tracking irons, corn or peas, 6 tennis-balls or rag balls
skills_developed: tracking, stalking, throwing, stealth
difficulty_level: mediu
keywords: lion, hunt, tracking-irons, tennis-balls
tags: ["outdoor", "wide-game"]
language: en
normalized_name: lion-hunting
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A lion is represented by one Scout who goes out with tracking irons on his feet and a pocketful of corn or peas, plus six lawn-tennis balls. He has half an hour's start; then the patrol goes after him following his spoor, each armed with one tennis-ball. The lion fires at hunters with his balls; a hit hunter is dead. If the lion is hit three times he is killed.

rules:
A lion is represented by one Scout, who goes out with tracking irons on his feet, and a pocketful of corn or peas, and six lawn-tennis balls or rag balls. He is allowed half an hour's start, and then the patrol go after him, following his spoor, each armed with one tennis-ball with which to shoot him when they find him. The lion may hide or creep about or run, just as he feels inclined, but whenever the ground is hard or very greasy he must drop a few grains of corn every few yards to show the trail. When they come near to the lair the lion fires at them with his tennis-balls, and the moment a hunter is hit he must fall out dead and cannot throw his tennis-ball. If the lion gets hit by a hunter's tennis-ball he is wounded, and if he gets wounded three times he is killed. Tennis-balls may only be fired once.

variations:
In winter, if there is snow, this game can be played without tracking irons, and using snowballs instead of tennis-balls.

source_excerpt:
A lion is represented by one Scout, who goes out with tracking irons on his feet, and a pocketful of corn or peas, and six lawn-tennis bars or rag balls. He is allowed half an hour's start, and then the patrol go after him, following his spoor


name: Lion-Hunting
variations: In winter, play without tracking irons using snowballs instead.
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 76
materials_list: tracking irons, tennis balls, corn or peas
skills_developed: tracking, stealth, throwing
difficulty_level: mediu
keywords: lion, hunting, tracking irons, tennis balls
tags: ["outdoor", "winter variant"]
language: en
normalized_name: lion-hunting
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One Scout plays the lion with tracking irons and tennis balls. The patrol follows the trail and tries to shoot the lion with their tennis balls before being shot themselves.

rules:
The lion gets a half-hour start, wears tracking irons, carries corn to mark trail on hard ground, and has six tennis balls. Hunters each carry one tennis ball and follow the spoor. The lion can hide, creep, or run. A hunter hit by the lion falls dead and cannot throw. The lion is wounded when hit and killed after three wounds. Tennis balls cannot be reused in the same fight. In winter with snow, tracking irons are not needed and snowballs replace tennis balls.

source_excerpt:
A lion is represented by one Scout, who goes out with tracking irons on his feet, and a pocketful of corn or peas, and six lawn-tennis bars or rag balls. He is allowed half an hour's start.


name: Wool Collecting
category: jocuri-cercetasesti
subcategory: tracking
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 15
materials_category: minimal
materials_list: skeins of wool
skills_developed: tracking, observation, teamwork
difficulty_level: usor
keywords: wool, trail, collect, track
tags: ["outdoor", "tracking"]
language: en
normalized_name: wool collecting
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A trail is laid by cutting skeins of wool into foot-long pieces and dropping or tying them along the way across country. Two or more patrols follow the trail collecting wool; the patrol whose leader collects the most pieces at the end of the run wins.

rules:
Cut up some skeins of wool into pieces about a foot long - the cheapest kind will do, but do not select very bright colors. With this lay the trail across country. Do not put all the wool on the ground, but tie some of the pieces to gates and hedges, on low branches of trees, and so on, leaving about twenty yards between each piece. Then two or more patrols are started on the trail, the idea being to follow the trail as expeditiously as possible, and at the same time to collect all the pieces of wool. When a Scout sees a piece he gives his patrol-call loudly in order that the rest of the boys of both patrols may know where the trail was last sighted, and he at once hands over the wool he has found to his Patrol-leader. The patrol wins whose leader has at the end of the run collected most pieces of wool.

source_excerpt:
Cut up some skeins of wool into pieces about a foot long - the cheapest kind will do, but do not select very bright colors. With this lay the trail across country.


name: Wool Collecting
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 76
materials_list: wool pieces
skills_developed: tracking, observation, teamwork
difficulty_level: usor
keywords: wool, trail, collecting
tags: ["outdoor", "tracking"]
language: en
normalized_name: wool collecting
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two or more patrols follow a trail made of wool pieces tied to gates, hedges, and branches, collecting as many pieces as possible. The patrol leader with the most wool wins.

rules:
Wool cut into foot-long pieces is laid across country, some on the ground and some on gates, hedges, and low branches about 20 yards apart. Two or more patrols follow the trail. When a Scout finds a piece he gives his patrol call, alerts the group, and hands the wool to the Patrol-leader. The patrol-call may only be given when the trail is found. The patrol whose leader has collected the most wool at the end wins. Marks are also given for ingenuity in spreading out efficiently.

source_excerpt:
Cut up some skeins of wool into pieces about a foot long - the cheapest kind will do, but do not select very bright colors. With this lay the trail across country.


name: Sharp-Nose
category: jocuri-cercetasesti
subcategory: tracking
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 15
materials_category: minimal
materials_list: half a raw onion, blindfolds
skills_developed: smell, sensory-awareness, tracking
difficulty_level: usor
keywords: scent, onion, smell, blindfold
tags: ["outdoor", "sensory"]
language: en
normalized_name: sharp-nose
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One Scout goes off with half a raw onion and lays a 'scent' by rubbing the onion on gateposts, stones, tree trunks, telegraph poles, etc. The troop follows this trail blindfolded - the Scoutmaster, not blindfolded, walks alongside to warn of danger. The first 'scenter' to arrive at the end wins.

rules:
One Scout goes off with half a raw onion. He lays a 'scent' by rubbing the onion on gateposts, stones, tree trunks, telegraph poles, etc. The troop follow this trail blindfolded - the Scoutmaster, however, is not blindfolded, so that he may warn his boys of any danger (as when crossing roads). The Scout or patrol which arrives at the end of the trail first wins the game. The boy who lays the 'scent' stays at the end of the trail till the first 'scenter' arrives.

source_excerpt:
One Scout goes off with half a raw onion. 'He lays a "scent " by rubbing, the onion on gateposts, stones, tree trunks, telegraph poles, etc. The troop follow this trail blindfolded


name: Sharp-Nose
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 76
materials_list: raw onion, blindfolds
skills_developed: smell tracking, trust, orientation
difficulty_level: usor
keywords: onion, scent, blindfold, trail
tags: ["outdoor"]
language: en
normalized_name: sharp-nose
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One Scout lays a scent trail using a raw onion rubbed on posts, stones, and trees. The troop follows the scent trail blindfolded. The first to reach the end wins.

rules:
One Scout rubs a raw onion on gateposts, stones, tree trunks, and telegraph poles to lay a scent. The troop follows blindfolded. The Scoutmaster is not blindfolded and warns Scouts of danger such as road crossings. The first Scout or patrol to reach the end of the trail wins. The scent layer stays at the end.

source_excerpt:
One Scout goes off with half a raw onion. He lays a scent by rubbing, the onion on gateposts, stones, tree trunks, telegraph poles, etc. The troop follow this trail blindfolded.


name: Climbing
category: sports-active
subcategory: climbing
content_type: activitate
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 15-16
materials_category: moderate
materials_list: plank, chalk, cardboard or flat stones, board and ball, scaffolding poles, climbing ropes
skills_developed: balance, climbing, self-reliance, courage
difficulty_level: mediu
keywords: climbing, balance, plank, stepping-stones, apparatus
tags: ["physical", "skill-development"]
language: en
normalized_name: climbing
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Baden-Powell's recommended climbing practice combining Walking the Plank and Stepping Stones to teach balance, followed by use of a climbing apparatus of timbers/scaffolding poles lashed together with climbing ropes. Walking the Plank is practiced on a plank set on edge, raised a few inches daily; Stepping Stones use chalk circles, cardboard, tiles, or flat stones laid in a zigzag course.

rules:
Walking the Plank is practiced on an ordinary plank set up on edge, and you walk along it from end to end. Every day you raise it a few more inches above the ground until you can use it as a bridge. Stepping Stones are imaginary stones across a river, marked out on the floor by chalk circles, pieces of cardboard or flat stones, tiles, etc. in a zigzag course at varying distances. The difficulty and sport of this game is added by carrying a flat board with a ball upon it, and he who crosses the 'river' without missing his footing and without dropping the ball wins the competition. Many troops have now set up for themselves a climbing apparatus on which you can practice exercises that will make you good for almost every kind of work. This apparatus is made of a few timbers or scaffolding poles, securely lashed together with climbing ropes suspended from the top bar.

source_excerpt:
One of the first things to learn is to be able to keep your balance, and for this the practice of "Walking the Plank" and "Stepping Stones" has been devised and is most valuable.


name: Climbing
category: cantece-ceremonii
subcategory: campfire songs
content_type: cantec
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 1532
source_excerpt: Just keep your eyes looking at the sky, And there'll never be a height that you can't reach
keywords: climbing, perseverance, camp, mountains
tags: ["song", "campfire", "ceremony", "achievement"]
language: en
normalized_name: climbing
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part96
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A camp song from Camp Arrowhead (Stevenson, WA), traditionally sung by counselors to campers who climbed one of the surrounding mountains. Celebrates perseverance and the joy of reaching new heights.


name: Climbing
variations: Stepping Stones can be made more difficult by balancing a ball on a board while crossing.
category: sports-active
content_type: activitate
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 76-77
materials_list: plank, chalk or flat stones, board, ball, scaffold poles, climbing ropes
skills_developed: balance, climbing, agility
difficulty_level: mediu
keywords: climbing, balance, stepping stones, plank
tags: ["indoor or outdoor", "skills training"]
language: en
normalized_name: climbing
extraction_confidence: med
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An activity section describing climbing as an essential Scout skill. Includes two balance-practice exercises: Walking the Plank and Stepping Stones, plus guidance on setting up a climbing apparatus.

rules:
Walking the Plank: walk along a plank set on edge, raising it a few inches each day until it can be used as a bridge. Stepping Stones: chalk circles or flat stones arranged in a zigzag on the floor at varying distances represent river stones. Cross without missing a footstep. Difficulty added by carrying a flat board with a ball on it; the player who crosses without missing a step and without dropping the ball wins. Climbing apparatus: scaffold poles lashed together with climbing ropes for indoor practice.

source_excerpt:
No fellow can justly call himself a Scout until he can both swim and climb. Climbing is as good an activity as any in this book.


name: Kim's Game
category: creative-stem
subcategory: memory
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 17
materials_category: minimal
materials_list: tray, 15 small articles, cloth, paper, pencils
skills_developed: observation, memory
difficulty_level: usor
keywords: kim, memory, tray, observation
tags: ["indoor", "classic"]
language: en
normalized_name: kim's game
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
The classic observation memory game. The Scoutmaster collects on a tray a number of articles (knives, spoons, pencils, pens, stones, books, etc.) - no more than fifteen for the first games - and covers them with a cloth. He makes the others sit round, uncovers it for one minute, then each must list what they remember.

rules:
The Scoutmaster should collect on a tray a number of articles - knives, spoons, pencil, pen, stones, book and so on - not more than about fifteen for the first few games, and cover the whole over with a cloth. He then makes the others sit round, where they can see the tray, and uncovers it for one minute. Then each of them must make a list on a piece of paper of all the articles he can remember - or the Scoutmaster can make a list of the things, with a column of names opposite the list, and let the boys come in turn and whisper to him, and he must mark off each of the things they remember. The one who remembers most wins the game.

source_excerpt:
THE Scoutmaster should collect on a tray a number of articles - knives, spoons, pencil, pen, stones, book and so on - not more than about fifteen for the first few games, and cover the whole over with a cloth.


name: Kim's Game
category: icebreakers
subcategory: memorie-observatie
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 17
materials_category: obiecte-mici
materials_list: tray, cloth, about 15 small articles (knives, spoons, pencil, pen, stones, book), paper, pencils
skills_developed: observation, memory
difficulty_level: usor
keywords: memory, observation, tray, indoor
tags: ["indoor", "memory-game"]
language: en
normalized_name: kim's game
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An observation and memory game. The Scoutmaster collects on a tray a number of articles (knives, spoons, pencil, pen, stones, book and so on) — not more than about fifteen for the first few games — and covers them with a cloth. The others sit round where they can see the tray and the tray is uncovered for one minute. Each player then makes a list on paper of all the articles he can remember, or the Scoutmaster keeps a list and the boys come in turn to whisper what they remember. The one who remembers most wins.

rules:
Tray of about 15 articles covered with cloth; uncover for one minute; players list everything they can remember; most items recalled wins.

source_excerpt:
The Scoutmaster should collect on a tray a number of articles-knives, spoons, pencil, pen, stones, book and so on-not more than about fifteen for the first few games, and cover the whole over with a cloth.


name: Kim's Game
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 141-142
materials_category: miscellaneous
materials_list: a tray with a number of items on it, tea towel, pens and paper
skills_developed: memory, observation, concentration
difficulty_level: usor
keywords: memory, tray, observation, classic
tags: ["indoor", "classic", "scouting"]
language: en
normalized_name: kim's 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.part09
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts study a tray of items for one minute, then the tray is covered and they write down as many items as they can remember. Scout with most correct answers wins.

rules:
Place items on a tray in the middle of a circle. Scouts have one minute to study them. Tray is covered; scouts write down items. Swap and mark. Most correct answers wins. Start with ~15 items; increase as scouts improve.

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


name: Kim's Game
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 75
materials_category: equipment
materials_list: a selection of objects, a pen per player, paper per player
skills_developed: memory, observation
difficulty_level: usor
keywords: kim's game, memory, objects
tags: ["indoor", "memory", "classic"]
language: en
normalized_name: kim's game
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A tray of up to 15 objects is uncovered for one minute. Players then write down or whisper to the Scoutmaster as many objects as they can remember. Most remembered wins.

rules:
The Scoutmaster should collect on a tray a number of articles and cover the whole over with a cloth. He then uncovers it for one minute. Then each of them must make a list on a piece of paper of all the articles they can remember.

source_excerpt:
He then makes the others sit round, where they can see the tray, and uncovers it for one minute. Then each of them must make a list on a piece of paper of all the articles lie can remember.


name: Kim's Game
category: jocuri-cercetasesti
subcategory: observation
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 19
materials_list: 20 items, sheet or newspaper as cover
skills_developed: observation, memory
difficulty_level: usor
keywords: kim's game, observation, memory, classic
tags: ["patrol", "low activity"]
language: en
normalized_name: kim's game
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A classic scout observation and memory game where 20 items are placed on a table and covered, a patrol observes them for 1 minute, then lists as many as possible.

rules:
Spread 20 items on table and cover. Patrol comes up and has 1 minute to look (no talking). They then depart and have 5 minutes to list them. 1 point for each correct answer.

source_excerpt:
Spread 20 items on table and cover. Patrol comes up and has 1 minute to look(no talking). They then depart and have 5 minutes to list them.


name: Kim's Game
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 19
materials_list: 20 items, sheet or newspaper cover
skills_developed: observation, memory
difficulty_level: usor
language: en
normalized_name: kim's game
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
20 items spread on a table are covered. Patrol looks at them for 1 minute (no talking) then lists as many as they can remember.

rules:
Spread 20 items on table and cover. Patrol comes up and has 1 minute to look (no talking). They then depart and have 5 minutes to list them. 1 point for each correct answer.

source_excerpt:
Patrol comes up and has 1 minute to look(no talking). They then depart and have 5 minutes to list them. 1 point for each correct answer.


name: Kim's Game
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 77
materials_list: tray, assorted objects, cloth, paper, pencils
skills_developed: memory, observation
difficulty_level: usor
keywords: memory, tray, observation
tags: ["indoor", "classic game"]
language: en
normalized_name: kim's game
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A memory test where Scouts observe a tray of objects for one minute then must list as many as they can remember. The Scout who remembers the most wins.

rules:
Collect up to about 15 objects on a tray (knives, spoons, pencil, stones, book, etc.) and cover with a cloth. Let Scouts sit where they can see the tray, then uncover it for one minute. Each Scout writes a list of remembered objects, or the Scoutmaster makes a list and boys come up in turn to whisper remembered items.

source_excerpt:
He then makes the others sit round, where they can see the tray, and uncovers it for one minute. Then each of them must make a list on a piece of paper of all the articles lie can remember.


name: Debates and Trials
category: creative-stem
subcategory: debate
content_type: activitate
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 17
materials_category: none
skills_developed: public-speaking, reasoning, civic-knowledge
difficulty_level: mediu
keywords: debate, trial, court, vote
tags: ["indoor", "civic"]
language: en
normalized_name: debates and trials
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A way of spending an evening in camp or clubroom. Hold a debate on any subject of interest, with the Scoutmaster as chairman, two prepared speakers, and votes taken at the end. As an alternative, a mock trial may be held: judge, prisoner, police-constable, witnesses, counsels, foreman and jury, following court procedure as nearly as possible.

rules:
He must see that there is a speaker on one side prepared beforehand to introduce and support one view of the subject, and that there is another speaker prepared to expound another view. After their speeches he will call on the others present in turn to express their views. And in the end he takes the votes for and against the motion, by show of hands. The proper procedure for public meetings should be used, such as seconding the motion, moving amendments, obeying chairman's ruling, voting. In place of a debate a mock trial makes an interesting change. The Scoutmaster appoints himself to act as judge, and details Scouts to take the parts of prisoner, police-constable, witnesses, counsel for prisoner, counsel for prosecution, foreman and jury. The procedure of a court of law must be followed as nearly as possible. The prisoner is not found guilty unless the prosecution prove their case to the jury.

variations:
The story in Scouting for Boys ('Winter's Stab') makes a good subject for a trial, or one of the stories in The Scout.

source_excerpt:
A good way of spending an evening in the camp or clubroom is to hold a debate on any subject of interest, the Scoutmaster or a Patrol-leader acting as chairman.


name: Debates and Trials
category: altele
subcategory: dezbatere
content_type: activitate
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 17
skills_developed: public speaking, critical thinking, civic procedure
difficulty_level: mediu
keywords: debate, trial, evening, clubroom
tags: ["indoor", "evening"]
language: en
normalized_name: debates and trials
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A way to spend an evening in camp or clubroom by holding a formal debate on a subject of interest, with the Scoutmaster or Patrol-leader acting as chairman. One speaker introduces and supports a view, another expounds the opposite, then others express views in turn, ending with a show-of-hands vote. As an alternative, a mock trial can be staged: the leader acts as judge, and Scouts take parts of prisoner, police-constable, witnesses, counsel for prisoner, counsel for prosecution, foreman and jury, following the procedure of a court of law as closely as possible.

rules:
Use proper public-meeting procedure (seconding the motion, moving amendments, obeying chairman's ruling, voting, votes of thanks). For the trial: prisoner is not found guilty unless the prosecution proves their case to the jury.

variations:
Mock trial as substitute for debate, using a story such as "Winter's Stab" from Scouting for Boys as the subject.

source_excerpt:
A good way of spending an evening in the camp or clubroom is to hold a debate on any subject of interest, the Scoutmaster or a Patrol-leader acting as chairman.


name: Debates And Trials
variations: Can be held as a debate or as a mock trial.
category: team-building
content_type: activitate
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 77
skills_developed: public speaking, civic skills, critical thinking
difficulty_level: mediu
keywords: debate, mock trial, public speaking
tags: ["indoor", "evening activity", "camp"]
language: en
normalized_name: debates and trials
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts spend an evening in camp or clubroom holding a formal debate or mock trial on a subject of interest, practicing public speaking, procedure, and civic skills.

rules:
Debate: A chairperson ensures one speaker introduces a motion and another opposes it. Others express views in turn. Vote is taken by show of hands. Subjects are suggested by Scouts in advance on a posted paper. Mock trial: Scoutmaster acts as judge; Scouts play prisoner, constable, witnesses, counsel, foreman, and jury. Court procedure is followed. The prisoner is not found guilty unless the prosecution proves the case to the jury.

source_excerpt:
A good way of spending an evening in the camp or clubroom is to hold a debate on any subject of interest, the Scoutmaster or a Patrol-leader acting as chairman.


name: Scout's Chess
category: creative-stem
subcategory: strategy
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 17
materials_category: minimal
materials_list: chalk and surface or wall, chessmen or small flags
skills_developed: strategy, map-knowledge, thinking
difficulty_level: mediu
keywords: chess, map, strategy, dispatch
tags: ["indoor", "tabletop"]
language: en
normalized_name: scout's chess
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A rough map or plan of the surrounding country, on a very large scale, is chalked on the floor, table or wall, marking paths, roads, fields, gaps in hedges. Chessmen or small flags represent Scouts; with these various scouting games can be played, with each 'Scout' moving one inch (or other scaled distance) per turn.

rules:
It can be chalked on the floor or a table in the clubroom, or on the wall, and be kept permanently. On the map should be marked all paths and roads, and if in the country, the fields, with the gaps in the hedges and places to get through carefully marked. Then something is needed to represent Scouts; ordinary chessmen will do, or if the map is on the wall, small flags to stick in the wall. Each 'Scout' can move one inch (or other distance according to the scale of the map) each turn. The best game is for one dispatch runner to try and get from one place to another on the map without being overtaken by the enemy, one patrol, who should only be allowed to walk (i.e. go half the distance which the runner is allowed to go each turn). To capture him two Scouts should get within two turns of him, by driving him into a corner. They can, of course, only go along the recognized paths and tracks.

source_excerpt:
The first thing needed is a rough map or plan of the surrounding country, on a very large scale. It can be chalked on the floor or a table in the clubroom, or on the wall, and be kept permanently.


name: Scout's Chess
variations: Various kinds of Scouting games can be played on the same map.
category: orientare
subcategory: joc-de-harta
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 17
materials_category: harta-piese
materials_list: large-scale map (chalked on floor/table/wall), chessmen or small flags
skills_developed: map reading, tactics
difficulty_level: mediu
keywords: map, chess, tactics, dispatch
tags: ["indoor", "strategy"]
language: en
normalized_name: scout's chess
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A tabletop scouting game played on a rough large-scale map of the surrounding country, chalked on floor, table or wall. The map marks paths, roads, fields, and gaps in hedges. Chessmen or small flags represent Scouts. Each "Scout" moves a set distance (e.g. one inch) per turn. The classic version pits one dispatch runner trying to get from one place to another against an enemy patrol that moves at half the runner's speed; two Scouts capturing the runner must get within two turns of him by driving him into a corner.

rules:
Move pieces only along recognised paths and tracks. Each piece moves a fixed distance per turn; the patrol/enemies move half the runner's distance. Capture requires two Scouts within two turns of the runner (corner him).

source_excerpt:
The first thing needed is a rough map or plan of the surrounding country, on a very large scale. It can be chalked on the floor or a table in the clubroom, or on the wall, and be kept permanently.


name: Scout's Chess
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 77
materials_list: chalk, chessmen or flags
skills_developed: strategy, map reading, tactics
difficulty_level: mediu
keywords: chess, map, dispatch, strategy
tags: ["indoor", "map game"]
language: en
normalized_name: scout's chess
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A strategy game played on a large chalk map of the surrounding country. Chessmen or flags represent Scouts and various scouting scenarios are played out, including a dispatch runner trying to cross enemy territory.

rules:
Draw a large-scale map of the surrounding country on the floor or wall, marking all paths, roads, fields, and gaps in hedges. Use chessmen or small flags to represent Scouts. Each Scout moves one inch per turn. Best game: a dispatch runner tries to reach a destination while enemy patrol Scouts (moving at half speed) try to intercept. Two enemy Scouts can capture the runner by getting within two turns of him and driving him into a corner. Movement is only along recognized paths.

source_excerpt:
The best game is for one dispatch runner to try and get from one place to another on the map without being overtaken by the enemy, one patrol, who should only be allowed to walk.


name: Farmyard
category: icebreakers
subcategory: story-game
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 17-18
materials_category: none
skills_developed: listening, concentration, imitation
difficulty_level: usor
keywords: farmyard, animals, cries, story
tags: ["indoor", "camp-fire", "narrative"]
language: en
normalized_name: farmyard
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An indoor camp-fire game that teaches the correct cries of farmyard animals. The Scouts are divided into groups, each representing a different farmyard animal. The Scoutmaster narrates a story of a small spoilt boy who visits a farmyard and causes havoc; whenever an animal is mentioned, the Scouts make its cry; at the word 'farmyard', all make their cries together.

rules:
It can be played round the camp fire when the day is done. The Scoutmaster relates a story of a visit to a farmyard, having first divided the Scouts into groups of different farmyard animals. (If sufficient animals can be thought of, each Scout can represent one animal.) As the narrator mentions each animal, the Scouts representing them make the correct 'cry,' and this should be done seriously and as well as possible; at the word 'farmyard,' whenever it occurs, all the Scouts make these cries together, and if done well, this should be quite realistic. The part of donkey and goose should be reserved as a punishment for any who fail to make their 'cry' at the proper time, or who make the wrong 'cry.'

source_excerpt:
The Scoutmaster relates a story of a visit to a farmyard, having first divided the Scouts into groups of different farmyard animals.


name: Farmyard
category: icebreakers
subcategory: campfire
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 17-18
skills_developed: listening, imitation, attention
difficulty_level: usor
keywords: campfire, animals, storytelling
tags: ["campfire", "indoor"]
language: en
normalized_name: farmyard
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A campfire game that teaches Scouts to imitate the cries of different domestic animals. The Scoutmaster divides the Scouts into groups representing different farmyard animals (or one animal each, if enough are thought of), then narrates a story of a visit to a farmyard — for example a spoilt boy sent to recover at an uncle's farm who lets pigs into the garden, drives chicks into the pond, lets horses out of the stable, drives sheep out of the orchard, turns cows into the road, frees doves and scatters turkeys and geese. As the narrator mentions each animal the Scouts representing it make its cry, and at the word "farmyard" all cries are made at once.

rules:
Whenever an animal is named, only those representing it make its cry; at the word "farmyard" all join in together. The parts of donkey and goose are reserved as a punishment for any who fail to make their cry at the proper time or make the wrong cry.

source_excerpt:
This Is not a new game, but it is both amusing and instructive, and teaches Scouts to make the correct cries of different domestic animals. It can be played round the camp fire when the day is done.


name: Farmyard
category: icebreakers
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 77
skills_developed: listening, attention, animal knowledge
difficulty_level: usor
keywords: farmyard, animals, sounds, story
tags: ["indoor", "camp", "campfire"]
language: en
normalized_name: farmyard
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts are divided into groups each representing a different farmyard animal. As the Scoutmaster tells a story about a visit to a farmyard, Scouts make their animal call each time their animal is mentioned. When the word farmyard is spoken all call at once.

rules:
Scouts are divided into groups each representing a different animal. The Scoutmaster tells a story involving various farmyard animals. When an animal is mentioned, the Scouts representing it make its correct cry. When the word farmyard is spoken, all Scouts make their cries together. Cries should be made seriously. Failing to make the correct cry at the right time, or making the wrong cry, is punished by being assigned the donkey or goose part.

source_excerpt:
As the narrator mentions each animal, the Scouts representing them make the correct cry, and this should be done seriously and as well as possible.


name: Thimble Finding
category: creative-stem
subcategory: observation
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 18
materials_category: minimal
materials_list: small article (thimble, ring, coin, paper)
skills_developed: observation
difficulty_level: usor
keywords: thimble, find, observation, indoor
tags: ["indoor", "quiet-game"]
language: en
normalized_name: thimble finding
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
The patrol goes out of the room, leaving one behind who places a thimble, ring, coin, bit of paper, or small article somewhere perfectly visible but not likely to be noticed. The patrol comes in and searches; whoever sees it goes quietly to sit down, the first to find it wins.

rules:
The patrol goes out of the room, leaving one behind who takes a thimble, ring, coin, bit of paper, or any small article, and places it where it is perfectly visible, but in a spot where it is not likely to be noticed. Then the patrol comes in and looks for it. When one of them sees it he should go and quietly sit down without indicating to the others where it is, and the others, if they see it, do the same. After a fair time any one of those sitting down is told to point out the article to those who have not yet found it. The first one to see it is the winner, and he sends the others out again while he hides the thimble.

source_excerpt:
The patrol goes out of the room, leaving one behind who takes a thimble, ring, coin, bit of paper, or any small article, and places it where it is perfectly visible, but in a spot where it is not likely to be noticed.


name: Thimble Finding
category: icebreakers
subcategory: observatie
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 18
materials_category: obiecte-mici
materials_list: thimble, ring, coin or small paper
skills_developed: observation, self-control
difficulty_level: usor
keywords: observation, hide-and-seek, indoor
tags: ["indoor"]
language: en
normalized_name: thimble finding
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An observation game played indoors. The patrol goes out of the room while one Scout left behind takes a thimble, ring, coin, or bit of paper and places it where it is perfectly visible but in a spot where it is not likely to be noticed. The patrol comes back and looks for it. When a Scout sees it he quietly sits down without indicating where it is; the others do the same when they see it. After a fair time one of those sitting down points it out to those who have not yet found it. The first to see it wins and hides the article next time.

rules:
Don't reveal location: once you see the object, sit down quietly. First to see it wins and is next to hide it.

source_excerpt:
The patrol goes out of the room, leaving one behind who takes a thimble, ring, coin, bit of paper, or any small article, and places it where it is perfectly visible, but in a spot where it is not likely to be noticed.


name: Thimble Finding
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 78
materials_list: thimble or small object
skills_developed: observation, attention to detail
difficulty_level: usor
keywords: hidden object, observation, thimble
tags: ["indoor"]
language: en
normalized_name: thimble finding
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One Scout hides a small object in plain sight in a room. As others come in and spot it they silently sit down. The first to find it wins and gets to hide it next round.

rules:
The patrol goes out of the room leaving one Scout who hides a small object (thimble, ring, coin, paper) somewhere perfectly visible but not likely to be noticed. The patrol returns and searches. When a Scout sees it he quietly sits down without indicating the location. After a fair time, a seated Scout points out the article to those still searching. The first to see it wins and hides the object for the next round.

source_excerpt:
The patrol goes out of the room, leaving one behind who takes a thimble, ring, coin, bit of paper, or any small article, and places it where it is perfectly visible, but in a spot where it is not likely to be noticed.


name: Scout's Nose
category: creative-stem
subcategory: sensory
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 18
materials_category: moderate
skills_developed: smell, memory, sensory-awareness
difficulty_level: usor
keywords: smell, nose, memory, scents
tags: ["indoor", "sensory"]
language: en
normalized_name: scout's nose
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Prepare a number of paper-bags, all alike, each containing a different-smelling article (chopped onion, coffee, rose-leaves, leather, aniseed, violet powder, orange peel, etc.). Put them in a row a couple of feet apart; each competitor walks down the line, sniffs each five seconds, then has one minute to write down the names of the smells in correct order.

rules:
Prepare a number of paper-bags, all alike, and put in each a different smelling article, such as chopped onion in one, coffee in another, rose-leaves, leather, aniseed, violet powder, orange peel and so on. Put these packets in a row a couple of feet apart, and let each competitor walk down the line and have five seconds' sniff at each. At the end he has one minute in which to write down or to state to the umpire the names of the different objects smelled, from memory, in their correct order.

source_excerpt:
Prepare a number of paper-bags, all alike, and put in each a different smelling article, such as chopped onion in one, coffee in another, rose-leaves, leather, aniseed, violet powder, orange peel and so on.

materials_list:
paper bags, various smelling articles (onion, coffee, rose-leaves, leather, aniseed, violet powder, orange peel)


name: Scout's Nose
category: icebreakers
subcategory: senzorial
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 18
materials_category: senzorial
materials_list: paper bags, chopped onion, coffee, rose-leaves, leather, aniseed, violet powder, orange peel
skills_developed: smell, memory
difficulty_level: usor
keywords: smell, memory, sensory
tags: ["indoor", "sensory"]
language: en
normalized_name: scout's nose
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A scent-recognition memory game. Prepare a number of identical paper bags, each containing a different smelling article — chopped onion, coffee, rose-leaves, leather, aniseed, violet powder, orange peel and so on. Place the packets in a row a couple of feet apart. Each competitor walks down the line and is allowed five seconds' sniff at each bag. At the end he has one minute in which to write down or tell the umpire the names of the different objects smelled, from memory and in their correct order.

rules:
Five seconds to sniff each bag; one minute afterwards to record the smells in their correct order from memory.

source_excerpt:
Prepare a number of paper-bags, all alike, and put in each a different smelling article, such as chopped onion in one, coffee in another, rose-leaves, leather, aniseed, violet powder, orange peel and so on.


name: Scout's Nose
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 209
materials_category: equipment
materials_list: Paper bags containing different smelling items, tables, pens and paper
skills_developed: sensory awareness, observation
difficulty_level: usor
keywords: smell, senses, guessing
tags: ["indoor", "senses", "individual"]
language: en
normalized_name: scout's nose
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Numbered paper bags containing different-smelling items are arranged on tables. Scouts go round sniffing each bag for no more than five seconds and write down what they think each contains. No touching. Answers swapped for marking. Scout with most correct answers wins a top nose certificate.

rules:
Go round sniffing numbered bags (max 5 seconds each, no touching). Write down what each contains. Swap answers for marking. Most correct answers wins.

source_excerpt:
scouts, armed with pen and paper, can go round in a circle, sniffing each one for no more than five seconds each, then writing down what they think each bag contains.


name: Scout's Nose
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 209
materials_category: papetarie
materials_list: paper bags, different smelling items, tables, pens, paper
skills_developed: observation, sensory awareness
difficulty_level: usor
keywords: smell, senses, identification
tags: ["indoor", "senses"]
language: en
normalized_name: scout's nose
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts go around numbered paper bags containing different smelling items and write down what they think each bag contains. No touching allowed; each bag may be sniffed for no more than five seconds. The scout with the most correct answers wins.

rules:
Line up tables with numbered paper bags. Scouts, armed with pen and paper, go round sniffing each bag for no more than five seconds, then write down what they think each bag contains. No touching. After all bags are sniffed, scouts swap papers for marking. Scout with most correct answers wins.

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


name: Scout's Nose
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 78
materials_list: paper bags, scented articles
skills_developed: smell, memory, sequence recall
difficulty_level: usor
keywords: smell, scents, memory
tags: ["indoor"]
language: en
normalized_name: scout's nose
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts walk down a row of paper bags each containing a differently scented article and have 5 seconds at each. They then have one minute to list all the scents in correct order from memory.

rules:
Prepare paper bags each containing a different scented article: chopped onion, coffee, rose leaves, leather, aniseed, violet powder, orange peel, etc. Place bags in a row two feet apart. Each competitor walks down the row and sniffs each bag for five seconds. After the row they have one minute to write or state all scents in their correct order. The most accurate wins.

source_excerpt:
Put these packets in a row a couple of feet apart, and let each competitor walk down the line and have five seconds sniff at each.


name: Spotting the Spot
category: creative-stem
subcategory: observation
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 18
materials_category: minimal
materials_list: photos or sketches of local objects
skills_developed: observation, memory, local-knowledge
difficulty_level: usor
keywords: photo, sketch, spot, recognise
tags: ["indoor", "observation"]
language: en
normalized_name: spotting the spot
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Show a series of photos or sketches of objects in the neighbourhood (cross-roads, curious window, gargoyle, weathercock, tree, reflection in water) and see who can recognise the greatest number; or let each Scout contribute a picture or sketch of something remarkable passed during the last outing.

rules:
Show a series of photos or sketches of objects in the neighborhood such as would be known to all the Scouts if they kept their eyes open - for instance, cross-roads, curious window, gargoyle or weathercock, tree, reflection in the water (guess the building causing it), and so on, and see who can recognize the greatest number; or else let each Scout contribute a picture or sketch of something remarkable passed during the last outing.

source_excerpt:
Show a series of photos or sketches of objects in the neighborhood such as would be known to all the Scouts if they kept their eyes open - for instance, cross-roads, curious window, gargoyle or weathercock, tree, reflection in the water


name: Spotting the Spot
rules: Recognize as many of the depicted local objects as possible.
variations: Each Scout contributes his own sketch of something noticed during a recent outing.
category: orientare
subcategory: observatie-locala
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 18
materials_list: photos or sketches of local objects
skills_developed: observation, local knowledge
difficulty_level: usor
keywords: observation, photos, neighborhood
tags: ["indoor", "outdoor-prep"]
language: en
normalized_name: spotting the spot
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A game of local observation. Show a series of photos or sketches of objects in the neighborhood that Scouts should know if they keep their eyes open — for instance cross-roads, a curious window, a gargoyle or weathercock, a tree, or a reflection in the water (with the building causing it to be guessed) — and see who can recognize the greatest number. Alternatively, let each Scout contribute a picture or sketch of something remarkable he passed during the last outing.

source_excerpt:
Show a series of photos or sketches of objects in the neighborhood such as would be known to all the Scouts if they kept their eyes open-for instance, cross-roads, curious window, gargoyle or weathercock, tree, reflection in the water (guess the building causing it), and see who can recognize the greatest number


name: Spotting The Spot
variations: Scouts can contribute their own sketches from recent outings.
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 78
materials_list: photos or sketches
skills_developed: observation, local knowledge
difficulty_level: usor
keywords: photos, sketches, observation, local landmarks
tags: ["indoor"]
language: en
normalized_name: spotting the spot
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A series of photos or sketches of local landmarks are shown to Scouts who try to identify as many locations as possible. Alternatively Scouts bring their own sketches from recent outings.

rules:
Show photos or sketches of familiar local features such as crossroads, windows, gargoyles, weathercocks, trees, or reflections in water. Scouts try to identify the greatest number. Alternatively, each Scout contributes a sketch of something remarkable from the last outing.

source_excerpt:
Show a series of photos or sketches of objects in the neighborhood such as would be known to all the Scouts if they kept their eyes open.


name: How Long?
category: creative-stem
subcategory: estimation
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 18
materials_category: minimal
materials_list: paper, pencil, measuring tape (umpire)
skills_developed: estimation, measurement
difficulty_level: usor
keywords: measure, length, estimation, height
tags: ["camp", "skill-test"]
language: en
normalized_name: how long?
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A good camp practice: all Scouts have a piece of paper and pencil and write down answers to various questions regarding lengths and heights, such as 'What is my height when I'm wearing my hat?' or 'How long is the camp table?'. The boy whose answer is closest to the correct number of inches wins.

rules:
A good camp practice is to see that all Scouts have a piece of paper and pencil, and to make them write down answers to various questions regarding lengths and heights. For instance: 'What is my height when I'm wearing my hat?' 'How long is the camp table?' Of course that boy wins who most nearly gives the correct number of inches.

source_excerpt:
A good camp practice is to see that all Scouts have a piece of paper and pencil, and to make them write down answers to various questions regarding lengths and heights.


name: How Long?
rules: Each Scout writes an estimate in inches for each question; closest answer wins.
category: camp-outdoor
subcategory: estimare
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 18
materials_list: paper, pencil
skills_developed: estimation, measurement
difficulty_level: usor
keywords: estimation, measurement, camp
tags: ["camp"]
language: en
normalized_name: how long?
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A camp estimation game. All Scouts are given a piece of paper and pencil and are asked to write down answers to various questions regarding lengths and heights — for instance "What is my height when I'm wearing my hat?" or "How long is the camp table?" The Scout who most nearly gives the correct number of inches wins.

source_excerpt:
A good camp practice is to see that all Scouts have a piece of paper and pencil, and to make them write down answers to various questions regarding lengths and heights.


name: How Long?
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 128
materials_category: stationery
materials_list: items for measuring, pens and paper
skills_developed: estimation, measurement, maths
difficulty_level: usor
keywords: estimation, measurement, length, maths
tags: ["educational", "STEM", "quiet"]
language: en
normalized_name: how long?
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An estimation game where scouts guess the lengths of various objects to within 10% of actual measurements.

rules:
Ask scouts to estimate lengths of various items to within 10%. Swap papers for marking and go through answers. Winner is scout with most correct answers.

source_excerpt:
Ask scouts to estimate the lengths of various items to within ten percent of the actual figure. Then they swap papers for marking and you go through what the answers are.


name: Old Spotty-Face
category: creative-stem
subcategory: eyesight
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 18-19
materials_category: moderate
materials_list: small ruled cardboard squares, large ruled cardboard sheet, black paper discs, pins, pencils
skills_developed: eyesight, observation, long-sight
difficulty_level: mediu
keywords: eyesight, spots, spotty-face, long-sight
tags: ["indoor-or-outdoor", "vision"]
language: en
normalized_name: old spotty-face
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An eye-strengthening and long-sight game adapted from Thompson Seton's Woodcraft Indians. The umpire holds up a large cardboard with twelve ruled squares with black paper discs pinned at various spots; Scouts approach from a distance and copy the pattern on their own small cards. The Scout who copies correctly at the farthest distance wins.

rules:
Prepare squares of cardboard divided into about a dozen small squares. Each Scout should take one, and should have a pencil and go off a few hundred yards, or, if indoors, as far as space will allow. The umpire then takes a large sheet of cardboard, with twelve squares ruled on it of about three-inch sides if in the open, or one and a half to two inches if indoors. The umpire has a number of black paper discs, half an inch in diameter, and pins ready, and sticks about half a dozen on to his card, dotted about where he likes. He holds up his card so that it can be seen by the Scouts. They then gradually approach, and as they get within sight they mark their cards with the same pattern of spots. The one who does so at the farthest distance from the umpire wins. Give five points for every spot correctly shown, deduct one point for every two inches nearer than the furthest man.

source_excerpt:
Prepare squares of cardboard divided into about a dozen small squares. Each Scout should take one, and should have a pencil and go off a few hundred yards, or, if indoors, as far as space will allow.


name: Old Spotty-Face
category: orientare
subcategory: vedere
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 18-19
materials_category: carton
materials_list: squares of cardboard, pencils, black paper discs (half inch), pins
skills_developed: long sight, observation
difficulty_level: mediu
keywords: sight, observation, long sight
tags: ["sight-training"]
language: en
normalized_name: old spotty-face
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A sight-strengthening game adapted from Thompson Seton's Birch Bark Roll. The umpire takes a large sheet of cardboard ruled into twelve squares (three-inch sides in the open, one-and-a-half to two inches indoors) and sticks about half a dozen black paper discs (half an inch in diameter) onto it. Each Scout has a smaller card divided into the same number of squares and a pencil, and goes off a few hundred yards (or as far as space allows indoors). The umpire holds up his card. The Scouts gradually approach and, as soon as they can see it, mark their cards with the same pattern of spots. Whoever marks their card correctly from the farthest distance wins.

rules:
Give five points for every spot correctly shown; deduct one point for every two inches nearer than the furthest man. Teaches long sight.

source_excerpt:
Prepare squares of cardboard divided into about a dozen small squares. Each Scout should take one, and should have a pencil and go off a few hundred yards, or, if indoors, as far as space will allow.


name: Old Spotty-Face
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 78
materials_list: grid cards, large card, black paper discs, pins
skills_developed: long sight, observation
difficulty_level: usor
keywords: eyesight, spots, distance, grid
tags: ["indoor or outdoor"]
language: en
normalized_name: old spotty-face
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts hold small grid cards and gradually approach an umpire who holds a large card spotted with black paper discs. Scouts mark their cards with the same pattern from as great a distance as possible. Tests long-distance sight.

rules:
Each Scout has a card divided into about a dozen small squares and moves off several hundred yards. The umpire holds a large card (12 three-inch squares outdoors, or 1.5-2 inches indoors) with about six black paper disc spots placed randomly. Scouts approach and mark their cards with the same spot pattern from as far away as possible. The Scout who marks correctly at the farthest distance wins. Five points for every correctly placed spot; deduct one point for every two inches closer than the farthest man.

source_excerpt:
The umpire has a number of black paper discs, half an Inch in diameter, and sticks about half a dozen on to his card, dotted about where he likes. He holds up his card so that it can be seen by the Scouts.


name: Quick Sight
category: creative-stem
subcategory: eyesight
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 19
materials_category: moderate
materials_list: cardboard squares, black paper discs, pencils
skills_developed: quick-sight, memory, observation
difficulty_level: usor
keywords: quick, sight, memory, five-seconds
tags: ["indoor", "vision"]
language: en
normalized_name: quick sight
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A variant of Spotty-Face that teaches quick sight using the same apparatus. The Scouts come fairly close, the umpire shows his card for only five seconds, then they mark their cards from memory. The most correct wins.

rules:
Quick Sight can be taught with the same apparatus as used in Spotty-Face, by allowing the Scouts to come fairly close, and then merely showing your card for five seconds, and allowing them to mark their cards from memory. The one who is most correct wins.

source_excerpt:
"Quick Sight" can be taught with the same apparatus as used in Spotty-Face, by allowing the Scouts to come fairly close, and then merely showing your card for five seconds, and allowing them to mark their cards from memory.


name: Quick Sight
rules: Card shown for only five seconds; Scouts reproduce the pattern from memory.
category: orientare
subcategory: vedere
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 19
materials_category: carton
materials_list: card with paper discs, Scout cards, pencils
skills_developed: quick sight, memory
difficulty_level: usor
keywords: sight, memory
tags: ["sight-training"]
language: en
normalized_name: quick sight
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A short-sight memory variant of Spotty-Face using the same apparatus. Scouts come fairly close to the umpire, who merely shows his card for five seconds before hiding it again. Scouts then mark their own cards from memory. The one whose markings are most correct wins.

source_excerpt:
"Quick Sight" can be taught with the same apparatus as used in Spotty-Face, by allowing the Scouts to come fairly close, and then merely showing your card for five seconds, and allowing them to mark their cards from memory.


name: Quick Sight
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 78
materials_list: grid cards, spotted card
skills_developed: short-term visual memory, observation
difficulty_level: usor
keywords: memory, quick sight, spots
tags: ["indoor or outdoor"]
language: en
normalized_name: quick sight
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Using the same spotted-card apparatus as Old Spotty-Face, Scouts stand close to the umpire and must memorize the pattern after seeing it for only five seconds, then mark their own cards from memory.

rules:
Scouts come fairly close to the umpire with his spotted card. The umpire shows the card for only five seconds. Scouts then mark their own grid cards from memory. The most accurate Scout wins.

source_excerpt:
Quick Sight can be taught with the same apparatus as used in Spotty-Face, by allowing the Scouts to come fairly close, and then merely showing your card for five seconds.


name: Nobody's Airship
category: sports-active
subcategory: minge-balon
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 19
materials_category: minge
materials_list: small air-balloon, string or tape
skills_developed: coordination, teamwork, agility
difficulty_level: usor
keywords: balloon, airship, string, indoor, volleyball-like
tags: ["indoor", "active", "team"]
language: en
normalized_name: nobody's airship
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An indoor team game played over a string or tape stretched across the room at face height. The players divide into two sides (four or five a side is best). A small air-balloon is thrown in and each side tries to make it touch the ground on the other side of the tape. The balloon must be hit over the tape, and in hitting it the players' hands must not go over the tape.

rules:
The players divide into two sides (four or five a side is best); between them a string or tape is fastened across the room about the height of their faces; then a small air-balloon is thrown in, and each side tries to make it touch the ground on the other side of the tape. It must be hit over the tape, and in hitting it, hands must not go over the tape.

source_excerpt:
The players divide into two sides (four or five a side is best); between them a string or tape is fastened across the room about the height of their faces; then a small air-balloon is thrown in, and each side tries to make it touch the ground on the other side of the tape.


name: Nobody's Airship
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 78
materials_list: string or tape, air balloon
skills_developed: coordination, reflexes
difficulty_level: usor
keywords: balloon, tape, indoor game
tags: ["indoor"]
language: en
normalized_name: nobody's airship
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams face each other across a tape strung across the room at face height. They try to bat a small air-balloon so it touches the ground on the opponents side without hands crossing the tape.

rules:
A string or tape is fastened across the room at about face height. A small air-balloon is thrown in. Each side tries to bat it to touch the ground on the other side. Hands must not go over the tape when hitting. Four or five players a side is best.

source_excerpt:
between them a string or tape is fastened across the room about the height of their faces; then a small air-balloon is thrown in, and each side tries to make it touch the ground on the other side of the tape.


name: Blow Ball
category: sports-active
subcategory: indoor
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 19
materials_category: minimal
materials_list: ping-pong ball, wooden table about 6 feet long
skills_developed: breath-control, composure
difficulty_level: usor
keywords: blow, ball, table, lungs
tags: ["indoor", "table-game"]
language: en
normalized_name: blow ball
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Players divide into two sides at each end of a wooden table about 6 feet long. A ping-pong ball (or any light celluloid ball) is placed in the centre, and each side tries to blow it off the table at the other end. If it goes off the sides it does not count and is replaced in the centre.

rules:
The players divide into two sides and take their positions at each end of a wooden table about 6 feet long. A ping-pong ball (or any light celluloid ball) is placed in the center, and each side tries to blow it off the table at the other end - if it goes off the sides it does not count, but is put back in the center again. The game soon develops strong lungs, but needs composure just as much - because the best player is the one who can blow without laughing at the faces of those opposite him as they blow. It is best to play kneeling or sitting round the table.

variations:
A more complicated way for five players a side is to have a goal at each end marked on the table; then each side has a goalkeeper, two forwards, stationed at the other end to blow into the enemy's goal, and two backs to pass the ball to their forwards.

source_excerpt:
The players divide into two sides and take their positions at each end of a wooden table about 6 feet long. A ping-pong ball (or any light celluloid ball) is placed in the center, and each side tries to blow it off the table at the other end


name: Blow Ball
variations: Five-a-side version with goalkeeper, two forwards, and two backs at each end.
category: sports-active
subcategory: masa-suflat
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 19
materials_category: masa-minge
materials_list: wooden table ~6 feet long, ping-pong or light celluloid ball
skills_developed: lung capacity, composure
difficulty_level: usor
keywords: blow, table, ball, indoor
tags: ["indoor", "tabletop"]
language: en
normalized_name: blow ball
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An indoor lung-and-composure game. Players divide into two sides and take position at each end of a wooden table about 6 feet long. A ping-pong ball (or any light celluloid ball) is placed in the centre and each side tries to blow it off the opposing end. If the ball goes off the sides it does not count and is put back in the centre. The best player is the one who can blow without laughing at the faces of those opposite. It is best played kneeling or sitting round the table.

rules:
Blow only — no hands. Only end-of-table goals count; side falls don't count and the ball is reset. For 5-a-side: goal marked at each end, one goalkeeper, two forwards stationed at the enemy's end to blow into their goal, and two backs to pass the ball to their forwards.

source_excerpt:
A ping-pong ball (or any light celluloid ball) is placed in the center, and each side tries to blow it off the table at the other end-if it goes off the sides it does not count, but is put back in the center again.


name: Blow Ball
rules: On command blow tennis ball over chalk line. First over wins.
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 20
materials_list: table tennis balls, chalk
skills_developed: lung capacity, control
difficulty_level: usor
keywords: blow, ball, table tennis, race
tags: ["indoor", "calm game"]
language: en
normalized_name: blow ball
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two table tennis balls are used. A course about 6 metres wide is marked with a chalk line. On command participants blow the tennis ball across the line. First to get their ball over the line wins.

source_excerpt:
Two table tennis balls required. Mark a course say 6meters wide with a chalk line. Participants on command blow the tennis ball over the line. First over wins.


name: Blow Ball
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 20
materials_list: table tennis balls, chalk
skills_developed: breath control
difficulty_level: usor
keywords: blow ball, table tennis, race
tags: ["energy release", "fun"]
language: en
normalized_name: blow ball
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Participants blow table tennis balls across a marked 6-metre wide course. The first ball to cross the line wins.

rules:
Mark a course 6 meters wide with a chalk line. On command, participants blow the tennis ball over the line. First over wins.

source_excerpt:
Two table tennis balls required. Mark a course say 6meters wide with a chalk line. Participants on command blow the tennis ball over the line. First over wins.


name: Blow Ball
variations: Five-per-side version with goalkeeper, two forwards and two backs and a marked goal at each end.
category: sports-active
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 78-79
materials_list: table, ping-pong ball
skills_developed: lung power, composure
difficulty_level: usor
keywords: blow, ping-pong, table, indoor
tags: ["indoor"]
language: en
normalized_name: blow ball
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams kneel at opposite ends of a table and try to blow a ping-pong ball off the opponents end. The game rewards composure and lung power.

rules:
Two teams at each end of a table about 6 feet long. A ping-pong or light celluloid ball is placed in the center. Each side tries to blow it off the far end. If it goes off the sides it is replaced in the center. Best played kneeling or sitting. A more complex version for five per side uses a goal marked at each end with a goalkeeper, two forwards at the other end, and two backs.

source_excerpt:
The players divide into two sides and take their positions at each end of a wooden table about 6 feet long. A ping-pong ball (or any light celluloid ball) is placed in the center, and each side tries to blow it off the table at the other end.


name: Artists
category: creative-stem
subcategory: drawing
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 19
materials_category: minimal
materials_list: paper, pencils
skills_developed: observation, drawing, concentration
difficulty_level: usor
keywords: draw, artist, copy, strokes
tags: ["indoor", "creative"]
language: en
normalized_name: artists
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Players sit round a table, each with paper and pencil. The right-hand player draws a picture (of an ordinary figure or head) in separate firm strokes, putting them in unusual sequence so it is difficult to see what is being drawn. Each player copies the man on his right stroke by stroke. When the right-hand artist finishes, all the rest are compared with it.

rules:
Players sit round a table, each with paper and pencil. The right-hand one draws a picture, in separate firm strokes, of an ordinary figure or head - putting in his strokes in unusual sequence so that for a long time it is difficult to see what he is drawing. Each player looks over to see what the man on his right is drawing and copies it stroke by stroke. When the right-hand artist has finished his picture, compare all the rest with it.

source_excerpt:
Players sit round a table, each with paper and pencil. The right-hand one draws a picture, in separate firm strokes, of an ordinary figure or head - putting in his strokes in unusual sequence so that for a long time it is difficult to see what he is drawing.


name: Artists
category: creative-stem
subcategory: desen
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 19
materials_category: papetarie
materials_list: paper, pencil
skills_developed: observation, drawing
difficulty_level: usor
keywords: drawing, copy, circle
tags: ["indoor", "creative"]
language: en
normalized_name: artists
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A circle drawing game. Players sit round a table, each with paper and pencil. The right-hand player draws a picture of an ordinary figure or head in separate firm strokes, putting in his strokes in unusual sequence so that for a long time it is difficult to see what he is drawing. Each player looks over to see what the man on his right is drawing and copies it stroke by stroke. When the right-hand artist has finished his picture, all the rest are compared with it.

rules:
Copy stroke-by-stroke from the right-hand neighbour without seeing the original concept until the end; compare all drawings.

source_excerpt:
Players sit round a table, each with paper and pencil. The right-hand one draws a picture, in separate firm strokes, of an ordinary figure or head-putting in his strokes in unusual sequence so that for a long time it is difficult to see what he is drawing.


name: Artists
category: creative-stem
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 79
materials_list: paper, pencil
skills_developed: observation, drawing, attention
difficulty_level: usor
keywords: drawing, copying, strokes
tags: ["indoor"]
language: en
normalized_name: artists
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Players sit in a circle, each copying the drawing of the player to their right stroke by stroke without knowing what the final image will be until it is complete.

rules:
Each player has paper and pencil. The right-hand player draws a figure or head in separate firm strokes in an unusual sequence so it is hard to identify until nearly complete. Each player copies the strokes of the player to their right one at a time. When the right-hand artist finishes, all drawings are compared with the original.

source_excerpt:
The right-hand one draws a picture, in separate firm strokes, of an ordinary figure or head-putting in his strokes in unusual sequence so that for a long time it is difficult to see what he is drawing.


name: A Memory Game
category: creative-stem
subcategory: memory
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 19-20
materials_category: none
skills_developed: memory, diction, concentration
difficulty_level: mediu
keywords: memory, circle, alliteration, formula
tags: ["indoor", "language"]
language: en
normalized_name: a memory game
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A circle memory game in which one player acts as the leader and repeats a series of alliterative formulas. The formula goes round the circle and each time it returns to the leader he adds a new line, up to ten lines. Those who forget any part of the formula are dropped from the circle.

rules:
It is necessary that the list of words and sentences given below be memorized by one of the players, who acts as leader. This leader, turning to his next neighbor, remarks: 'One old owl.' The latter turns to his neighbor, and gives the same formula. So it passes around the circle till it comes to the leader again, who repeats it, and adds the formula: 'Two tantalizing, tame toads.' Again it goes around, and again, and each time the leader adds a new formula, until the whole is repeated, up to ten. Those who forget part of the formula are dropped from the circle. Here is the whole: One old owl. Two tantalizing, tame toads. Three tremulous, tremendous, terrible tadpoles. Four fat, fussy, frivolous, fantastic fellows. Five flaming, flapping, flamingoes fishing for frogs. Six silver-tongued, saturnine senators standing strenuously shouting: 'So-so.' Seven serene seraphs soaring swiftly sunward, singing: 'Say, sisters.' Eight elderly, energetic, effusive, erudite, enterprising editors eagerly eating elderberries. Nine nice, neat, notable, neighborly, nautical, nodding nabobs nearing northern Normandy. Ten tall, tattered, tearful, turbulent tramps, talking tumultuously through tin trumpets.

source_excerpt:
This leader, turning to his next neighbor, remarks: "One old owl." The latter turns to his neighbor, and gives the same formula. So it passes around the circle till it comes to the leader again


name: A Memory Game
category: icebreakers
subcategory: memorie
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 19-20
skills_developed: memory, diction
difficulty_level: mediu
keywords: memory, tongue-twister, circle
tags: ["indoor", "verbal"]
language: en
normalized_name: a memory game
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A cumulative tongue-twister memory game. A leader who has memorised a list of ten tongue-twisting formulae starts by turning to his neighbour and remarking: "One old owl." The phrase passes around the circle. When it returns the leader adds the next: "Two tantalizing, tame toads." Each round he adds a new formula, up to ten ("Three tremulous, tremendous, terrible tadpoles", "Four fat, fussy, frivolous, fantastic fellows", "Five flaming, flapping, flamingoes fishing for frogs", "Six silver-tongued, saturnine senators standing strenuously shouting: So-so", "Seven serene seraphs soaring swiftly sunward, singing: Say, sisters", "Eight elderly, energetic, effusive, erudite, enterprising editors eagerly eating elderberries", "Nine nice, neat, notable, neighborly, nautical, nodding nabobs nearing northern Normandy", "Ten tall, tattered, tearful, turbulent tramps, talking tumultuously through tin trumpets").

rules:
Players who forget any part of the formula are dropped from the circle. "It is safe to say, however, that no society will ever get that far."

source_excerpt:
This leader, turning to his next neighbor, remarks: "One old owl." The latter turns to his neighbor, and gives the same formula. So it passes around the circle till it comes to the leader again, who repeats it, and adds the formula: "Two tantalizing, tame toads."


name: A Memory Game
category: icebreakers
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 79
skills_developed: memory, verbal recall, listening
difficulty_level: mediu
keywords: memory, tongue twister, sequence, circle
tags: ["indoor", "campfire"]
language: en
normalized_name: a memory game
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A cumulative spoken memory game where each player repeats the entire growing sequence of tongue-twisting phrases. Players who forget any part drop out.

rules:
One player knows all 10 phrases by memory and acts as leader. The leader turns to the next player and says the first phrase: One old owl. It passes around the circle. The leader then adds the second phrase and the sequence begins again from the start, continuing with each lap adding one more phrase up to ten. Players who forget any part drop out.

source_excerpt:
This leader, turning to his next neighbor, remarks: One old owl. The latter turns to his neighbor, and gives the same formula. So it passes around the circle till it comes to the leader again.


name: Questions
category: creative-stem
subcategory: general-knowledge
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 20
materials_category: none
skills_developed: general-knowledge, recall
difficulty_level: usor
keywords: questions, knowledge, quiz
tags: ["indoor", "quiz"]
language: en
normalized_name: questions
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
The Scouts all sit down and the Scoutmaster or Patrol-leader asks each boy in turn various questions on subjects of general knowledge. A mark is given for each correct answer. Examples: 'What does K.C.B. mean? On what railway is Peterborough Station? How would you get from London to Torquay? What is the test for the Fireman's Badge? When is the Chief Scout's birthday?'

rules:
The Scouts all sit down, either on the floor or on forms, and the Scoutmaster or Patrol-leader asks each boy in turn various questions on subjects of general knowledge. A mark is given for each correct answer, and the boy who gains the most marks naturally wins the game. The questions would vary, of course, according to locality.

source_excerpt:
The Scouts all sit down, either on the floor or on forms, and the Scoutmaster or Patrol-leader asks each boy in turn various questions on subjects of general knowledge. A mark is given for each correct answer


name: Questions
rules: One mark per correct answer; most marks wins.
category: icebreakers
subcategory: quiz
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 20
skills_developed: general knowledge
difficulty_level: usor
keywords: quiz, knowledge
tags: ["indoor"]
language: en
normalized_name: questions
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A general-knowledge quiz game. The Scouts sit down on the floor or on forms and the Scoutmaster or Patrol-leader asks each boy in turn various questions on subjects of general knowledge. A mark is given for each correct answer and the boy with the most marks wins. The questions vary according to locality; sample questions include: "What does K.C.B. mean? On what railway is Peterborough Station? How would you get from London to Torquay? What is the test for the Fireman's Badge? When is the Chief Scout's birthday? When is Trafalgar Day? Why does a Scout wear the fleur-de-lis? Where are the Headquarters of the Boy Scouts' Association? What was last week's cover of THE SCOUT?"

source_excerpt:
The Scouts all sit down, either on the floor or on forms, and the Scoutmaster or Patrol-leader asks each boy in turn various questions on subjects of general knowledge.


name: Questions
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 79
skills_developed: general knowledge, memory
difficulty_level: usor
keywords: questions, general knowledge, quiz
tags: ["indoor", "clubroom"]
language: en
normalized_name: questions
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
The Scoutmaster or Patrol-leader asks each Scout general knowledge questions in turn. The Scout who gains the most correct answers wins.

rules:
Scouts sit on the floor or forms. The Scoutmaster asks each boy in turn questions on general knowledge suited to the locality. A mark is given for each correct answer. The boy with the most marks wins.

source_excerpt:
The Scouts all sit down, either on the floor or on forms, and the Scoutmaster or Patrol-leader asks each boy in turn various questions on subjects of general knowledge.


name: Who Said That?
category: creative-stem
subcategory: memory
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 20
materials_category: minimal
materials_list: notebook, 20 sheets of paper, blue or black crayon, pins
skills_developed: memory, listening, observation
difficulty_level: usor
keywords: sayings, memory, conversation, quiz
tags: ["indoor", "evening-game"]
language: en
normalized_name: who said that?
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A memory test. Throughout the evening, unknown to the others, one Scout jots down some twenty of the most striking remarks made in the general conversation. Later he writes each on its own sheet, pins them numbered, and turns them over one by one; competitors write 'Who Said That?' for each.

rules:
Throughout the evening, and unknown to the others, one Scout should, in a handy notebook, jot down some twenty of the most striking remarks made in the general conversation. Towards the end of the evening he then slips away, and on each of twenty sheets of paper, put aside for the purpose, he writes one of the 'sayings' in a bold hand. Blue or black crayon should be used for this, so that each sentence may be clearly seen when the sheets are fastened up. The sheets are numbered, pinned up together, and turned over one by one - a sufficient time being allowed for competitors to write on slips of paper 'Who Said That?'

source_excerpt:
Throughout the evening, and unknown to the others, one Scout should, in a handy notebook, jot down some twenty of the most striking remarks made in the general conversation.


name: Who Said That?
rules: Sheets are turned over one by one; competitors guess the speaker of each quoted remark.
category: icebreakers
subcategory: memorie
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 20
materials_category: papetarie
materials_list: notebook, 20 sheets of paper, blue or black crayon, pins
skills_developed: memory, attention
difficulty_level: mediu
keywords: memory, quotes, evening
tags: ["indoor", "evening"]
language: en
normalized_name: who said that?
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A memory test for the clubroom evening. Throughout the evening, unknown to the others, one Scout jots down in a handy notebook about twenty of the most striking remarks made in the general conversation. Towards the end of the evening he slips away and writes each saying on one of twenty separate sheets of paper in bold blue or black crayon so each sentence is clearly legible. The sheets are numbered, pinned up together and turned over one by one, with sufficient time being allowed for competitors to write down on slips of paper "Who Said That?" for each remark.

source_excerpt:
Throughout the evening, and unknown to the others, one Scout should, in a handy notebook, jot down some twenty of the most striking remarks made in the general conversation.


name: Who Said That?
description: Scouts try to guess who said various overheard phrases collected from earlier in the evening.
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 272-273
materials_category: stationery
materials_list: Pens and paper
skills_developed: social awareness, memory, observation
difficulty_level: usor
keywords: quotes, guessing, sayings, social
tags: ["indoor", "Top Fifty", "social", "icebreaker"]
language: en
normalized_name: who said 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.part17
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
Best prepared as scouts come in to the troop meeting at the start of the evening or during a drinks break, write down some of the things that scouts say. Then give the scouts a pen and sheet of paper each and read out what was said. Scouts have to write down who they think said what. Then they swap sheets and mark someone else's as you go through the answers. The scout who gets the most correct is the winner.

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

source_excerpt:
Scouts have to write down who they think said what. Then they swap sheets and mark someone else's as you go through the answers.


name: Who Said That?
variations: If phrases are sufficiently unusual, collect sayings over several weeks.
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 273
materials_category: stationery
materials_list: pens, paper
skills_developed: observation, memory
difficulty_level: usor
keywords: who said that, phrases, guessing
tags: ["indoor", "pen and paper"]
language: en
normalized_name: who said 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.part18
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
As scouts arrive or during a break, the leader notes down unusual phrases or sentences that scouts say. Scouts are then given pen and paper, and the leader reads out the phrases. Each scout writes down who they think said each one. Sheets are swapped and marked; the scout with the most correct answers wins.

rules:
Write down unusual phrases scouts say at the start of the evening or during a break. Give each scout pen and paper, read out phrases, scouts write who said what. Swap sheets and mark. Most correct answers wins.

source_excerpt:
Best prepared as scouts come in to the troop meeting at the start of the evening or during a drinks break, write down some of the things that scouts stay.


name: Patterns
category: creative-stem
subcategory: memory
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 20
materials_category: minimal
materials_list: two draught boards, ten white and ten black draughtsmen
skills_developed: memory, spatial-perception
difficulty_level: mediu
keywords: patterns, draughtsmen, memory, board
tags: ["indoor", "tabletop"]
language: en
normalized_name: patterns
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Get two draught boards and ten white and ten black draughtsmen. You and your friend each have one board with five white and five black pieces. Your friend arranges his men in any formation while you look away, lets you look for a few seconds, then covers it; you must reproduce the formation on your board within two minutes.

rules:
For this game get two draught boards and ten white and ten black draughtsmen. You have one board and your friend the other. Divide the draughtsmen equally, each having five white and five black. Then while you look another way, your friend arranges his men on his board in any formation he likes. When he has done this he allows you to look at his board for a few seconds; then he covers it over and you have to arrange your men in the same way on your board, within two minutes. You take it in turn to place the men in position, and whoever replaces them correctly the most times wins.

source_excerpt:
For this game get two draught boards and ten white and ten black draughtsmen. You have one board and your friend the other. Divide the draughtsmen equally, each having five white and five black.


name: Patterns
rules: View briefly, then reproduce within two minutes. Take turns. Most correct reproductions wins.
category: icebreakers
subcategory: memorie
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 20
materials_category: joc-de-masa
materials_list: two draught boards, ten white and ten black draughtsmen
skills_developed: visual memory, observation
difficulty_level: mediu
keywords: draughts, memory, pattern
tags: ["indoor", "tabletop"]
language: en
normalized_name: patterns
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A memory and observation duel played with two draught boards. Each player has a board and an equal share of draughtsmen (five white and five black each). While you look away, your friend arranges his men on his board in any formation he likes. He then lets you look at his board for a few seconds before covering it; you must reproduce the same arrangement on your own board within two minutes. Players take turns; whoever reproduces the men correctly the most times wins.

source_excerpt:
For this game get two draught boards and tan white and ten black draughtsmen. You have one board and your friend the other. Divide the draughtsmen equally, each having five white and five black.


name: Patterns
category: escape-room-puzzle
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 177
materials_category: joc de masa
skills_developed: memory, spatial awareness, concentration
difficulty_level: mediu
keywords: draughts, memory, pattern
tags: ["indoor", "memory game", "pairs"]
language: en
normalized_name: patterns
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Memory and pattern recognition game using draughts boards. One scout places 10 markers on a board; the other looks for 30 seconds, then the board is covered and they must replicate the pattern on their own board in 2 minutes. Points for correct position and colour.

rules:
Pairs sit opposite with a draughts board and five black/white markers each. Placer places ten markers; guesser looks for 30 seconds, board covered with tea towel. Guesser replicates on own board in 2 minutes. After 2 minutes, tea towel lifted; score 1 point for correct position, 1 for correct colour (max 20). Scouts rotate pairs and swap roles.

source_excerpt:
Once placed the second scout looks at first scout's board for thirty seconds, then the first scout covers it over with a tea towel.

materials_list:
1 draughts board per scout, 5 white and 5 black markers per scout, 1 tea towel per pair, tables and benches


name: Patterns
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 177
materials_category: board games
skills_developed: memory, observation, concentration
difficulty_level: mediu
keywords: memory, draughts board, markers, observation
tags: ["pairs", "indoor", "memory game"]
language: en
normalized_name: patterns
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A memory and observation game where scouts in pairs try to duplicate the placement of markers on a draughts board after a 30-second observation window.

rules:
Scouts sit in pairs opposite each other with draughts boards and markers. The first scout (placer) places ten markers on his board while the second (guesser) looks away. The guesser observes for thirty seconds, then the board is covered. The guesser has two minutes to duplicate the positions on his own board. Scouts rotate partners; scores are awarded one point for correct position and one for correct colour, maximum twenty points.

source_excerpt:
Once placed the second scout looks at first scout's board for thirty seconds, then the first scout covers it over with a tea towel.

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


name: Patterns
category: jocuri-cercetasesti
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 79-80
materials_list: 2 draughts boards, draughtsmen
skills_developed: visual memory, observation
difficulty_level: usor
keywords: draughts, memory, patterns
tags: ["indoor"]
language: en
normalized_name: patterns
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two players each have a draughts board and five white and five black pieces. One secretly arranges the pieces; the other looks briefly and then tries to reproduce the same pattern from memory within two minutes.

rules:
Each player has a draughts board with five white and five black pieces. One player arranges his pieces while the other looks away. The arranger allows the other to look for a few seconds then covers the board. The other must reproduce the arrangement on his own board within two minutes. Players take turns arranging. The player who correctly reproduces the pattern most times wins.

source_excerpt:
Then while you look another way, your friend arranges his men on his board in any formation he likes. When he has done this he allows you to look at his board for a few seconds; then he covers it over and you have to arrange your men in the same way on your board, within two minutes.


name: Round the Ring
category: team-building
subcategory: trust-fall
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 20
materials_category: none
skills_developed: trust, strength, teamwork
difficulty_level: mediu
keywords: ring, trust, fall, wrists
tags: ["indoor-or-outdoor", "trust-game"]
language: en
normalized_name: round the ring
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A game for developing the wrists and arms. About a dozen players sit down in a ring with feet pointing inward, just big enough for another player to stand in the middle. The centre player stands rigid and lets himself fall onto the outstretched hands of the players forming the ring, who push him from hand to hand; whoever drops him changes places with him.

rules:
About one dozen players sit down in a ring with their feet pointing inward. The feet make a circle just big enough for another player to stand in. The player inside the circle stands perfectly rigid, and as soon as the other players are ready lets himself fall, either backwards or forwards, on to the outstretched hands of the players forming the ring. The members of the ring push the center player from hand to hand, and when one of the former lets him fall he changes places with the center player, and in his turn is passed round the circle.

source_excerpt:
About one dozen players sit down in a ring with their feet pointing inward. The feet make a circle just big enough for another player to stand in. The player inside the circle stands perfectly rigid


name: Round the Ring
category: team-building
subcategory: incredere
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 20
skills_developed: trust, wrist and arm strength
difficulty_level: mediu
keywords: trust, circle, fall
tags: ["indoor", "trust"]
language: en
normalized_name: round the ring
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A trust-and-strength circle game. About a dozen players sit down in a ring with their feet pointing inward so that the feet form a circle just big enough for another player to stand in. The player inside the circle stands perfectly rigid and lets himself fall, either backwards or forwards, on to the outstretched hands of the players forming the ring. The members of the ring push the centre player from hand to hand. When one of them lets him fall, they change places with the centre player and in turn are passed round the circle.

rules:
Centre player must stay rigid; if a ring member lets him fall he changes places with the centre player.

source_excerpt:
About one dozen players sit down in a ring with their feet pointing inward. The feet make a circle just big enough for another player to stand in. The player inside the circle stands perfectly rigid


name: Round The Ring
category: team-building
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 80
skills_developed: trust, arm strength, coordination
difficulty_level: usor
keywords: trust fall, ring, arms
tags: ["indoor", "trust game"]
language: en
normalized_name: round the ring
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
About twelve players sit in a ring with feet pointing inward. A player stands in the middle, goes rigid, and is pushed from hand to hand around the ring. If a ring player lets the center player fall, they swap places.

rules:
About a dozen players sit in a ring with feet pointing inward, making a circle of outstretched hands. The center player stands rigid and lets himself fall in any direction onto the outstretched hands. Players push the center person from hand to hand. If a player lets the center person fall they swap and become the new center player.

source_excerpt:
The player inside the circle stands perfectly rigid, and as soon as the other players are ready lets himself fall, either backwards or forwards, on to the outstretched hands of the players forming, the ring.


name: Badger Pulling
category: sports-active
subcategory: lupte
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 21
materials_category: esarfe
materials_list: two or more scarves knotted together
skills_developed: strength, balance
difficulty_level: mediu
keywords: tug, pulling, scarves
tags: ["indoor", "outdoor"]
language: en
normalized_name: badger pulling
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A two-player tug game playable indoors or out. Two boys take part; two or more scarves are knotted together and hung over the players' heads. A line is drawn between the players. The idea is for each to try to pull the other over this line, using heads, hands and knees alone. There should be no catching hold of the handkerchiefs or arms and hands, otherwise the fun is lost.

rules:
No grabbing the scarves or the opponent's hands and arms; only push/pull with head, hands and knees. Pull opponent across the line to win.

source_excerpt:
Two boys take part, and two or more scarves are knotted together and hung over the players' heads. A line should be drawn between the two players, and the idea of the game is for each to try to pull the other over this line, using heads, hands and knees alone.


name: Badger Pulling
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 80
materials_list: scarves
skills_developed: strength, balance
difficulty_level: usor
keywords: pulling, scarves, line
tags: ["indoor or outdoor"]
language: en
normalized_name: badger pulling
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two players stand on opposite sides of a line, each with knotted scarves looped over their heads. Each tries to pull the other over the line using only head, hands, and knees.

rules:
Two boys stand facing each other with a line drawn between them. Two or more scarves are knotted together and hung over both players heads. Each player tries to pull the other over the line using only heads, hands, and knees. Catching hold of the handkerchiefs or the arms and hands of the opponent is not allowed.

source_excerpt:
Two boys take part, and two or more scarves are knotted together and hung over the players heads. A line should be drawn between the two players, and the idea of the game is for each to try to pull the other over this line, using heads, hands and knees alone.


name: Catch the Thief
category: wide-games
subcategory: urmarire
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 22
materials_category: tesatura
materials_list: red rag
skills_developed: stealth, pursuit, alertness
difficulty_level: mediu
keywords: thief, pursuit, wide-game
tags: ["wide-game", "camp"]
language: en
normalized_name: catch the thief
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A surprise pursuit game (from Thompson Seton's Birch Bark Roll). A red rag is hung up in the camp or room in the morning. The umpire goes round to each Scout in turn while they are at work or play and whispers "There is a thief in the camp," but to one Scout he whispers: "There is a thief in the camp, and you are he-Marble Arch," naming a well-known spot about a mile away. That Scout must steal the rag at any time within the next three hours and bolt with it to the named destination. As soon as anyone notices the rag is gone, the alarm is given and all dart off in pursuit. The Scout who recovers the rag (or a piece of it) wins; if none succeeds, the thief wins.

rules:
The thief must carry the rag tied round his neck, not in his pocket. Theft must happen within three hours of being told. Once the rag is missed, all chase. Pursuit ends when the rag (or a piece) is captured or the thief reaches the destination.

source_excerpt:
A red rag is hung up in the camp or room in the morning; the umpire goes round to each Scout in turn, while they are at work or play, and whispers to him: " There is a thief in the camp


name: Catch the Thief
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 53
materials_list: Scout mascot or similar
skills_developed: observation, stealth, strategy
difficulty_level: mediu
keywords: thief, mascot, secret, tag
tags: ["indoor", "deduction"]
language: en
normalized_name: catch the thief
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One scout is secretly assigned as the thief and must steal a mascot and reach a destination without being tagged. Other scouts must notice the missing item and raise the alarm to catch the thief.

rules:
Place a scout mascot prominently. Whisper to each scout 'There's a thief in the scout hut.' To one secret scout add 'and it's you - campfire circle.' Inform all scouts there is a thief. If/when someone notices the mascot missing, they raise alarm and scouts search. If thief reaches the destination untagged, they win. If tagged first, they lose. Thief must hold item visibly.

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


name: Catch The Thief
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 81
materials_list: red rag
skills_developed: deception, alertness, speed
difficulty_level: mediu
keywords: thief, rag, chase, stealth
tags: ["camp", "outdoor"]
language: en
normalized_name: catch the thief
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One Scout is secretly told he is the thief and must steal a red rag from camp at any time within three hours and run with it to a designated spot. When the rag is noticed missing, all other Scouts give chase.

rules:
A red rag is hung in camp. The umpire whispers to each Scout that there is a thief in the camp, but to one Scout he also whispers that he is the thief and names the destination about a mile away. That Scout may steal the rag at any time within three hours. As soon as anyone notices the rag is gone they raise the alarm and all give chase. The thief wins if he reaches the destination with the rag tied round his neck; the Scout who grabs the rag or a piece of it wins otherwise.

source_excerpt:
the umpire goes round to each Scout in turn, while they are at work or play, and whispers to him: There is a thief in the camp but to one he whispers: There is a thief in the camp, and you are he.


name: Catch The Thief
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 81
materials_list: red rag
skills_developed: stealth, observation, pursuit
difficulty_level: mediu
keywords: thief, chase, rag, camp
tags: ["camp", "outdoor", "pursuit"]
language: en
normalized_name: catch the thief
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A red rag is hung in camp. The umpire secretly tells one Scout he is the thief and gives him a destination about a mile away. Within three hours the thief must steal the rag and run to that destination. All other Scouts, on noticing the rag is gone, give alarm and pursue. The Scout who gets the rag or a piece of it wins; if none succeeds, the thief wins.

rules:
The thief must carry the rag tied around his neck, not hidden. Scouts pursue as soon as the theft is noticed.

source_excerpt:
That Scout then knows that he must steal the rag at any time within the next three hours, and bolt with it to the Marble Arch.


name: Bang the Bear
category: wide-games
subcategory: urmarire
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 22
materials_category: balon-esarfe
materials_list: small balloon, clubs of twisted straw rope or knotted scarves
skills_developed: agility, courage
difficulty_level: mediu
keywords: bear, balloon, hunters
tags: ["wide-game"]
language: en
normalized_name: bang the bear
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A boisterous chasing game (from Thompson Seton). One big boy is the bear and has three bases where he can take refuge and be safe. He carries a small balloon on his back. The other boys are armed with clubs of twisted straw rope or knotted scarves with which they try to burst his balloon while he is outside a base. The bear has a similar club with which he knocks off the hunters' hats.

rules:
If a hunter's hat is knocked off he is counted killed. The bear's balloon must be burst before he is killed, so he learns to face the enemy and not turn his back. The bear is safe only when on a base.

source_excerpt:
One big boy is bear, and has three bases in which he can take refuge and be safe. He carries a small balloon on his back. The other boys are armed with clubs of straw rope twisted or knotted scarves, with which they try to burst his balloon while he is outside a base.


name: Bang The Bear
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 81
materials_list: balloon, straw rope or knotted scarves
skills_developed: agility, tactics
difficulty_level: usor
keywords: bear, balloon, hat, bases
tags: ["outdoor", "camp"]
language: en
normalized_name: bang the bear
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One large boy is the bear carrying a balloon on his back. Hunters try to burst the balloon while the bear tries to knock their hats off with a club. Hunters with hats knocked off are out.

rules:
The bear has a small balloon on his back and three safe bases. Hunters are armed with clubs of straw rope or knotted scarves. Hunters try to burst the balloon while the bear is outside a base. The bear uses his club to knock hunters hats off. A hunter whose hat is knocked off is killed. The bear is killed when the balloon is burst.

source_excerpt:
One big boy is bear, and has three bases in which he can take refuge and be safe. He carries a small balloon on his back.


name: Bang The Bear
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 81
materials_list: balloon, straw rope clubs or knotted scarves
skills_developed: agility, strategy
difficulty_level: mediu
keywords: bear, balloon, clubs, bases
tags: ["outdoor", "active"]
language: en
normalized_name: bang the bear
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One big boy is the bear and has three safe bases. He carries a small balloon on his back. Other boys armed with clubs of straw rope or knotted scarves try to burst his balloon while he is outside a base. The bear uses a similar club to knock off hunters' hats. A hunter whose hat is knocked off is killed; the bear is killed when his balloon is burst.

rules:
Bear can take refuge in any of three bases where he is safe. Hunters must burst the balloon; bear must knock off hunters' hats.

source_excerpt:
One big boy is bear, and has three bases in which he can take refuge and be safe. He carries a small balloon on his back.


name: Shoot Out
rules: Twelve stones each; each toppled target kills one man of the opposite patrol.
category: sports-active
subcategory: aruncare-tinte
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 22
materials_category: tinte-pietre
materials_list: bottles or bricks, 12 stones per Scout
skills_developed: aim, throwing
difficulty_level: usor
keywords: targets, throwing, stones
tags: ["outdoor"]
language: en
normalized_name: shoot out
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A target-knockout competition between two patrols. Bottles or bricks are set up on end, one for each Scout in the two patrols. The patrols stand side by side facing their respective targets and await the word "fire." They are armed with twelve stones each. As soon as a target falls over, a corresponding man of the other patrol has to sit down — killed.

source_excerpt:
Bottles or bricks are set up on end, one for each Scout in the two patrols ; the patrols take their stand side by side and facing their respective enemy (the two " patrols " of bottles or bricks), and await the word " fire."


name: Shoot Out
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 81
materials_list: bottles or bricks, stones
skills_developed: throwing aim
difficulty_level: usor
keywords: throwing, target, bottles
tags: ["outdoor", "camp"]
language: en
normalized_name: shoot out
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two patrols face rows of bottles or bricks, one per Scout. They throw stones at the enemy targets. Each time a target falls, the corresponding enemy Scout sits down eliminated.

rules:
Set up bottles or bricks on end, one per Scout in each patrol. Both patrols stand side by side facing their respective targets. Each Scout has twelve stones. At the word fire they throw at the targets. When a target falls over, the corresponding Scout of the other patrol must sit down as killed.

source_excerpt:
Bottles or bricks are set up on end, one for each Scout in the two patrols; the patrols take their stand side by side and facing their respective enemy (the two patrols of bottles or bricks), and await the word fire.


name: Shoot Out
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 81
materials_list: bottles or bricks, twelve stones per Scout
skills_developed: aim, throwing
difficulty_level: usor
keywords: throwing, targets, patrols, stones
tags: ["outdoor", "patrol-game"]
language: en
normalized_name: shoot out
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two patrols compete by throwing twelve stones each at bottles or bricks set up opposite them. When a target falls, the corresponding player from the other patrol must sit down as killed.

rules:
Each patrol faces their targets (bottles/bricks). Each Scout has twelve stones. When a target falls over, the corresponding man of the other patrol sits down.

source_excerpt:
Bottles or bricks are set up on end, one for each Scout in the two patrols ; the patrols take their stand side by side and facing their respective enemy (the two "patrols" of bottles or bricks), and await the word "fire."


name: The Bull Fight
variations: Two-part structure: paper-strip removal, then blindfold matador challenge.
category: wide-games
subcategory: spectacol
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 22
materials_category: esarfe-hartie
materials_list: paper strips (6 in.), pins, scarves, blindfold
skills_developed: agility, stealth, drama
difficulty_level: mediu
keywords: bullfight, display, matador
tags: ["display", "outdoor"]
language: en
normalized_name: the bull fight
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A display game for twelve players representing a bullfight. The cast: 1 bull, 1 matador, 4 Chulos and 6 scarf-bearers. Part I — the bull enters an arena (formed by Scouts "forming fence") with four or five 6-inch strips of paper pinned to his back. The Chulos try to tear off the strips without being touched by the bull; if a Chulo is touched once he is dead. The scarf-bearers, carrying scarves, run in between bull and Chulo when one is hard pressed and wave their scarves in the bull's face to make him follow them. Only one strip may be taken at a time. Part II — when all strips are off or all Chulos killed, the arena is cleared and the bull is blindfolded with a scarf tied round his neck so that one pull at an end brings it off. The matador enters and has to remove the scarf without being touched by the bull; if he succeeds, the bull is dead.

rules:
Chulos die after one touch; scarf-bearers cannot be tagged. One strip removed at a time. Matador wins by removing the bull's neck scarf without being touched.

source_excerpt:
Twelve players are needed for the game, which is interesting to watch and makes a good spectacle for a display. The players: 1 bull, 1 matador, 4 Chulos and 6 scarf-bearers.


name: The Bull Fight
category: sports-active
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 81-82
materials_list: paper strips, scarves
skills_developed: agility, tactics
difficulty_level: mediu
keywords: bull fight, display, scarves
tags: ["outdoor", "display game"]
language: en
normalized_name: the bull fight
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Twelve players enact a stylized bullfight. Chulos try to tear strips of paper from the bull's back without being touched twice. Scarf-bearers distract the bull. In Part II the bull is blindfolded and a matador tries to remove a scarf from his neck.

rules:
Part I: Players: 1 bull, 1 matador, 4 Chulos, 6 scarf-bearers. The bull has four or five 6-inch paper strips pinned to his back. Chulos tear off strips without being touched twice by the bull; one touch makes a Chulo dead. Scarf-bearers wave scarves to distract the bull. Only one strip may be taken at a time. Part II: When all strips are off or all Chulos dead, the arena is cleared, the bull is blindfolded with a scarf tied around his neck. The matador must remove the scarf without being touched by the bull.

source_excerpt:
Twelve players are needed for the game, which is interesting to watch and makes a good spectacle for a display.


name: The Bull Fight
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 81
materials_list: paper strips, scarf
skills_developed: agility, teamwork
difficulty_level: mediu
keywords: bull, matador, display, scarf
tags: ["display", "team-game"]
language: en
normalized_name: the bull fight
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A display game for twelve players: one bull, one matador, four Chulos, and six scarf-bearers. In Part I, the Chulos try to tear paper strips from the bull's back without being touched; scarf-bearers distract the bull. In Part II, the bull is blindfolded with a scarf around his neck, and the matador must remove the scarf without being touched.

rules:
Part I: Chulos die if touched twice; scarf-bearers distract bull by waving scarves. Only one strip may be taken at a time. Part II: Bull is blindfolded; matador wins if he removes the scarf without being touched.

source_excerpt:
Twelve players are needed for the game, which is interesting to watch and makes a good spectacle for a display.


name: Basket Ball
category: sports-active
subcategory: minge-sala
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 22-23
materials_category: minge-cos
materials_list: small football, net hung ~10 ft above ground, post/tree/wall to hang net
skills_developed: throwing, teamwork
difficulty_level: mediu
keywords: basketball, indoor, football
tags: ["indoor", "team"]
language: en
normalized_name: basket ball
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An indoor football-like game played by throwing only. The ball (a small football) may never be kicked. It may only be thrown or patted with the hands; kicking or stopping with foot or leg is not allowed. The ball may be held in the hands but not hugged close to the body, and may not be carried for more than two paces. All holding, dashing, charging, shouldering, tripping etc. is forbidden, with a penalty of a free throw from the fifteen-foot mark. The net is hung about ten feet above the ground on a post, tree or wall. Opposite each goal a 15-foot-long, 6-foot-wide path is marked from under the basket toward the centre, ending in a 10-foot-diameter circle from which free throws are taken. Usual numbers are four or five a side: goalkeeper, back, and three forwards.

rules:
No kicking; no holding/charging/tripping; max two paces with the ball; free throw on fouls from inside the 10-foot circle (no one else inside circle or path during free throw); corners and other rules as in Association football; in ordinary rooms no "out" at the sides. A referee throws up the ball at the start of each half and after each goal.

source_excerpt:
This' is a game something like football, which can be played in a room or limited space. A small football is used, but it is never to be kicked. It is only to be thrown or patted with the hands.


name: Basket Ball
category: sports-active
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 81-82
materials_list: small football, net
skills_developed: throwing, teamwork, coordination
difficulty_level: mediu
keywords: basketball, throwing, net
tags: ["indoor", "sports"]
language: en
normalized_name: basket ball
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An indoor or small-space ball game similar to football but played entirely by hand. The ball must be thrown or patted into a net hung about ten feet off the ground.

rules:
A small football is used but never kicked. It may only be thrown or patted with the hands. It may be held but not hugged close or carried more than two paces. No holding, dashing, charging, shouldering, or tripping. A free throw penalty is awarded from 15 feet from the net. The net hangs about 10 feet high. A goal path 15 feet long and 6 feet wide is marked under the net. During a free throw no player may be in the path or in the 10-foot circle at the end. Corners and out rules follow Association football except no out at side walls. Usually 4 or 5 per side. A referee throws up the ball at the start of each half.

source_excerpt:
This is a game something like football, which can be played in a room or limited space. A small football is used, but it is never to be kicked.


name: Basket Ball
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 81
materials_list: small football, net or basket
skills_developed: throwing, teamwork, agility
difficulty_level: mediu
keywords: basketball, football, indoor, throwing
tags: ["indoor", "team-game"]
language: en
normalized_name: basket ball
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A game like football played in a room or limited space using a small football that may only be thrown or patted with the hands — never kicked. The ball is thrown into a net hung about ten feet above the ground. Teams of four or five players each.

rules:
Ball cannot be kicked or stopped with feet/legs. Cannot be hugged close to body or carried more than two paces. No holding, dashing, charging, shouldering, or tripping. Penalty is a free throw from fifteen foot mark. Referee required.

source_excerpt:
This is a game something like football, which can be played in a room or limited space. A small football is used, but it is never to be kicked.


name: Knight Errantry
rules: Honour-based reporting of good turns within a 2-3 hour limit; offer free help at houses/farms.
category: altele
subcategory: fapte-bune
content_type: activitate
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 23
skills_developed: service, initiative, social skills
difficulty_level: mediu
keywords: good turn, service, patrol
tags: ["service", "outdoor"]
language: en
normalized_name: knight errantry
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A good-deeds competition for patrols. Two patrols start out with orders to return within two or three hours and report, on their honour, any good turns they have been able to do in the time, if necessary calling at houses and farms and asking if there is any job to be done — for nothing.

source_excerpt:
It is an interesting competition for patrols to compete in knight errantry. Two start out with orders to return within two or three hours and report, on their honor, any good turns they have been able to do in the time


name: Knight Errantry
category: camp-outdoor
content_type: activitate
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 82
skills_developed: character, service, initiative
difficulty_level: usor
keywords: good deeds, service, honor
tags: ["outdoor", "community service"]
language: en
normalized_name: knight errantry
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two Scouts or patrols go out for two to three hours and report on their honor any good turns they have managed to do for people they encountered, including calling at houses and farms to offer help.

rules:
Two Scouts or patrols start out with orders to return within two or three hours and report any good turns done. They may call at houses and farms asking if there is any job to be done for nothing.

source_excerpt:
It is an interesting competition for patrols to compete in knight errantry. Two start out with orders to return within two or three hours and report, on their honor, any good turns they have been able to do in the time.


name: Knight Errantry
category: jocuri-cercetasesti
content_type: activitate
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 82
skills_developed: service, community, honor
difficulty_level: usor
keywords: good turns, honor, community service
tags: ["character", "community"]
language: en
normalized_name: knight errantry
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Patrols compete by going out for two or three hours to perform good turns. Scouts report on their honor any good turns done, including calling at houses and farms asking if any job needs doing for free.

rules:
Two start out with orders to return within two or three hours and report on their honor any good turns done.

source_excerpt:
It is an interesting competition for patrols to compete in knight errantry. Two start out with orders to return within two or three hours and report, on their honor, any good turns they have been able to do in the time.


name: Find the North
rules: Estimate north with the staff without instruments; umpire checks with compass.
variations: Play at night or on sunless days for additional challenge.
category: orientare
subcategory: directie
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 23
materials_category: echipament-cercetasi
materials_list: Scout staves, compass (umpire)
skills_developed: orientation, natural navigation
difficulty_level: mediu
keywords: north, compass, orientation
tags: ["outdoor", "skills"]
language: en
normalized_name: find the north
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A direction-finding exercise. Scouts are posted thirty yards apart and each lays down his staff on the ground pointing to what he considers the exact north (or south), without using any instrument, then retires six paces to the rear. The umpire compares each stick with the compass. The boy who is most accurate wins. Useful to play at night or on sunless days as well as sunny.

source_excerpt:
Scouts are posted thirty yards apart, and each lays down his staff on the ground pointing to what he considers the exact north (or south), without using any instrument, and retires six paces to the rear.


name: Find The North
category: orientare
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 82
materials_list: staves, compass
skills_developed: navigation, natural orientation
difficulty_level: usor
keywords: north, compass, orientation
tags: ["outdoor", "night version available"]
language: en
normalized_name: find the north
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts are posted 30 yards apart and each places their staff on the ground pointing to what they believe is true north without any instruments. The most accurate Scout wins.

rules:
Scouts are posted 30 yards apart and each lays his staff on the ground pointing to what he believes is exact north (or south) without any instrument, then steps back six paces. The umpire compares each stick with the compass. Most accurate wins. Good to play at night or on sunless as well as sunny days.

source_excerpt:
Scouts are posted thirty yards apart, and each lays down his staff on the ground pointing to what he considers the exact north (or south), without using any instrument, and retires six paces to the rear.


name: Find The North
rules: No instruments may be used. Scouts lay staff, retire six paces, umpire checks with compass.
variations: Can be played at night, or on sunless days as well as sunny days.
category: orientare
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 82
materials_list: staff, compass (for umpire)
skills_developed: navigation, observation, orientation
difficulty_level: mediu
keywords: north, compass, navigation, staff
tags: ["navigation", "outdoor"]
language: en
normalized_name: find the north
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts are posted thirty yards apart and each lays down their staff pointing to what they judge to be exact north (or south) without any instrument, then retires six paces. The umpire compares each stick with a compass; the most accurate Scout wins.

source_excerpt:
Scouts are posted thirty yards apart, and each lays down his staff on the ground pointing to what he considers the exact north (or south), without using any instrument, and retires six paces to the rear.


name: Cock-Fighting
variations: Variant of standard floor cock-fighting that uses the squatting position.
category: sports-active
subcategory: echilibru-lupta
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 23
materials_category: bat
materials_list: staff
skills_developed: balance, strength
difficulty_level: mediu
keywords: cock-fighting, balance, staff
tags: ["indoor", "outdoor"]
language: en
normalized_name: cock-fighting
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A balance contest played in a squatting position. Two combatants get into a squatting position with the staff held under their knees and hands clasped (as in classic cock-fighting), but squatting instead of sitting. The picture in the source shows this clearly. Each "cock" hops about and tries to upset his opponent.

rules:
Hold the staff under the knees with hands clasped round the legs while squatting; topple opponent to win.

source_excerpt:
Instead of sitting on the floor, with staff under knees and hands clasped round legs in the usual manner, the two combatants get into a squatting position, with the staff held as usual.


name: Cock-Fighting
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 82
materials_list: scout staves
skills_developed: balance, strength
difficulty_level: usor
keywords: balance, staff, squat, competition
tags: ["indoor or outdoor"]
language: en
normalized_name: cock-fighting
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two players squat with a staff under their knees and hands clasped around their legs, then hop around trying to upset each other.

rules:
Two players get into a squatting position with a staff held under their knees and hands clasped around their legs. They hop around trying to upset the opponent and knock them off balance.

source_excerpt:
Instead of sitting on the floor, with staff under knees and hands clasped round legs in the usual manner, the two combatants get into a squatting position, with the staff held as usual.


name: Cock-Fighting
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 82
materials_list: staff
skills_developed: balance, strength
difficulty_level: usor
keywords: squatting, balance, staff, duel
tags: ["indoor", "duel", "balance"]
language: en
normalized_name: cock-fighting
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two combatants get into a squatting position with a staff held under their knees and hands clasped around legs. Each tries to hop about and upset the opponent. A variation has them standing instead of sitting on the floor.

rules:
Both combatants squat with staff under knees and hands clasped around legs. Each tries to upset the other by hopping.

source_excerpt:
Instead of sitting on the floor, with staff under knees and hands clasped round legs in the usual manner, the two combatants get into a squatting position, with the staff held as usual.


name: Camp Billiards
category: camp-outdoor
subcategory: improvizatie
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 23
materials_category: sac-bile-bete
materials_list: smooth sack, Scout staves, old golf balls
skills_developed: coordination, aim
difficulty_level: usor
keywords: billiards, improvised, camp
tags: ["camp", "outdoor"]
language: en
normalized_name: camp billiards
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An improvised camp billiards game. The billiard table is a smooth sack placed on a level piece of ground. The "cushions" are made of Scout staves. Old golf balls take the place of the usual ivory balls, and instead of a proper cue the Scouts use their staves.

rules:
Standard billiards-like play improvised: hit golf balls with staves on the sack "table" bordered by staves.

source_excerpt:
The billiard table consists of a smooth sack placed on a level piece of ground-the " cushions " being made of Scout staves. Old golf balls take the place of the usual ivory kind, and instead of a proper billiard cue the Scouts use their staves.


name: Camp Billiards
category: camp-outdoor
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 82
materials_list: smooth sack, scout staves, golf balls
skills_developed: aim, coordination
difficulty_level: usor
keywords: billiards, camp, improvised
tags: ["camp", "outdoor"]
language: en
normalized_name: camp billiards
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An outdoor version of billiards using a smooth sack as the table, Scout staves as cushions, old golf balls, and staves as cues.

rules:
Lay a smooth sack on a level piece of ground as the billiard table. Scout staves form the cushions. Old golf balls replace ivory billiard balls. Scout staves are used as cues.

source_excerpt:
The billiard table consists of a smooth sack placed on a level piece of ground-the cushions being made of Scout staves. Old golf balls take the place of the usual ivory kind.


name: Camp Billiards
category: camp-outdoor
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 82
materials_list: smooth sack, Scout staves, old golf balls
skills_developed: aim, improvisation
difficulty_level: usor
keywords: billiards, camp, improvised
tags: ["camp", "improvised"]
language: en
normalized_name: camp billiards
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An improvised billiard game where a smooth sack on level ground serves as the table, Scout staves form the cushions, old golf balls replace ivory balls, and staves are used as cues.

rules:
Play as billiards using improvised equipment: smooth sack as table, staves as cushions and cues, golf balls as billiard balls.

source_excerpt:
The billiard table consists of a smooth sack placed on a level piece of ground-the "cushions" being made of Scout staves.


name: Stool Kicking
category: icebreakers
subcategory: cerc
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 23
materials_list: footstool or other tippable object
skills_developed: agility, cunning
difficulty_level: usor
keywords: ring, stool, balance
tags: ["indoor", "outdoor"]
language: en
normalized_name: stool kicking
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A ring game indoor or outdoor for about six to nine players. All join hands and form a ring round some object that will fall over if touched, such as a footstool stood upright. The players swing round the stool and each one tries to make one of the others knock the stool over as they swing round, while himself avoiding knocking it down. When a boy knocks over the stool he stands out, and the game continues until only one player remains.

rules:
Hands joined in ring round the upright stool; swing round; knock the stool with another player by pulling — knock it over and you are out; last player standing wins.

source_excerpt:
There are about six or nine players, and they all join hands and form a ring round some object, which will fall over if touched, such as a footstool stood upright.


name: Stool Kicking
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: furniture
materials_list: several chairs or footstools
skills_developed: balance, strategy, strength
difficulty_level: mediu
keywords: circle game, elimination, stool
tags: ["indoor", "active", "physical"]
language: en
normalized_name: stool kicking
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Players join hands in a ring around a footstool stood upright. They swing around trying to make others knock the stool over while avoiding knocking it themselves. A player who knocks the stool over is eliminated; game continues until one player remains.

rules:
Players join hands in a circle around the stool. Swing and try to force others to knock over the stool. Player who knocks it over is eliminated. Last player remaining wins. Circle breaks = the two responsible are out.

source_excerpt:
The players all swing round the stool and each one has to do his best to make one of the others knock the stool over as they swing round, at the same time avoiding knocking it down himself. When a boy knocks over the stool he stands out.


name: Stool Kicking
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 82
materials_list: footstool
skills_developed: balance, strength, tactics
difficulty_level: usor
keywords: stool, ring, tipping
tags: ["indoor or outdoor"]
language: en
normalized_name: stool kicking
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Six to nine players join hands in a ring around an upright footstool. Each player tries to make someone else knock the stool over while avoiding knocking it themselves. The player who knocks it over is out.

rules:
Six or nine players join hands in a ring around a footstool stood upright. Players swing around and each tries to make one of the others knock the stool over. Anyone who knocks over the stool stands out. The game continues until one player remains.

source_excerpt:
There are about six or nine players, and they all join hands and form a ring round some object, which will fall over if touched, such as a footstool stood upright.


name: Stool Kicking
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 82
materials_list: footstool
skills_developed: agility, strategy
difficulty_level: usor
keywords: stool, ring, hands, elimination
tags: ["indoor", "elimination"]
language: en
normalized_name: stool kicking
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Six to nine players join hands in a ring around an upright footstool. Players swing around and each tries to make others knock the stool over while avoiding doing so themselves. When a player knocks the stool over, they stand out. Last player remaining wins.

rules:
Players must keep hands joined. The player who knocks the stool over is eliminated. Game continues until one player remains.

source_excerpt:
There are about six or nine players, and they all join hands and form a ring round some object, which will fall over if touched, such as a footstool stood upright.


name: Take the Hat
category: team-building
subcategory: lupte-patrole
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 23
materials_list: hat
skills_developed: agility, quickness
difficulty_level: mediu
keywords: hat, patrol, grapple
tags: ["indoor", "patrols"]
language: en
normalized_name: take the hat
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A two-patrol grappling game. A hat is placed on the floor. One Scout from each patrol comes forward. Both lean over toward the hat, each placing his right hand over and his left hand under the arms of his opponent. The aim is to remove the hat with the left hand and get away with it before the other player hits you on the back with his right hand. The one who succeeds takes his unsuccessful opponent prisoner. The game continues until one patrol has taken prisoners of all, or half, of the opposing patrol.

rules:
Specific hand placement (right over, left under opposing arms); grab with left, escape before being hit on the back by opponent's right; winner takes loser prisoner.

source_excerpt:
A hat is placed on the floor. One Scout from each patrol comes forward. Both lean over towards the hat, each placing his right hand over and his left hand under the arms of his opponent.


name: Take The Hat
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 82
materials_list: hat
skills_developed: reflexes, agility
difficulty_level: usor
keywords: hat, grab, reflex
tags: ["indoor or outdoor"]
language: en
normalized_name: take 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.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One Scout from each patrol faces off. Both lean over a hat on the floor with one arm over and one under their opponent. The goal is to grab the hat with the left hand and escape before the opponent hits them on the back. Captives are prisoners for their patrol.

rules:
A hat is placed on the floor. One Scout from each patrol approaches. Both lean over the hat, each placing the right hand over and left hand under the opponents arms. The goal is to grab the hat with the left hand and escape before the opponent hits you on the back with their right hand. The Scout who gets away with the hat takes the opponent as prisoner. The game continues until one patrol has made all or half of the opposing patrol prisoners.

source_excerpt:
Both lean over towards the hat, each placing his right hand over and his left hand under the arms of his opponent. The thing to do is to remove the hat with the left hand and get away with it before the other fellow hits you on the back with his right hand.


name: Take The Hat
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 82
materials_list: hat
skills_developed: speed, agility, strategy
difficulty_level: mediu
keywords: hat, prisoners, patrols, duel
tags: ["patrol-game", "duel"]
language: en
normalized_name: take 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.part06
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A hat is placed on the floor between two Scouts, one from each patrol. Both lean over the hat, each placing right hand over and left hand under the arms of their opponent. The goal is to remove the hat with the left hand and escape before the opponent hits your back with their right hand. The successful Scout takes the opponent prisoner. Continues until one patrol captures all opponents.

rules:
Each Scout places right hand over and left hand under opponent's arms. Remove hat with left hand and escape before opponent hits your back. The one captured becomes prisoner.

source_excerpt:
Both lean over towards the hat, each placing his right hand over and his left hand under the arms of his opponent. The thing to do is to remove the hat with the left hand and get away with it before the other fellow hits you on the back with his right hand.


name: The Staff Run
variations: Outdoors, add a ditch, fence, or other obstacle to be crossed by the staff carriers.
category: sports-active
subcategory: stafeta
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 24
materials_category: bete
materials_list: Scout staves
skills_developed: speed, teamwork, coordination
difficulty_level: mediu
keywords: relay, staff, patrols
tags: ["outdoor", "relay"]
language: en
normalized_name: the staff run
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A four-patrol relay race. Two patrols play together against the other two (A, B, C, D). A and B face each other 50 feet apart in single file; C and D do the same at least 15 feet to the side. The director stands in the centre. He hands a staff to the first boys of the side-by-side patrols. On the signal, those two run to the first boys of the opposite patrols, hand them the staves, and retire. Those receiving return the staves to the next boys of the remaining patrols, and so on until everyone has run. The last boy of either side carries the staff to the centre director; the side whose last boy reaches the centre first wins.

rules:
Equal numbers per side; each Scout must stand still until receiving the staff; staff is handed off, runner retires; last boy delivers to the director.

source_excerpt:
Two patrols play together against the other two. We will call them A, B, C, and D. A and B face each other, with a distance of fifty feet between them, the boys standing one behind the other.


name: The Staff Run
variations: Outdoors can add obstacles like ditches or fences.
category: sports-active
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 82-83
materials_list: staves
skills_developed: speed, coordination, teamwork
difficulty_level: usor
keywords: relay, staff, running, four patrols
tags: ["indoor or outdoor"]
language: en
normalized_name: the staff run
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Four patrols pair up and relay a staff back and forth across a 50-foot gap in a cross-shaped formation. The pairing that gets their last runner to the Scoutmaster in the center first wins.

rules:
Four patrols A, B, C, D. A and B face each other 50 feet apart. C and D do the same at least 15 feet to the side. The Scoutmaster stands at the center. He hands a staff to the first boy of two adjacent patrols simultaneously. On the signal they run to the opposite patrol and hand over the staff, then retire. This continues until all have run. The last boy of each side runs to the Scoutmaster; the side whose last boy arrives first wins. An obstacle such as a ditch or fence can be added outdoors.

source_excerpt:
He hands a staff to the first boy of each of the patrols standing side by side. Upon a given signal these two run as quickly as they can to the boys heading the other two patrols, hand them the staves, and retire from the game.


name: The Staff Run
variations: Can add obstacles such as a ditch or fence to cross outdoors.
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 82
materials_list: two staffs
skills_developed: speed, coordination, teamwork
difficulty_level: usor
keywords: relay, staff, patrols, running
tags: ["relay", "outdoor", "patrol-game"]
language: en
normalized_name: the staff run
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Four patrols (A, B, C, D) compete in pairs. A & B face each other 50 feet apart; C & D face each other at least 15 feet to the side. The Scoutmaster hands a staff to the first boy of two side-by-side patrols; those boys run to hand the staffs to the first of the opposing patrols, then retire. The relay continues until all boys have run. The pair of patrols whose last boy reaches the Scoutmaster first wins.

rules:
Each boy must stand perfectly still until he receives the staff. The last boy carries the staff to the Scoutmaster in the center. Both sides must have equal numbers.

source_excerpt:
A and B face each other, with a distance of fifty feet between them, the boys standing one behind the other. C and D do the same, taking their position at least fifteen feet to the side of their opponents.


name: Pass It On
rules: Pass between the legs; last man runs outside to deliver to the leader; first delivery wins.
variations: Throw the ball over the head instead of between the legs.
category: sports-active
subcategory: stafeta
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 24
materials_category: minge
materials_list: two hollow rubber balls or boxing gloves
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: relay, ball, passing
tags: ["indoor", "outdoor", "relay"]
language: en
normalized_name: pass it on
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A relay passing game for clubroom or outdoors with two or more patrols. Needs two hollow rubber balls (or a pair of boxing gloves). Players are divided into two equal parties standing in two rows alongside each other. The leader of each party stands at the head of his line, and on "Go" throws the ball between his legs to the man behind, who passes it on, and so on, until it reaches the last man, who runs with it outside his line to give it to his leader. The side that gets the ball back to its leader wins.

source_excerpt:
AU that is required to play it are two hollow rubber balls, or a pair of boxing gloves will do very well. The players should be divided into two equal parties, and should stand in two rows alongside each other.


name: Pass It On
category: cantece-ceremonii
subcategory: campfire reading
content_type: ceremonie
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 850
skills_developed: reflection, nature appreciation, community
keywords: nature, camp, friendship, reading, guiding
tags: ["inspirational", "campfire", "ceremony", "nature"]
language: en
normalized_name: pass it on
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part53
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An inspirational reading about nature and Guiding, encouraging participants to pass on the beauty of camp — sunshine, water, forests, flowers, sunsets, stars, friendship, and smiles — to others in their lives.

source_excerpt:
Pass on the Camp sunshine. Remember its power to bring warmth and light to everyone. But remember especially its power to cheer and to bring joy into our hearts.


name: Pass It On
category: cantece-ceremonii
subcategory: inspirational reading
content_type: ceremonie
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 850
skills_developed: nature appreciation, friendship, reflection
keywords: camp, nature, friendship, pass it on
tags: ["inspirational", "ceremony", "camp", "guiding"]
language: en
normalized_name: pass it on
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part54
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An inspirational reading for Girl Guides encouraging participants to pass on the beauty of nature, friendship, and positive experiences they've had at camp. Suitable for campfire or closing ceremony use.

source_excerpt:
Pass on the Camp sunshine. Remember its power to bring warmth and light to everyone. But remember especially its power to cheer and to bring joy into our hearts.


name: Pass It On
category: cantece-ceremonii
subcategory: christian songs
content_type: cantec
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 1045
keywords: christian, faith, spreading love, camp song
tags: ["campfire", "christian", "spiritual"]
language: en
normalized_name: pass it on
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part66
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A Christian camp song about spreading God's love, using the metaphor of a spark that starts a fire. Three verses describe the spread of faith in spring and the desire to share happiness with others. Words and music by Kurt Kaiser.

source_excerpt:
It only takes a spark to get a fire going.
And soon all those around can warm up in its glowing.
That's how it is with God's love,


name: Pass It On
variations: Throw the ball over the head instead of between the legs.
category: sports-active
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 82-83
materials_list: hollow rubber balls or boxing gloves
skills_developed: coordination, speed
difficulty_level: usor
keywords: pass, relay, ball, line
tags: ["indoor or outdoor"]
language: en
normalized_name: pass it on
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams in lines pass a rubber ball between legs from front to back. The last player runs back to the front. The team that gets the ball back to the leader first wins.

rules:
Two equal teams in rows alongside each other. The leader throws the ball between his legs to the man behind, who passes it on, until it reaches the last man who runs with it outside the line back to the leader. The side with the ball back to the leader first wins. Variation: throw over the head instead of between the legs.

source_excerpt:
the leader of each party stands at the head of his line, and when the signal to Go is given throws the ball between his legs to the man behind him, who passes it on to the next, and so on.


name: Pass It On
variations: Game can be varied by throwing the ball over the head instead of between the legs.
category: sports-active
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 82-83
materials_list: hollow rubber ball or boxing gloves
skills_developed: coordination, speed, teamwork
difficulty_level: usor
keywords: pass, relay, ball, line
tags: ["relay", "team-game"]
language: en
normalized_name: pass it on
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two or more patrols compete in a relay passing game. Players stand in two rows. The leader throws a hollow rubber ball (or boxing gloves) between their legs to the player behind, who passes it on, until the last man runs with it outside the line and gives it back to the leader. The side whose leader gets the ball back first wins.

rules:
Ball is passed between legs from leader to end of line. Last man runs outside the line back to leader. The side whose leader gets ball back first wins.

source_excerpt:
The leader of each party stands at the head of his line, and when the signal to "Go" is given throws the ball between his legs to the man behind him, who passes it on to the next, and so on.


name: Toilet Tag
category: sports-active
subcategory: tag-stafeta
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 24-25
materials_category: echipament-cercetasi
materials_list: hats, (optional) scarves, lanyards, water-bottles
skills_developed: speed, feinting, teamwork
difficulty_level: mediu
keywords: tag, hat, patrol
tags: ["outdoor", "patrols"]
language: en
normalized_name: toilet tag
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A patrol tag game using hats (and optionally other Scout kit). Each team forms a line facing the other 25 yards from a central row of all the players' hats. A leader calls a number; the Scouts with that number from each patrol run to the row and try to grab the hat nearest the leader and return to their place without being tagged. If tagged, the hat must be replaced. The patrol that first secures a complete set of hats wins. Two main variations are described: (1) each Scout must find his own hat from a heap, then try both to tag his opponent and return without being tagged; once both Scouts have found their hats they inform the Scoutmaster and drop behind the line; (2) other articles of Scout toilet (scarves, lanyards, water-bottles) are added in a specified order — the patrol whose Scout first completes his toilet wins.

rules:
Two teams; equal-sized hat row in the middle; the called Scouts race for the hat nearest the leader; tagged means hat replaced; no Scout called a second time until everyone in his patrol has been called.

variations:
(1) Find own hat from a heap, tag opponent. (2) Add other toilet articles to be obtained in a fixed order; first complete toilet wins.

source_excerpt:
The simplest form of the game is to take the hats of all the players and place them in a row in the middle of the ground, the two teams standing facing each other on either side of the row about twenty-five yards from it.


name: Toilet Tag
category: sports-active
subcategory: tag game
content_type: joc
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 679
skills_developed: physical activity, coordination
difficulty_level: usor
keywords: tag, running, rescue, freeze
tags: ["high energy", "indoor", "outdoor"]
language: en
normalized_name: toilet tag
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part43
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A tag game where tagged players become frozen 'toilet bowls' and must crouch in place with arms out making gurgling sounds until rescued by being 'flushed' (tapped on the head) by a free player.

rules:
Girls run around the playing area. When IT tags a player, the tagged player becomes a toilet bowl: they crouch in place, arms out in front to make a bowl, and go 'gurgle, gurgle, gurgle'. A toilet is returned to the game by being 'flushed' (tapped on the head) by any other live player.

source_excerpt:
When "IT" tags a player, the tag-ee becomes a toilet bowl. They need to crouch in place, arms out in front of them to make a bowl, and go "gurgle, gurgle, gurgle..." until someone comes to rescue them.


name: Toilet Tag
category: sports-active
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 83-84
materials_list: hats, optional: scarves, lanyards, water bottles
skills_developed: speed, agility, tactics
difficulty_level: usor
keywords: hat, tag, numbers
tags: ["outdoor", "patrol game"]
language: en
normalized_name: toilet tag
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Hats are placed in a row between two facing teams. When a number is called, the Scout with that number in each team races to grab the hat and return to base without being tagged. If tagged, the hat must be replaced.

rules:
Two equal teams stand 25 yards from a row of hats in the middle. A leader calls a number; Scouts with that number run to grab the hat nearest the leader and return without being tagged. If tagged, the hat must be replaced. The game continues until one patrol has a complete set of hats. Two variations: 1) Each Scout finds his own hat among a heap, then tries to tag the opponent and return safely. 2) Multiple items of scout kit are placed down and Scouts must collect them in order until their toilet is complete.

variations:
Variation 1: Scouts find own hat from a heap and try to tag opponent. Variation 2: Multiple scout kit items are placed; Scouts collect them in prescribed order until toilet is complete.

source_excerpt:
A Scoutmaster or Patrol-leader, standing at one end of the row, then calls a number, and each Scout having that number in his patrol runs to the row, and endeavors to obtain the hat nearest the Scoutmaster.


name: Toilet Tag
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 83
materials_list: hats (one per Scout)
skills_developed: speed, agility, deception, strategy
difficulty_level: mediu
keywords: hat, tag, patrols, numbers
tags: ["patrol-game", "tag"]
language: en
normalized_name: toilet tag
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two equal teams face each other about twenty-five yards from a row of hats placed in the middle. A leader calls a number; the Scout with that number from each team runs to grab the hat nearest the leader and return to their place without being tagged. If tagged, they must replace the hat. Game proceeds until one patrol has a complete set of hats.

rules:
No Scout is called a second time until all other patrol members have been called once. If tagged while carrying the hat, the hat must be replaced.

variations:
1) Each Scout finds their own hat from a heap and then tries to tag opponent. 2) Other Scout toilet articles (scarves, lanyards, water-bottles) are added; patrol whose Scout first completes full toilet wins.

source_excerpt:
A Scoutmaster or Patrol-leader, standing at one end of the row, then calls a number, and each Scout having that number in his patrol runs to the row, and endeavors to obtain the hat nearest the Scoutmaster, and return to his place without being "tagged" or touched by the other.


name: Bomb-Laying
variations: Very large troops may split into more than two parties for a general "international warfare".
category: wide-games
subcategory: atac-aparare
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 25
materials_category: bete-fanioane
skills_developed: stealth, tactics, leadership
difficulty_level: dificil
keywords: bomb, wide-game, attack-defense
tags: ["wide-game", "outdoor", "night-option"]
language: en
normalized_name: bomb-laying
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A wide-game especially exciting in good cover or failing light. The troop divides into two parties, each commanded by a Patrol-leader. Each Scout (except the leader) is given a small pointed stick about seven or eight inches long (cut from trees or bushes with permission, or pieces of firewood). Each Scout wears his "life" — a scarf, tie or piece of tape — in the back of his belt as a tail. The Scoutmaster defines an area with good cover, and each party chooses a "camp" they think they can best defend, marked at the centre by a patrol flag on a staff (lamp at night). Each camp is a 25-yard-radius area round its marker. Each party tries to plant its "bombs" (the sticks) within the opponent's camp by tying the scarf/tie round the stick on planting. A Scout is killed when an opponent snatches his life from his belt; dead Scouts retire to neutral ground. Each leader directs the attack; leaders remain in their camps and may not kill anyone. Successful bomb-planters return to inform their leader and receive a new life to defend their own camp. At the end of an agreed period, the side that planted the most bombs wins.

rules:
No Scout may lay more than one bomb. A bomb-planter caught on the return can be taken back to the captor's camp, made to remove his bomb, then killed. Leaders stay in camp; leaders may not capture. End is signalled by a bugle or whistle.

source_excerpt:
An excellent game for the country is " Bomb-Laying." It is most exciting if the cover is good or if the light is just failing. The troop divides into two parties, each commanded by a Patrol-leader.

materials_list:
sharpened sticks (7-8 in.), scarves/ties/tape (lives), patrol flag on staff, lamps (for night play), whistle or bugle


name: Bomb-Laying
variations: A large troop can split into more than two parties for general international warfare.
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 83
materials_list: sharpened sticks, scarves or tape, patrol flag
skills_developed: stealth, tactics, teamwork
difficulty_level: mediu
keywords: bombs, stealth, camp, scarves
tags: ["outdoor", "night possible"]
language: en
normalized_name: bomb-laying
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two parties each try to plant wooden stick bombs inside the other camps radius while defending their own. Scouts are killed when an opponent snatches the scarf from their belt.

rules:
Troops divide into two parties. Each Scout (except the leader) has a sharpened stick as a bomb and wears a scarf or tape in the belt as a life. The Scoutmaster defines an area and each party sets up a camp with a patrol flag at center. The camp radius is 25 yards. Scouts try to plant their stick in the other party camp and tie their scarf around it to complete the plant. A Scout is killed when an opponent snatches the scarf from the belt. Dead Scouts go to neutral ground. No Scout plants more than one bomb. The leader stays in camp and cannot kill. At the end of a timed period the Scoutmaster signals and the side with the most planted bombs wins.

source_excerpt:
The object of each party is to place their bombs, represented by the sticks, within the other party's camp. When a Scout has planted his bomb in the opponent's camp, he must take the scarf or tie out of his belt and tie it round the stick.


name: Bomb-Laying
variations: A very large troop may be split into more than two parties for a general international warfare.
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 83
materials_list: pointed sticks (one per Scout), scarves or ties as lives, patrol flags
skills_developed: stealth, strategy, teamwork, defense
difficulty_level: dificil
keywords: bombs, stealth, camp defense, lives
tags: ["wide-game", "night", "outdoor"]
language: en
normalized_name: bomb-laying
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An exciting outdoor game best played at dusk with good cover. A troop divides into two parties, each with a camp marked by a patrol flag (or lamp at night). Each Scout (except the leader) carries a pointed stick as a 'bomb' and wears a 'life' (scarf/tie) in their belt. Scouts try to plant their bombs inside the opponent's camp, tying their scarf to the stick once planted. Scouts are killed when an opponent snatches their life. The party that plants the most bombs wins.

rules:
Leader stays in his camp area and cannot kill opponents. No Scout may lay more than one bomb. A Scout whose life is taken is dead and goes to neutral ground. A captured returning bomb-layer can be made to remove their bomb and then killed.

source_excerpt:
The object of each party is to place their "bombs," represented by the sticks, within the other party's camp. When a Scout has planted his "bomb" in the opponent's camp, he must take the scarf or tie out of his belt and tie it round the stick.


name: Baiting the Badger
category: icebreakers
subcategory: blindfold
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 25
materials_category: franghii-tinta
materials_list: two 10 ft ropes, heavy weight or tent pegs, tin with pebble, cushion or pillow, two blindfolds
skills_developed: hearing, spatial awareness
difficulty_level: mediu
keywords: blindfold, rope, display
tags: ["display", "outdoor", "indoor-hall"]
language: en
normalized_name: baiting the badger
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A blindfold tin-and-cushion game for display or outdoor field play. Two ropes about ten feet long are tied to a heavy weight or driven into the ground with tent pegs. The "Badger" holds the loose end of one rope and the "Baiter" holds the other. The Badger has a tin with a pebble in it; the Baiter carries a cushion or pillow. Both are blindfolded. The Badger rattles the pebble in the tin while running round the weight; the Baiter tries to find him and knock him with the cushion. Both must keep their ropes taut as they run to avoid tripping.

rules:
Both players blindfolded; ropes anchored to common centre; Badger must rattle, Baiter must keep cushion in hand; both must keep rope taut.

source_excerpt:
A couple of ropes, each about ten feet long, are tied to a heavy weight or driven into the ground with tent pegs. The " Badger " holds the loose end of one rope and the "Baiter" the other.


name: Baiting The Badger
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 84
materials_list: ropes, heavy weight, tin with pebble, cushion or pillow, blindfolds
skills_developed: hearing, coordination, trust
difficulty_level: usor
keywords: blindfold, ropes, hearing, display game
tags: ["indoor or outdoor", "display game"]
language: en
normalized_name: baiting the badger
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two blindfolded players each hold the end of a rope attached to a central weight. The Badger rattles a tin and circles the weight; the Baiter tries to find and hit him with a cushion.

rules:
Two ropes about 10 feet long are tied to a heavy weight. The Badger holds one rope end and the Baiter the other. The Badger has a tin with a pebble and rattles it while circling the weight. The Baiter carries a cushion or pillow and tries to locate and hit the Badger by sound. Both are blindfolded. Both must keep their rope taut to avoid tripping.

source_excerpt:
The Badger rattles the pebble in the tin, at the same time running round the weight, and the Baiter tries to find him and knock him with the cushion.


name: Baiting The Badger
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: two ropes (~10 feet each), heavy weight or tent pegs, tin with pebble, cushion or pillow
skills_developed: hearing, agility
difficulty_level: usor
keywords: blindfold, tin, cushion, rope
tags: ["display", "blindfold"]
language: en
normalized_name: baiting the badger
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two ropes (each about 10 feet long) are tied to a heavy weight or ground stake. The 'Badger' holds one loose end and the 'Baiter' the other. The Badger carries a tin with a pebble; the Baiter carries a cushion. Both are blindfolded. The Badger rattles the tin while running around the weight; the Baiter tries to find and hit the Badger with the cushion. Both must keep their rope taut.

rules:
Both players are blindfolded. Ropes must be kept taut. Badger rattles tin; Baiter tries to hit Badger with cushion.

source_excerpt:
The Badger rattles the pebble in the tin, at the same time running round the weight, and the Baiter tries to find him and knock him with the cushion. Both boys, of course, have to keep their own rope quite taut as they run round to prevent themselves from tripping.


name: Ring Catching
category: sports-active
subcategory: aruncare-prindere
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 26
materials_category: inele-bat
materials_list: six rope quoit rings (~4-5 in.), Scout staff with leather sleeve
skills_developed: coordination, agility, eye-hand
difficulty_level: mediu
keywords: rings, catching, staff
tags: ["display", "outdoor"]
language: en
normalized_name: ring catching
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A reaction-and-coordination game. One Scout, the "Thrower," is armed with half a dozen rope quoit rings about four or five inches in diameter, which he throws to another Scout (the "Catcher") who has to catch them one by one on his staff. The Thrower must deliver the rings fairly quickly, only giving the Catcher time to come smartly back to the "engage" position after each ring. He should vary throws — short, high, and long — to make the game more exciting.

rules:
Thrower must not come within three yards of the Catcher; throws should not always come from the same spot. Pole has a leather sleeve to protect hands. Range and distances adjusted to local conditions.

source_excerpt:
One Scout, whom we will call the "Thrower," is armed with half a dozen rope quoit rings, about four or five inches in diameter, which he throws to another Scout, who has to catch them one by one on his staff.


name: Ring Catching
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: rope quoit rings, staff, leather guard
skills_developed: eye-hand coordination, agility, reflexes
difficulty_level: mediu
keywords: rings, catching, staff, display
tags: ["outdoor", "display game"]
language: en
normalized_name: ring catching
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A Thrower sends rope quoit rings at varying heights, speeds, and angles. The Catcher must catch them one by one on his staff. Good for display and develops quick eyes and nimble feet.

rules:
The Thrower has half a dozen rope quoit rings about 4 or 5 inches in diameter. He throws them one at a time for the Catcher to catch on his staff. The Thrower delivers rings fairly quickly, giving the Catcher just enough time to return to the engage position between throws. Rings should be thrown from varying spots but never within 3 yards. Short, high, and long throws are all given. A leather guard on the staff protects hands.

source_excerpt:
One Scout, whom we will call the Thrower, is armed with half a dozen rope quoit rings, about four or five inches in diameter, which he throws to another Scout, who has to catch them one by one on his staff.


name: Ring Catching
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: six rope quoit rings, staff, leather hand guard
skills_developed: coordination, eye-hand coordination, agility
difficulty_level: mediu
keywords: rings, staff, catching, throwing
tags: ["display", "skill"]
language: en
normalized_name: ring catching
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One Scout (the Thrower) has half a dozen rope quoit rings (4-5 inches in diameter). He throws them one by one to another Scout (the Catcher) who must catch each ring on his staff. The Thrower delivers rings quickly from varying positions and distances, always at least three yards away. Leather protects hands.

rules:
Thrower must not approach within 3 yards of Catcher. Rings should not be thrown from same spot each time. Short, high, and long throws should be varied.

source_excerpt:
One Scout, whom we will call the "Thrower," is armed with half a dozen rope quoit rings, about four or five inches in diameter, which he throws to another Scout, who has to catch them one by one on his staff.


name: Shooting (Tennis-Ball)
variations: Inter-patrol contest scored by time taken to eliminate the opposing patrol.
category: sports-active
subcategory: dodgeball
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 26
materials_category: minge
materials_list: tennis ball
skills_developed: agility, throwing, dodging
difficulty_level: usor
keywords: dodgeball, tennis ball, circle
tags: ["outdoor", "active"]
language: en
normalized_name: shooting (tennis-ball)
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A circle dodgeball game. A fairly large circular area is marked out and all Scouts except one take up positions inside it. The remaining Scout is armed with a tennis ball and tries to "shoot" the Scouts inside the area. Each Scout who is shot comes outside and helps with the shooting, but only one tennis ball is used throughout. Scouts inside the area dodge by rushing from one side to the other, dodging or jumping. As numbers dwindle, the fun is fast and furious. The shot Scouts arrange themselves round the circle to pick up the ball quickly as it flies across.

rules:
Only one ball in play. Players shot move outside and become shooters. Inter-patrol contest: one patrol inside the area, opposing leader starts shooting; for each Scout hit one of his own patrol joins as shooter, the hit Scout retires; the patrol that kills off the opposing patrol fastest wins.

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: Kick It and Run
category: wide-games
subcategory: tag-camuflaj
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 26
materials_category: minge
materials_list: football, whistle, white marks or corner posts (open field)
skills_developed: stealth, speed, cover
difficulty_level: mediu
keywords: clearing, football, tag, cover
tags: ["wide-game", "wood"]
language: en
normalized_name: kick it and run
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A cover-and-tag game best played in a clearing in a wood (but workable in an open field). One Scout takes up position in the clearing while the rest seek cover as near as possible. A football is rolled into the clearing by the Scoutmaster or umpire. The Scout in the clearing immediately kicks it outside and rushes out to "tag" any Scout he can find; as soon as the ball is kicked back into the clearing he must return and kick it out again. No Scout may be tagged while the ball lies still in the clearing.

rules:
The umpire watches the ball; when it stops inside the clearing he blows his whistle. While the Scout returns to kick the ball out, the others may change position. Caught Scouts remove scarves or wear a white handkerchief on one arm and help their captor but may not kick the ball; they return to the clearing whenever the whistle blows. The last caught wins. In an open field the clearing is marked with white marks or corner posts and players elude by dodging.

variations:
Successive patrols hold the clearing in turn to capture the rest of the troop; only the Patrol-leader may kick the ball out; the winning patrol is the one taking the shortest time. In this variation caught Scouts take no further part — so not so suitable for a cold winter's day.

source_excerpt:
This game is best played in a clearing in a wood, but can also be played in an open field. One Scout takes up his position in the clearing and the rest seek cover as near as possible.


name: Kick It And Run
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: football, whistle, white handkerchiefs
skills_developed: speed, agility, kicking
difficulty_level: usor
keywords: football, tag, clearing, kicking
tags: ["outdoor", "woodland or open field"]
language: en
normalized_name: kick it and run
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One Scout in a clearing kicks a football outside and chases others. When the ball returns to the clearing he must come back to kick it again. Scouts who are tagged help their captor. The last Scout caught wins.

rules:
One Scout stands in a clearing; others hide nearby. The umpire rolls a ball into the clearing. The Scout kicks it outside and rushes to tag other Scouts. When the ball is kicked back into the clearing and comes to rest, the umpire blows a whistle and the Scout must return to kick it again. No Scout may be tagged while the ball is still in the clearing. Tagged Scouts put on a white marker and help catch others but cannot kick and must return to the clearing at each whistle. Variation: whole patrols try to hold the clearing, only Patrol-leader kicks.

variations:
Patrol variation: successive patrols hold the clearing and try to capture the rest of the troop. Only the Patrol-leader kicks.

source_excerpt:
A football is rolled into the clearing by the Scoutmaster or some other person acting as umpire. The Scout inside the clearing immediately kicks it outside and rushes out to tag any other Scout he can find and catch.


name: Kick It And Run
variations: Patrol variation: successive patrols hold clearing and try to capture most Scouts in shortest 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: football
skills_developed: running, agility, strategy
difficulty_level: mediu
keywords: football, clearing, tag, kicking
tags: ["outdoor", "active"]
language: en
normalized_name: kick it and run
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Best played in a woodland clearing. One Scout in the clearing kicks a football into the woods and then tries to tag other Scouts. When the ball is kicked back into the clearing, he must return to kick it again. No Scout may be tagged while the ball is still in the clearing. Scouts who are caught help their captor; the last Scout uncaught wins.

rules:
No Scout may be tagged while ball is lying still in the clearing (umpire whistles when ball stops). Caught Scouts cannot kick ball; must return to clearing on whistle. Patrol leader only may kick in the patrol variation.

source_excerpt:
A football is rolled into the clearing by the Scoutmaster or some other person acting as umpire. The Scout inside the clearing immediately kicks it outside and rushes out to "tag" any other Scout he can find and catch.


name: Tub-Tilting
rules: Boxing glove on the striking end of the pole; knock opponent off his tub to win.
variations: Forms or chairs as substitutes for tubs.
category: sports-active
subcategory: echilibru
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 26-27
materials_category: bete-tarabe
materials_list: two upturned tubs (or forms/chairs), long bamboo poles, boxing gloves
skills_developed: balance, strength
difficulty_level: mediu
keywords: balance, tubs, joust
tags: ["display", "outdoor"]
language: en
normalized_name: tub-tilting
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An American Scout balance contest invented by Ernest Thompson Seton. Two Scouts are mounted on upturned tubs, about nine feet apart, and armed with long bamboo poles. Each pole has a boxing glove on one end. The Scouts have to knock one another off the tubs with the poles. The boxing glove prevents damage. If tubs cannot be obtained, forms or chairs can be used instead.

source_excerpt:
Two Scouts are mounted on upturned tubs, about nine feet apart, and armed with long bamboo poles. Each pole has a boxing glove on one end


name: Tub-Tilting
variations: Forms or chairs can substitute for tubs.
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: tubs or forms, bamboo poles, boxing gloves
skills_developed: balance, agility
difficulty_level: mediu
keywords: tubs, poles, balance, display
tags: ["outdoor", "display game"]
language: en
normalized_name: tub-tilting
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two Scouts stand on upturned tubs armed with long bamboo poles each tipped with a boxing glove, trying to knock each other off the tubs.

rules:
Two Scouts mount upturned tubs about 9 feet apart and are each armed with a long bamboo pole with a boxing glove on one end. They try to knock each other off the tubs with the poles. The boxing glove prevents injury. If tubs are unavailable, forms or chairs can be used instead.

source_excerpt:
Two Scouts are mounted on upturned tubs, about nine feet apart, and armed with long bamboo poles. Each pole has a boxing glove on one end, and the Scouts have to knock one another off the tubs with the poles.


name: Tub-Tilting
rules: Scouts must stay on tubs. The boxing glove prevents injury. Scout knocked off the tub loses.
variations: If tubs cannot be obtained, forms or chairs can be used instead.
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: two tubs or chairs, two long bamboo poles, two boxing gloves
skills_developed: balance, coordination
difficulty_level: mediu
keywords: tub, pole, balance, boxing glove
tags: ["display", "duel", "balance"]
language: en
normalized_name: tub-tilting
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two Scouts are mounted on upturned tubs about nine feet apart, each armed with a long bamboo pole that has a boxing glove on one end. They try to knock each other off the tubs with the poles. Tubs can be replaced with forms or chairs.

source_excerpt:
Two Scouts are mounted on upturned tubs, about nine feet apart, and armed with long bamboo poles. Each pole has a boxing glove on one end, and the Scouts have to knock one another off the tubs with the poles.


name: Balancing the Board
rules: Balance the board on the pole and try to traverse the 50-yard course before it falls.
category: sports-active
subcategory: echilibru
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 27
materials_category: bat-scandura
materials_list: Scout pole, piece of board
skills_developed: balance, agility
difficulty_level: mediu
keywords: balance, board, race
tags: ["display", "outdoor"]
language: en
normalized_name: balancing the board
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An entertainment race for one player at a time. A Scout pole and a piece of board are needed; a course fifty yards long is marked off. The board is carefully balanced on the pole before starting, and the Scout endeavors to run the course before the board falls. Few succeed in getting very far, and onlookers get a good deal of amusement from the efforts of the boy to keep the board balanced.

source_excerpt:
For this contest a Scout pole and a piece of board are required. A course fifty yards long is marked off. The board is carefully balanced on the pole before starting, and the Scout endeavors to run the course before the board falls.


name: Balancing The Board
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: scout pole, board
skills_developed: balance, coordination
difficulty_level: mediu
keywords: balance, board, pole, running
tags: ["outdoor"]
language: en
normalized_name: balancing the board
extraction_confidence: low
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A Scout balances a board on a pole and attempts to run a 50-yard course before the board falls. Tests balance and coordination.

rules:
A course of 50 yards is marked off. The board is carefully balanced on a Scout pole before starting. The Scout tries to run the course before the board falls.

source_excerpt:
For this contest a Scout pole and a piece of board are required. A course fifty yards long is marked off. The board is carefully balanced on the pole before starting.


name: An Obstacle Race
category: sports-active
subcategory: obstacole-blindfold
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 27
materials_category: masa
materials_list: long table, blindfold, chalk for circles
skills_developed: spatial sense, orientation
difficulty_level: usor
keywords: blindfold, table, race
tags: ["camp", "indoor"]
language: en
normalized_name: an obstacle race
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A blindfold scoring race over a long table from the mess tent. On the table a number of circles are drawn at irregular distances, each with a different number inside. A mark is made about twenty-five yards off. A Scout is blindfolded, turned thrice round, and allowed to make for the table. When he reaches it he puts his fingers down on it; if his fingers land inside a circle, that number is added to his score, otherwise nothing. The idea is to score as many as possible in a given number of turns.

rules:
Blindfold; spin three times; walk to the table; place fingers — score only counts if inside a numbered circle. Repeat a set number of turns.

source_excerpt:
On this a number of circles are drawn at irregular distances. A mark is made, say twenty-five yard, off, and a Scout is blindfolded, turned thrice round, and is allowed to make for the table.


name: An Obstacle Race
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 85
materials_list: long table, numbered circles drawn on table
skills_developed: spatial awareness, orientation
difficulty_level: usor
keywords: blindfold, obstacle, table, circles
tags: ["blindfold", "scoring"]
language: en
normalized_name: an obstacle race
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part06
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A long table has circles drawn at irregular distances, each with a different number. A Scout is blindfolded, turned around three times, and makes for the table. When they touch the table, if their fingers land inside a circle, that number is added to their score; otherwise nothing. Goal is to score as many as possible in a given number of turns.

rules:
Scout is blindfolded and turned three times before each attempt. Score is sum of numbers in touched circles.

source_excerpt:
A Scout is blindfolded, turned thrice round, and is allowed to make for the table. Each circle has a different number within it, and when the Scout reaches the table he has to put his fingers on it.


name: Snatch the Handkerchief
category: sports-active
subcategory: stafeta-capturare
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 27
materials_category: obiect-central
materials_list: Indian club or stick, handkerchief
skills_developed: speed, tagging, tactics
difficulty_level: usor
keywords: capture, handkerchief, team
tags: ["outdoor", "team"]
language: en
normalized_name: snatch the handkerchief
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A classic capture team game. Two squads of eight Scouts line up about fifty feet apart. Half-way between them an Indian club or stick is placed, on which rests a handkerchief, with an umpire standing close to it. When the umpire says "Go," a player from each side dashes towards the stick and tries to snatch the handkerchief before his opponent. The one who fails must pursue the other back to his line and try to tag him before he reaches it. If the successful snatcher regains his line without being tagged, his pursuer becomes his prisoner; if he fails, he becomes the prisoner of the other side. The game continues until all of one side is captured; if not finished in a reasonable time, the side with most prisoners wins.

rules:
One pair runs at a time. Snatcher tagged before line: he is prisoner of opponent. Snatcher reaches line untouched: pursuer is his prisoner.

source_excerpt:
To play this game, form two squads of eight Scouts and line them up about fifty feet apart. Half-way between them place an Indian club or stick, on which rests a handkerchief.


name: Snatch The Handkerchief
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 85
materials_list: handkerchief, Indian club or stick
skills_developed: speed, agility, strategy
difficulty_level: usor
keywords: handkerchief, snatch, tag, prisoners
tags: ["tag", "speed", "patrol-game"]
language: en
normalized_name: snatch the handkerchief
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two squads of eight Scouts line up fifty feet apart. A handkerchief rests on an Indian club in the middle. When the umpire says 'Go', one player from each side dashes to snatch the handkerchief. The one who fails must pursue the successful snatcher back to their line and try to tag them before they reach it. The successful snatcher wins a prisoner if they get back untagged; otherwise they become a prisoner. Game continues until one side captures the whole other side.

rules:
The one who fails to snatch must pursue. Successful snatcher becomes prisoner if tagged before reaching their line.

source_excerpt:
When he says the word "Go," a player from each side dashes from the line, runs towards the stick, and endeavors to snatch the handkerchief before his opponent does so.


name: Hit the Bucket
category: sports-active
subcategory: aparare-aruncare
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 27
materials_category: galeata-minge-bat
materials_list: pail/bucket, tennis or rubber ball, piece of wood ~18 in.
skills_developed: balance, throwing, defence
difficulty_level: usor
keywords: bucket, ball, defence
tags: ["outdoor"]
language: en
normalized_name: hit the bucket
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A defender-vs-throwers game. Required: a pail, a tennis or rubber ball, and a piece of wood about eighteen inches long. Decide who occupies the bucket first; turn the bucket upside down and the chosen player mounts it holding the stick. The rest try to hit the bucket with the ball while the one on it defends and prevents the ball from hitting it. When the pail is hit, the thrower replaces the defender. If the defender loses his balance and falls off, the last thrower takes his place. The ball must be thrown from the spot where it falls after the defender has hit it.

rules:
Defender on upturned bucket, stick in hand; throwers aim at the bucket; ball must be thrown from where it lands after each defensive hit.

source_excerpt:
All that is required to play the game is a pail, a tennis or rubber ball, and a piece of wood about eighteen inches long. Any number can play


name: Hit the Bucket
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 124-125
materials_category: sports equipment
materials_list: 1 metal bucket, 1 tennis ball, 1 bat
skills_developed: throwing accuracy, balance, batting
difficulty_level: mediu
keywords: bucket, bat, ball, defend
tags: ["active", "sports", "bat-and-ball"]
language: en
normalized_name: hit the bucket
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part08
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A bat-and-ball game where a scout defends an upturned bucket while others try to hit it with a tennis ball.

rules:
Upturned bucket in middle. One scout stands on it with bat. Others take positions and throw tennis ball at bucket. Hit the bucket = thrower becomes batsman. Batsman falling off = last bowler becomes batsman. Catch = catcher becomes batsman. Batsman can hit balls within reach. Bowler throws from where ball came to rest.

source_excerpt:
Choose a scout to stand on it with the bat in his hands. The rest of the scouts take up positions around the bucket, but not too close! The scout who starts with the tennis ball throws it at the bucket.


name: Hit The Bucket
rules: Ball must be thrown from where it lands after the defender hits it away.
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 85
materials_list: bucket/pail, tennis or rubber ball, piece of wood (~18 inches)
skills_developed: balance, throwing, defense
difficulty_level: usor
keywords: bucket, ball, defense, balance
tags: ["active", "balance"]
language: en
normalized_name: hit the bucket
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A player stands on an upturned bucket holding a piece of wood. Other players try to hit the bucket with a ball. The player on the bucket defends it by hitting the ball away with the wood. When the bucket is hit, the successful thrower takes the defender's place. If the defender falls off, the last thrower replaces them.

source_excerpt:
The rest of the players have to try to hit the bucket with the ball, whilst the one on it has to defend it and prevent the ball from hitting it. When the pail is hit, the player who hit it takes the place of the one on the pail.


name: De Wet
category: wide-games
subcategory: ciclism
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 28
materials_category: biciclete-harta
materials_list: bicycles, map of the area
skills_developed: tactics, scouting, cycling
difficulty_level: dificil
keywords: cyclists, raid, relief column
tags: ["cyclists", "wide-game"]
language: en
normalized_name: de wet
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A cyclists' raid-and-relief game (Chapter VI). Four patrols (or four equal parts) take part: one acts as De Wet, one as garrison, and the rest as Kitchener's relief column. A map area of about one square mile per two relief-column Scouts is marked off, well supplied with roads and tracks. Three villages (or more) are chosen as places to be guarded by the garrison, two Scouts at each. De Wet's object is to destroy as many villages as possible. When he enters a village the two garrison Scouts must retreat — one cycles fast to fetch the relief column, the other stays to watch De Wet's movements. Either can be captured by any two of De Wet's men. If De Wet remains in occupation of a village for half an hour the village is destroyed, but he must retreat if a relief column stronger than his force approaches. The relief column waits in the centre of the area watching for garrison signals.

rules:
Two De Wet's men capture a garrison Scout. 30 minutes' occupation = village destroyed. De Wet retreats from a stronger relief column. De Wet may split his party with instructions to rendezvous at the village, entering from different directions.

source_excerpt:
FOUR patrols can take part in this game, or the force must be divided into four equal parts. One patrol acts as De Wet, one as garrison, and the rest as Kitchener's relief column.


name: De Wet
variations: If more than four patrols, choose a larger number of villages.
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 86
materials_list: bicycles, map
skills_developed: strategy, teamwork, navigation
difficulty_level: dificil
keywords: cyclists, De Wet, villages, garrison
tags: ["cyclists", "wide-game", "patrol-game"]
language: en
normalized_name: de wet
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A cyclists' game for four patrols on a mapped area of about one square mile per two Scouts in the relief column. One patrol plays De Wet, one is the garrison guarding three villages (two Scouts per village), and the rest form Kitchener's relief column. De Wet tries to destroy as many villages as possible by occupying them for half an hour; the garrison sends for help while one Scout watches De Wet.

rules:
Either garrison Scout can be captured by any two of De Wet's men. De Wet must retreat if a relief column stronger than his force approaches. Village is destroyed if De Wet occupies it for half an hour.

source_excerpt:
One patrol acts as De Wet, one as garrison, and the rest as Kitchener's relief column. An area on the map is marked off, containing about one square mile to every two Scouts in the relief column.


name: The Biter Bit
category: wide-games
subcategory: ciclism
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 28
materials_category: biciclete
materials_list: bicycles
skills_developed: tactics, ambush, alertness
difficulty_level: dificil
keywords: ambush, cyclists, scouts
tags: ["cyclists", "wide-game"]
language: en
normalized_name: the biter bit
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A cyclists' ambush exercise. The force is divided equally into No. 1 and No. 2. No. 1 has a capable commander told they are operating in enemy country and must look out for their own safety, with a force of enemy cyclists expected on a certain road. No. 1 sets up an ambush. No. 2 is split into A and B: A carries out the original program assigned to the "enemy" cyclists; B is sent in the opposite direction with information that the enemy was seen on the road, and instructed to go and scout for them. B is given enough time to locate No. 1 (if smart) before A arrives at the ambush, often catching the ambushers off-guard. No. 1 may be so engrossed in waiting for A that it neglects its own safety; B may surprise No. 1, or be ambushed itself.

rules:
Any man seen exposing himself obviously under fire is put out of action and made umpire's orderly. Otherwise men should not be put out of action but sent back or made to join the enemy.

source_excerpt:
Divide your force into two equal parts, 1 and 2. Give No. 1 a capable commander, and tell him that they are operating in an enemy's country, and must look out for their own safety


name: Brigand Hunting
category: wide-games
subcategory: ciclism
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 28
materials_category: biciclete
materials_list: bicycles
skills_developed: evasion, co-operation, tactics
difficulty_level: dificil
keywords: evasion, cyclists, patrol
tags: ["cyclists", "wide-game"]
language: en
normalized_name: brigand hunting
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A cyclists' evasion-and-pursuit game over an area of about three miles by three miles, well supplied with roads and footpaths. A patrol under the best Patrol-leader is told off. Its object is to remain within the area for, say, two hours without being captured. The patrol gets a ten-minute start. The remainder of the force splits into small patrols and tries by careful co-operation to capture the brigands, taking care not to be ambushed themselves.

rules:
10 minutes' start; the brigands must stay within the marked area for ~2 hours and evade capture; small pursuing patrols co-operate to catch them.

source_excerpt:
Mark off an area plentifully supplied with roads and foot- paths about three miles by three miles in extent. Tell off a patrol under your best Patrol-leader. His object will be to remain within the area for say two hours, without being captured.


name: Brigand Hunting
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 86
materials_list: bicycles
skills_developed: strategy, stealth, cooperation
difficulty_level: dificil
keywords: cyclists, pursuit, brigand, capture
tags: ["cyclists", "wide-game"]
language: en
normalized_name: brigand hunting
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A cyclists' pursuit game over a 3x3 mile area. The best Patrol-leader is given 10 minutes' start and must remain within the area for two hours without being captured. The rest of the force splits into small patrols to cooperate and capture him, while being careful not to be ambushed themselves.

rules:
Brigand gets 10 minutes head start. Must remain within defined area. Pursuers must cooperate carefully to avoid being ambushed.

source_excerpt:
Tell off a patrol under your best Patrol-leader. His object will be to remain within the area for say two hours, without being captured. He should be allowed ten minutes' start.


name: Ambuscades
variations: Practise on the homeward leg of a route march or field-day.
category: wide-games
subcategory: ciclism
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 28-29
materials_category: biciclete
materials_list: bicycles
skills_developed: ambush, alertness, scouting
difficulty_level: mediu
keywords: ambush, cyclists, road
tags: ["cyclists", "wide-game"]
language: en
normalized_name: ambuscades
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An exercise for cyclists travelling between places. The force is divided equally into two bodies. A road is chosen; any place more than 200 yards distant from the road is out of bounds. One body is sent off to take up an ambuscade, and ten minutes later the other moves along the road, sending its Scouts well ahead. If the ambush is detected, the two bodies exchange roles. Can profitably be practised on return from a field-day or route march.

rules:
200 yards from the road = out of bounds. 10-minute lead for the ambushing body. Roles swap if the ambush is spotted.

source_excerpt:
Divide the force equally into two bodies. Choose a road. Any place more than 200 yards distant from the road will be out of bounds. Send one body off to take up an ambuscade, and ten minutes later let the other body move Off along the road


name: Ambuscades
variations: Can be practiced on the return from a field-day or route march.
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 86
materials_list: bicycles
skills_developed: stealth, scouting, ambush
difficulty_level: mediu
keywords: cyclists, ambush, road, exercise
tags: ["cyclists", "wide-game"]
language: en
normalized_name: ambuscades
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A cyclists' ambush exercise practiced on the way between locations. Half the force takes up an ambush along a chosen road; ten minutes later the other half moves along the road with Scouts ahead. If the ambush is detected, the two forces swap roles. Out of bounds is anything more than 200 yards from the road.

rules:
Ambush group goes first; second group follows 10 minutes later. If ambush is detected, roles are exchanged. 200 yards from the road is out of bounds.

source_excerpt:
Send one body off to take up an ambuscade, and ten minutes later let the other body move off along the road, sending its Scouts well ahead. If the ambush is detected the two bodies will then exchange roles.


name: Hunting the Spies
category: wide-games
subcategory: ciclism
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 29
materials_category: biciclete-hartie
materials_list: bicycles, paper for trail, map
skills_developed: tracking, evasion, cycling
difficulty_level: mediu
keywords: spies, paper trail, cyclists
tags: ["cyclists", "wide-game"]
language: en
normalized_name: hunting the spies
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A cyclists' paper-chase pursuit. Two spies escape from headquarters on cycles, last seen at a point about half a mile further along a road shown on the map. From that point the spies leave a paper trail (not continuous, but with paper every hundred yards). Being handicapped by their paper trail they will probably soon be overtaken, so they choose a good spot by the road to conceal their cycles and leave signs to that effect (running on some way along the road still leaving the trail, so as not to give the cycle hiding-place away). Once off the road they leave no further trail. Their object is to remain at large for a quarter of an hour, then recover their cycles and ride back to headquarters without being caught. Pursuers search for the spies and try to capture their cycles, while guarding their own cycles from being stolen by the spies. To capture the spies pursuers must actually touch them, or, if both on cycles, ride past them on the road. About ten Scouts make the best number.

rules:
Trail every 100 yards on the road; sign to indicate they've left the road; 15-minute evasion; capture by touch (or by cycling past on the road); pursuers must guard their own cycles.

source_excerpt:
Two spies have escaped from headquarters on cycles, and were last seen riding at a point about half-a-mile further along the road.


name: Hunting The Spies
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 87
materials_list: bicycles, paper for trail
skills_developed: tracking, strategy, stealth
difficulty_level: mediu
keywords: spies, cyclists, trail, paper trail
tags: ["cyclists", "tracking", "pursuit"]
language: en
normalized_name: hunting the spies
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two spy cyclists leave a paper trail every hundred yards, then hide their cycles and try to remain at large for fifteen minutes before recovering their cycles and returning to headquarters without being caught. Pursuers must follow the paper trail, find the spies and cycles. Best played with about ten Scouts.

rules:
Spies leave paper trail every 100 yards but no trail after leaving road. Spies must remain at large for 15 minutes then return to HQ on cycles. Pursuers must touch spies to capture them, or ride past them on the road.

source_excerpt:
From that point the spies have to leave a paper trail, not continuous, but occurring every hundred yards. The spies, being handicapped by their paper, will probably be soon overtaken, so they must choose a good spot by the road in which to conceal their cycles.


name: Follow the Trail
category: orientare
subcategory: trail-oras
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 30
materials_category: trail
materials_list: corn or nutshells or confetti, chalk
skills_developed: tracking, scout signs
difficulty_level: usor
keywords: trail, hare, town
tags: ["town", "tracking"]
language: en
normalized_name: follow the trail
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A town tracking game. Send out a "hare," walking or cycling, with a pocketful of corn, nutshells, or confetti, which he must drop here and there to give a trail for the patrol to follow. Or, with a piece of chalk, let him draw the patrol sign on walls, pavements, lamp-posts, and trees, and let the patrol hunt him by these marks. Standard road signs can also be used, such as closing off certain roads, and a letter hidden at some point giving directions for the next turn. The hare's object is to explain his route to those behind as well as he can, not to throw them off the trail as in shadowing.

rules:
Patrols must wipe out all the marks as they pass them for the sake of tidiness and so as not to mislead Scouts on another day's practice.

variations:
Various trail media: corn, nutshells, confetti, chalk patrol signs, plus road signs and hidden letters with directions.

source_excerpt:
Send out a " hare," either walking or cycling, with a pocketful of corn, nutshells, or confetti, which he must drop here and there to give a trail for the patrol to follow.


name: Follow The Trail
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 88
materials_list: corn, nutshells, or confetti, chalk
skills_developed: tracking, observation, navigation
difficulty_level: usor
keywords: trail, hare, tracking, chalk marks
tags: ["town-game", "tracking"]
language: en
normalized_name: follow the trail
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A hare goes out walking or cycling, dropping corn, nutshells, or confetti as a trail, or making chalk patrol signs on walls and lamp-posts. Patrols follow and hunt by these marks, wiping them out as they pass. The hare also uses road signs and may hide letters giving directions. The hare's goal is to help those behind find the way, not to lose them.

rules:
Patrols must wipe out all marks as they pass. The hare aims to guide followers, not lose them (unlike shadowing).

source_excerpt:
Send out a "hare," either walking or cycling, with a pocketful of corn, nutshells, or confetti, which he must drop here and there to give a trail for the patrol to follow.


name: Catching the Dodger
category: wide-games
subcategory: oras-urmarire
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 30
materials_category: deghizare
materials_list: disguise items (sack of paper etc.)
skills_developed: evasion, observation
difficulty_level: mediu
keywords: town, dodger, evening
tags: ["town", "evening", "wide-game"]
language: en
normalized_name: catching the dodger
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An evening town game. One Scout, known to the rest, is chosen as the dodger. A spot about two miles from the Scouts' headquarters is selected as the starting-point — preferably one from which many streets lead to HQ. The dodger starts from this spot at, say, 7 or 8 p.m., and must make his way to headquarters without being caught. He is introduced as the "Quarry" and may adopt any disguise (but not feminine attire) to throw off suspicion; he may even carry a large sackful of paper or soft material on his head to partly hide his face. All other Scouts distribute themselves over the likely area, watching all streets, alleys and byways, but no Scout may approach within 250 yards of the starting or finishing point. The dodger must travel on foot, may step into a shop and ask the price of an article to dodge a Scout he sees, and may not take any tram or vehicle. To capture the dodger, a Scout must get near enough to say "Good-night" so as to be heard without doubt, or, better, to touch him.

rules:
The dodger must complete the two miles in one hour. Caught dodger yields quietly and is taken to HQ by his captor alone; no other Scout may join them. After one hour all Scouts return to HQ. If a Scout sees the dodger being pursued he may assist; the greater portion of marks goes to the Scout who began the pursuit.

source_excerpt:
One Scout, who is well known to the rest, is chosen as the dodger. A spot is selected some two miles away from the Scouts' headquarters as the starting-point


name: Catching The Dodger
category: jocuri-cercetasesti
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 88-89
skills_developed: observation, stealth, scouting
difficulty_level: dificil
keywords: dodger, disguise, town, pursuit
tags: ["town-game", "night", "pursuit"]
language: en
normalized_name: catching the dodger
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A well-known Scout is chosen as the dodger. Starting two miles from headquarters at a set time (7-8 pm), they must reach headquarters without being caught, possibly using a disguise. Scouts are distributed over the likely route. The dodger must travel on foot and may not use vehicles. Any Scout who recognizes the dodger must approach close enough to say 'Good-night' or touch them. All Scouts must return to HQ one hour after start time.

rules:
Dodger must not use vehicles. Must travel on foot. No Scout may come within 250 yards of start or finish points. The dodger must complete two miles in one hour.

source_excerpt:
The main idea is that the dodger has to start from this spot at, say, 7 or 8 p.m., and make his way to headquarters without being caught. He will be previously introduced to the others as their "Quarry," and may then adopt any disguise in order to throw off suspicion.


name: The Signature Collector
category: wide-games
subcategory: oras-strategie
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 31
materials_category: panglici
materials_list: red and blue ribbons, chalk (optional)
skills_developed: stealth, signalling, teamwork
difficulty_level: dificil
keywords: town, signatures, bases
tags: ["town", "wide-game"]
language: en
normalized_name: the signature collector
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A complex team game on city streets. A circuit of long, crowded streets is selected and a base area — about fifty yards of street — is formed in the middle of some of the streets. A Scout (the Base-Scout) is posted at the centre of each base. There should be no more than six bases (each base needs one Base-Scout and two opposers). The signature collector and all Base-Scouts wear red ribbons attached to their badges; opposing Scouts wear blue ribbons. The collector must go round the circuit and try to obtain each Base-Scout's signature. Two opposing Scouts at each base try to touch him to prevent his reaching the Base-Scout. If touched while attempting to reach a base, the collector gives up his own signature to his captor and forfeits his chance at that base. If he reaches the base area untouched, he is safe to obtain the signature and leave unmolested for the next base. He can attempt every base. Bases are arranged in a circle so he ends up at the starting-point, where the umpire is. The Base-Scouts, in league with the collector, can aid him by signalling when best to make the attempt. The contest pits reds against blues; the party with the most signatures wins.

rules:
1) Hiding in shops is barred. 2) Cover must be taken in the street only. 3) Base boundaries must be well understood (chalk if necessary). 4) Once a base is breached and the signature obtained, the opposing Scouts at that base are beaten and must make for the starting-point — they may not watch round another base.

source_excerpt:
A convenient circuit of long, well-crowded streets Is selected, and a base area-about fifty yards of the street -formed in the middle of some of the streets. A Scout will be posted at the center of the area, and will be called a " Base-Scout."


name: The Signature Collector
category: jocuri-cercetasesti
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: pages 88-89
materials_list: red ribbons, blue ribbons, paper for signatures
skills_developed: strategy, observation, teamwork
difficulty_level: dificil
keywords: signatures, bases, town, ribbons
tags: ["town-game", "strategy"]
language: en
normalized_name: the signature collector
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A circuit of streets has several bases (up to six). A signature collector and Base-Scouts wear red ribbons; opposing Scouts wear blue. The collector must go around all bases and get each Base-Scout's signature without being touched by the two blue opponents at each base. If touched, the collector forfeits his signature at that base. Base-Scouts (red) can signal the collector on when to approach. Most signatures wins.

rules:
Hiding in shops is barred. Cover must be taken in street only. When a base is cleared, that base's opponents go to starting-point. Bases are arranged in a circle.

source_excerpt:
The collector must go round the circuit of bases and try to obtain the signature of each Base-Scout. The opposing Scouts are posted, two to each base, to prevent the collector from reaching the Base-Scout by simply touching him.


name: What's Wrong
category: orientare
subcategory: observatie-oras
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 31
materials_category: papetarie
materials_list: pencil, notebook
skills_developed: observation, discretion
difficulty_level: usor
keywords: town, observation, crooked
tags: ["town", "observation"]
language: en
normalized_name: what's wrong
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A town observation game. Scouts muster at a given point and are divided into two sections, one proceeding along each side of the street, crossing at the end and returning on the opposite sides. They may be sent in line or irregularly (the latter preferred), each with pencil and notebook, and note during the journey every article or thing which is out of the straight: a placard fixed to a door or board, a small swing sign out of horizontal, crooked window-blinds, goods in shop windows markedly crooked, and so on. Irregularities on vehicles in motion are not to be noted (the judge could not verify them). Upon approaching the judge each Scout signs his paper and hands it in. Marks are given according to merit, and a prize is awarded to the most observant Scout of the winning patrol.

rules:
Note only static irregularities (not on moving vehicles). Make entries without being noticed by following Scouts. Can be worked with or without a time limit.

source_excerpt:
Scouts should be mustered at a given point, then divided into two sections, one section proceeding along either side of the street, crossing. each other at the end, and returning on the opposite sides.


name: What's Wrong
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 89
materials_list: pencil, notebook or paper
skills_developed: observation, stealth, memory
difficulty_level: usor
keywords: observation, street, crooked, town
tags: ["town-game", "observation"]
language: en
normalized_name: what's wrong
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts are divided into two sections, each proceeding along one side of a street, crossing at the end and returning on opposite sides. Each Scout notes with pencil and notebook every article that is out of the straight or crooked — placard, sign, window blind, goods in shop windows. Scouts must make entries discreetly so others don't notice. The most observant Scout or patrol with most marks wins.

rules:
Irregularities on moving vehicles are not to be noted. Scouts must sign their own papers before handing in. Marks awarded by the judge. Can be done with or without a time limit.

source_excerpt:
Scouts should be mustered at a given point, then divided into two sections, one section proceeding along either side of the street, crossing each other at the end, and returning on the opposite sides.


name: Far and Near
rules: Pre-announced list of 8-10 items, varied each time; marks awarded by the umpire per find.
category: orientare
subcategory: observatie
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 31-32
materials_category: papetarie
materials_list: scoring card, pencil
skills_developed: observation, alertness
difficulty_level: usor
keywords: observation, patrol, walk
tags: ["outdoor", "patrol"]
language: en
normalized_name: far and near
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An observation walk for a patrol. The Scoutmaster goes along a given road or line of country with a patrol in patrol formation. He carries a scoring card with the name of each Scout on it and first reads to the Scouts a list of certain things he wants noticed. Each Scout watches for the details and, when he notices one, runs to the umpire to inform him or hands in the article if it is one he can find. The umpire enters a mark accordingly. The Scout who gains most marks wins. Details should be varied each time the game is played; about 8 or 10 items per game. Example items with mark values include: every match found (1), every button found (1), bird's-foot track (2), patch noticed on stranger's clothing or boots (2), grey horse seen (2), pigeon flying (2), sparrow sitting (1), broken chimney-pot (2), broken window (1).

source_excerpt:
The scoutmaster goes along a given road or line of country with a patrol in patrol formation. He carries a scoring card with the name of each Scout on it, first reading to the Scouts a list of certain things he wants.


name: Far and Near
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 46
materials_list: scoring card
skills_developed: observation, attention to detail
keywords: observation, walk, scout, nature
tags: ["observation game", "outdoor", "hiking"]
language: en
normalized_name: far and near
extraction_confidence: high
name_ro: Departe și Aproape
indoor_outdoor: outdoor
space_needed: mare
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An observation game played during a walk. The leader carries a card with each player's name for scoring. He reads out a list of objects to be noted. Players report when they spot an item. An object once scored by a player cannot be scored again, but another example of the same type may be scored by the same or any other player.

rules:
Leader reads out list of objects. Players report as they note these. Best total wins. An object once scored by a player cannot be scored again, but another example of the same may be scored by the same or any other player.

source_excerpt:
Leader while on a walk carries a card with each player's name (for scoring purposes). He reads out a list of objects that he wants noted. Players report as they note these, and best total wins.

description_ro:
Joc de observație desfășurat în timpul unei plimbări. Liderul poartă un carton cu numele fiecărui jucător pentru punctaj. El citește cu voce tare o listă de obiecte care trebuie identificate. Jucătorii raportează când zăresc un obiect din listă. Un obiect odată punctat de un jucător nu mai poate fi punctat din nou de aceeași persoană, dar un alt exemplar de același tip poate fi punctat de același jucător sau de oricine altcineva.

rules_ro:
Liderul citește lista de obiecte. Jucătorii raportează pe măsură ce le observă. Câștigă cel cu cel mai bun total. Un obiect odată punctat de un jucător nu mai poate fi punctat din nou, dar un alt exemplar de același tip poate fi punctat de același sau de orice alt jucător.

estimated_fields:
["age_group_max", "age_group_min", "duration_max", "duration_min", "participants_max", "participants_min", "space_needed"]


name: Far And Near
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 89
materials_list: scoring card
skills_developed: observation, alertness
difficulty_level: usor
keywords: observation, road, scoring, town
tags: ["town-game", "observation", "patrol-game"]
language: en
normalized_name: far and near
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
The Scoutmaster takes a patrol in formation along a given road with a scoring card. He reads out 8-10 specific items to spot. Each Scout who notices an item runs to the umpire to report or hand in the article. The Scout who gains most marks wins. Items are chosen to develop observation at all distances and directions.

rules:
About 8 or 10 items given at a time. Details varied each time the game is played. Scout who gains most marks wins.

source_excerpt:
He carries a scoring card with the name of each Scout on it, first reading to the Scouts a list of certain things he wants. Each Scout looks out for the details required, and directly he notices one he runs to the umpire and informs him or hands in the article, if it is an article he finds.


name: Morgan's Game
rules: One minute looking, no notes; report all advertisements from memory at HQ.
category: icebreakers
subcategory: memorie-oras
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 32
skills_developed: memory, observation
difficulty_level: usor
keywords: memory, hoarding, advertisements
tags: ["town", "memory"]
language: en
normalized_name: morgan's game
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An observation memory game using a public hoarding. Scouts are ordered to run to a certain hoarding where an umpire is posted to time them. Each is allowed to look at it for one minute — no notes may be taken in writing — and must then run back to headquarters and report to the instructor everything that was on the hoarding in the way of advertisements.

source_excerpt:
Scouts are ordered to run to a certain hoarding where an umpire is already posted to time them. They are each allowed to look at this for one minute-of course no notes may be taken in writing-and must then run back to headquarters and report to the instructor all that was on the hoarding in the way of advertisements.


name: Morgan's Game
category: jocuri-cercetasesti
content_type: joc
source_file: Outdoor Games.pdf
source_files: ["Outdoor Games.pdf"]
page_reference: page 16
materials_list: pencil, paper
skills_developed: observation, reporting, memory
keywords: observation, report, shop window, hoarding
tags: ["outdoor", "scouts", "urban", "observation"]
language: en
normalized_name: morgan's game
extraction_confidence: high
name_ro: Jocul lui Morgan
indoor_outdoor: outdoor
space_needed: mic
source_id: d3959920_outdoor_games
source_ids: ["d3959920_outdoor_games"]
chunk_key: d3959920_outdoor_games.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Patrols go to a hoarding or shop window and look at it for one minute, then write the best report they can of the advertisement or shop window. The best report wins.

rules:
Patrols go to a hoarding or shop window and look for one minute. Best report of the advertisement or shop window wins.

source_excerpt:
Patrols go to a hoarding or shop window and look for one minute. Best report of the advertisement or shop window wins.

description_ro:
Patrulele merg la un panou publicitar sau la vitrina unui magazin și îl privesc timp de un minut, după care redactează cel mai bun raport posibil al reclamei sau vitrinei. Cel mai bun raport câștigă.

rules_ro:
Patrulele merg la un panou publicitar sau la vitrina unui magazin și privesc timp de un minut. Câștigă cel mai bun raport al reclamei sau vitrinei.


name: Morgan's Game
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 89
skills_developed: memory, observation
difficulty_level: usor
keywords: hoarding, memory, town, observation
tags: ["town-game", "memory"]
language: en
normalized_name: morgan's game
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts run to a hoarding (billboard) where a timed umpire waits. Each is allowed one minute to study the advertising hoarding — no notes may be written — then must run back to headquarters and report everything on the hoarding from memory.

rules:
No written notes may be taken. Scouts must run to and from the hoarding. Report all advertising remembered.

source_excerpt:
Scouts are ordered to run to a certain hoarding where an umpire is already posted to time them. They are each allowed to look at this for one minute-of course no notes may be taken in writing-and must then run back to headquarters and report to the instructor all that was on the hoarding.


name: Shop Window
variations: Heats: losers play again until you arrive at the worst Scout, giving him the most practice.
category: icebreakers
subcategory: memorie-oras
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 32
materials_category: papetarie
materials_list: pencil, card
skills_developed: observation, memory
difficulty_level: usor
keywords: shop window, memory, town
tags: ["town"]
language: en
normalized_name: shop window
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A street observation memory game. The Scoutmaster or Patrol-leader takes a patrol down a street past six shops, letting them stay half a minute at each. After moving them off to some distance, he gives each boy a pencil and card and tells him to write from memory what they noticed in, say, the third and fifth shops (or himself takes down their answers). The boy who correctly sets down the most articles wins. A useful practice is to match boys in heats — the loser competing again until you arrive at the worst, so the worst Scouts get the most practice.

rules:
Half a minute per window for six shops; recall the contents of two specified shops; most correct items wins.

source_excerpt:
The Scoutmaster or Patrol-leader takes a patrol down a street past six shops. He lets them stay half a minute at each shop, and then, after moving them off to some distance, he gives each boy a pencil and card, and tells him to write from memory, or himself takes down, what they noticed in, say, the third and fifth shops.


name: Shop Window
rules: Half a minute at each of six shops. Scouts write from memory after moving away.
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 89
materials_list: pencil, card
skills_developed: memory, observation
difficulty_level: usor
keywords: shop window, memory, town, observation
tags: ["town-game", "memory", "observation"]
language: en
normalized_name: shop window
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
The Scoutmaster takes a patrol past six shops, pausing half a minute at each. After moving away, each Scout is given a pencil and card and asked to write what they noticed in specific shops (e.g. the third and fifth). The Scout who correctly sets down the most articles wins.

variations:
Can match one boy against another in heats, with loser competing again until the worst Scout is identified.

source_excerpt:
The Scoutmaster or Patrol-leader takes a patrol down a street past six shops. He lets them stay half a minute at each shop, and then, after moving them off to some distance, he gives each boy a pencil and card, and tells him to write from memory, or himself takes down, what they noticed.


name: Taking Notes
rules: Pair up; one minute looking; then write from memory; most correct wins.
category: orientare
subcategory: observatie-oras
content_type: activitate
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 32
materials_category: papetarie
materials_list: notebook, pencil
skills_developed: observation, memory
difficulty_level: usor
keywords: town, observation
tags: ["town", "skills"]
language: en
normalized_name: taking notes
extraction_confidence: med
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A street-scouting observation exercise. Things to note while scouting in the streets: the number of every motor-car going too fast or whose driver is acting strangely; the number of signs used by the policeman in regulating the traffic; the various chalk marks made on pavement and doorsteps by surveyors, tramps, or children; which men turn their toes in. To make a game of it, take a brother Scout, let each look in a few windows for one minute, then go away and write down all the articles remembered; the one who gets the most correctly is the winner.

source_excerpt:
When next you go scouting in the streets, here are some things for you to note : The number of every motor-car that is going too fast or whose driver is acting strangely; the number of signs used by the policeman in regulating the traffic ; the various chalk marks made on pavement and door- steps by surveyors, tramps, or children.


name: The Escaped Smoker
category: wide-games
subcategory: noapte
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 33
materials_category: lumini-noapte
materials_list: cigarettes and matches (original), box of matches and whistle (variation)
skills_developed: night sight, hearing, extended-order drill
difficulty_level: mediu
keywords: night, tracking, wood
tags: ["night", "wide-game"]
language: en
normalized_name: the escaped smoker
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A night-tracking game by Percy Hill. A convict has escaped from prison and, being an inveterate smoker, has bought a large supply of cigarettes and matches. On a dark night a message arrives that he has been seen in a nearby wood, still smoking. The troop encloses the wood and silently tries to find their man using eyes, ears and noses. The convict (an adult, not a Scout) is obliged to keep his cigarette in full view and strike a match at least once every three minutes. Unless the Scouts are sharp, the chances are he will slip through and they will see his match flickering behind them later. The game encourages extended-order drill — boys tend to crowd together on a dark night instead of keeping an equal distance apart.

rules:
Convict must show cigarette in full view and strike a match at least every three minutes. Troop encloses the wood and tries to find him.

variations:
If no smoker is at hand, supply the convict with a box of matches and a whistle and make him strike a match and blow the whistle alternately every minute or two minutes — so two senses (sight and hearing) are needed.

source_excerpt:
A CONVICT has escaped from prison, and, being an inveterate smoker, the first thing he does is to buy a large supply of cigarettes and matches.


name: The Escaped Smoker
category: wide-games
subcategory: night games
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 33
materials_list: cigarettes, matches, whistle (variation)
skills_developed: observation, stealth, night tracking
difficulty_level: mediu
keywords: night game, tracking, stealth, convict
tags: ["night", "tracking"]
language: en
normalized_name: the escaped smoker
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A night game where a convict (an adult, not a Scout) has escaped from prison with cigarettes and matches. Scouts surround a wood and try to locate him by sight, hearing and smell. The 'convict' must keep a cigarette visible at all times and strike a match at least once every three minutes. Scouts must keep extended order and avoid clumping together, which boys tend to do at night.

rules:
The convict must keep his cigarette in full view and strike a match at least once every three minutes. Scouts surround the wood and try to catch him. Variation: replace cigarette with matches and a whistle, struck/blown alternately every minute or two so seeing and hearing are both needed.

variations:
If no smoker is available, give the convict matches and a whistle to strike/blow alternately every one or two minutes.

source_excerpt:
A CONVICT has escaped from prison, and, being an inveterate smoker, the first thing he does is to buy a large supply of cigarettes and matches.


name: The Escaped Smoker
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 90
materials_list: cigarettes and matches (or matches and whistle)
skills_developed: observation, hearing, night scouting
difficulty_level: mediu
keywords: night, convict, wood, smoking, senses
tags: ["night-game", "wide-game", "senses"]
language: en
normalized_name: the escaped smoker
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A non-Scout playing a convict hides in a wood at night with cigarettes. The convict must keep the cigarette visible at all times and strike a match at least once every three minutes. Scouts surround and search the wood trying to find and catch the convict using eyes, ears, and nose.

rules:
Convict must keep cigarette in view and strike a match at least every three minutes. Scouts use senses to locate him.

variations:
If no smoker available, give the convict matches and a whistle; he strikes match and blows whistle alternately every one to two minutes.

source_excerpt:
The man, who is playing the part of the convict, is obliged to keep his cigarette in full view all the time, and strike a match at least once every three minutes.


name: The Path-Finder
category: wide-games
subcategory: noapte
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 33
skills_developed: stealth, scouting, leadership
difficulty_level: mediu
keywords: night, infiltration, traitor
tags: ["night", "wide-game"]
language: en
normalized_name: the path-finder
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A night infiltration game. A town or camp is chosen and defended by all the Scouts present except one patrol. Outposts must be carefully placed all round. The one patrol is led into the town by a guide chosen from the defenders — he is the traitor, who goes round and carefully examines the defenses, then slips out to meet the patrol at a certain spot. He tries to guide them into the centre of the town, perhaps taking them two or three at a time or all together in Indian file. If touched by one of the defenders they are captured.

rules:
Guide is the traitor, examines defenses then leads patrol in; if any infiltrator is touched, he is captured.

source_excerpt:
A town or camp is chosen and defended by all the Scouts present, except one patrol. The outposts must be carefully placed all round. The one patrol is to be led into the town by a guide chosen from the defenders - he is the traitor


name: The Path-Finder
category: wide-games
subcategory: night games
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 33
source_excerpt: A town or camp is chosen and defended by all the Scouts present, except one patrol.
skills_developed: stealth, scouting, infiltration
difficulty_level: mediu
keywords: night game, infiltration, traitor
tags: ["night"]
language: en
normalized_name: the path-finder
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A night game in which a town or camp is defended by all Scouts except one patrol. Outposts are placed all around. A traitor chosen from the defenders examines the defenses, then slips out to meet the attacking patrol at a set spot, and tries to guide them into the centre of the town, in pairs, threes, or single file. If touched by a defender they are captured.

rules:
Played at night. Defenders place outposts. The traitor guide leads the attacking patrol (possibly in small groups or Indian file). Defenders capture by touch.


name: The Path-Finder
rules: Outposts must be placed around the town. Attackers are captured if touched by defenders.
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 90
skills_developed: stealth, navigation, night scouting
difficulty_level: dificil
keywords: night, traitor, guide, town, outposts
tags: ["night-game", "wide-game"]
language: en
normalized_name: the path-finder
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A night game where a town or camp is defended by all Scouts except one patrol. A guide (traitor) from the defenders examines defenses, slips out, meets the attacking patrol, and tries to guide them into the center of town — possibly two or three at a time or in Indian file. Attackers are captured if touched by a defender.

source_excerpt:
A town or camp is chosen and defended by all the Scouts present, except one patrol. The outposts must be carefully placed all round. The one patrol is to be led into the town by a guide chosen from the defenders - he is the traitor.


name: Tracking by Smell
rules: Calm, dark night. Encamped party stays still; pursuers must locate them by smell alone.
category: orientare
subcategory: miros-noapte
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 33
materials_category: fum
materials_list: smouldering brown paper or damp gunpowder in a tin
skills_developed: smell, night scouting
difficulty_level: mediu
keywords: smell, night, tracking
tags: ["night", "scouting"]
language: en
normalized_name: tracking by smell
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A night scent-tracking exercise. An enemy patrol has encamped at a certain spot and, thinking all is safe, lit a fire and prepared a meal. But the sentry reports suspicious signs and sounds, so they immediately damp the fire — but cannot stop the smoke. This should be carried out on a calm but dark night in a fairly open spot. The smoke can be caused by smouldering brown paper or damp gunpowder in a tin. The others have to reach the spot by smell while the encamped party lies absolutely still.

source_excerpt:
Tracking by smell at night is a very important part of scouting. An enemy's patrol has encamped at a certain spot, and thinking all safe light a fire and prepare a meal.


name: Tracking by Smell
category: wide-games
subcategory: night games
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 33
source_excerpt: Tracking by smell at night is a very important part of scouting.
materials_list: brown paper, tin, damp gunpowder (optional)
skills_developed: smell tracking, stealth
difficulty_level: mediu
keywords: tracking, smell, night
tags: ["night", "tracking"]
language: en
normalized_name: tracking by smell
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A night tracking game. An enemy patrol has encamped at a certain spot, lit a fire and started a meal, but suspicious signs cause them to damp the fire. The smoke cannot be stopped (produced by smouldering brown paper or damp gunpowder in a tin). The other party must reach the spot by following the smell of the smoke on a calm but dark night, while the encamped party lies absolutely still.

rules:
Held on a calm, dark night in a fairly open spot. Smoke is created with smouldering brown paper or damp gunpowder in a tin. The trackers find the encampment by smell while the campers remain silent.


name: Tracking By Smell
category: supravietuire
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 90
materials_list: smoldering brown paper or damp gunpowder in tin
skills_developed: senses, tracking, stealth
difficulty_level: mediu
keywords: smell, tracking, night, smoke, fire
tags: ["night-game", "scouting", "senses"]
language: en
normalized_name: tracking by smell
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A night scouting exercise. A patrol lights a fire and prepares a meal; warned by a sentry, they damp the fire but cannot stop the smoke. A second group must find the location by smell alone while the encamped party lies absolutely still. Smoke from smoldering brown paper or damp gunpowder in a tin is used.

rules:
The encamped party must lie absolutely still. Game is carried out on a calm but dark night in a fairly open spot.

source_excerpt:
An enemy's patrol has encamped at a certain spot, and thinking all safe light a fire and prepare a meal. But the sentry reports suspicious signs and sounds, so they immediately damp the fire, but cannot stop the smoke.


name: Will-o'-the-Wisp
category: wide-games
subcategory: noapte
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 33
materials_category: lanterna
materials_list: bull's-eye lantern
skills_developed: stealth, signalling, night work, pursuit
difficulty_level: mediu
keywords: night, lantern, pursuit
tags: ["night", "wide-game"]
language: en
normalized_name: will-o'-the-wisp
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A night cross-country pursuit. Two Scouts set off across country in a given direction with a lighted bull's-eye lantern. After two minutes the patrol or troop starts in pursuit. The lantern bearer must show his light at least every minute, concealing it for the rest of the time. The two Scouts take turns carrying the light, so they may relieve each other in difficulties, but either may be captured. The Scout without the light can often mingle with the pursuers unrecognized and relieve his friend when hard pressed. They should arrange certain calls or signals between themselves.

rules:
Two Scouts with bull's-eye lantern start, pursuit begins after two minutes. Light must be shown at least every minute. Either lantern bearer may be captured. They may swap the lantern; the free Scout can mingle with pursuers.

source_excerpt:
Two Scouts set off in a given direction with a lighted bull's-eye lantern. After two minutes have passed the patrol or troop starts in pursuit. The lantern bearer must show his light at least every minute, concealing it for the rest of the time.


name: Will-O'-The-Wisp
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 90
materials_list: bull's-eye lantern
skills_developed: night scouting, stealth, teamwork
difficulty_level: mediu
keywords: night, lantern, pursuit, light
tags: ["night-game", "wide-game"]
language: en
normalized_name: will-o'-the-wisp
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A night game across country. Two Scouts set off with a lit bull's-eye lantern. After two minutes, the rest pursue. The lantern bearer must show the light at least every minute, hiding it the rest of the time. The two Scouts take turns with the lantern; either may be captured. The Scout without the light may mingle with pursuers.

rules:
Lantern must be shown at least once per minute. Either Scout can be captured. Both Scouts should arrange secret calls or signals between themselves.

source_excerpt:
Two Scouts set off in a given direction with a lighted bull's-eye lantern. After two minutes have passed the patrol or troop starts in pursuit. The lantern bearer must show his light at least every minute, concealing it for the rest of the time.


name: Showing the Light
category: orientare
subcategory: noapte-distante
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 33-34
materials_category: lanterna
materials_list: lantern, whistle
skills_developed: distance estimation, night vision, hearing
difficulty_level: mediu
keywords: night, lantern, distance
tags: ["night", "estimation"]
language: en
normalized_name: showing the light
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A night distance-estimating game. A Scout makes his way across fields in the dark and, on hearing his leader's whistle, shows a light from a lantern for five seconds. He stays there but hides the light, and the rest of the Scouts estimate how far away and in which direction he is. They then set out to where they think the light was shown, and each tries to get there before the others. The lantern bearer hands over the lantern to the first to reach him, and it becomes that boy's turn to go away and show the light. The Scoutmaster notes the various estimates and identifies the Scout nearest to the truth.

rules:
Light shown for five seconds on the whistle; Scouts estimate range and bearing; first to arrive takes the lantern.

source_excerpt:
A Scout makes his way across fields, in the dark, and on hearing his leader's whistle, shows a light from a lantern for five seconds. He remains there, but hides the light, and the rest of the Scouts estimate how far away and whereabouts he is.


name: Showing the Light
category: wide-games
subcategory: night games
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: pages 33-34
materials_list: lantern, whistle
skills_developed: distance estimation, night observation, hearing
difficulty_level: mediu
keywords: night, lantern, distance
tags: ["night"]
language: en
normalized_name: showing the light
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A night scouting game that tests hearing, eyesight and judgement of distance. A Scout makes his way across fields in the dark, and on hearing his leader's whistle shows a lantern light for five seconds, then hides it. The rest of the Scouts estimate where he is and how far away, then set out to reach him. The first one to arrive takes the lantern and becomes the next light-bearer. The Scoutmaster notes the estimates and judges which was closest.

rules:
Scout shows light for five seconds on the leader's whistle. Others estimate distance and direction, then race to him. First to arrive takes over as lantern bearer.

source_excerpt:
This night-scouting game not only affords recreation but is a good test for hearing and eyesight, and furnishes a splendid practice in judging distances.


name: Showing The Light
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 90
materials_list: lantern
skills_developed: night scouting, distance estimation, observation
difficulty_level: mediu
keywords: night, lantern, distance, estimation
tags: ["night-game", "observation", "distance"]
language: en
normalized_name: showing the light
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A Scout goes across dark fields and shows a lantern for five seconds when they hear the leader's whistle. All other Scouts estimate the distance and direction, then set out to reach the lantern bearer. The first to arrive takes over the lantern and goes next. Scoutmaster notes distance estimates.

rules:
Light shown for five seconds on whistle signal. Scouts estimate distance and direction then race to the spot. First to arrive takes the lantern.

source_excerpt:
A Scout makes his way across fields, in the dark, and on hearing his leader's whistle, shows a light from a lantern for five seconds. He remains there, but hides the light, and the rest of the Scouts estimate how far away and whereabouts he is.


name: Night Outposts
category: wide-games
subcategory: noapte
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 34
materials_category: lanterne
materials_list: bicycle or similar lamps, hurricane lamp
skills_developed: night scouting, stealth
difficulty_level: dificil
keywords: night, outposts, lamps
tags: ["night", "wide-game"]
language: en
normalized_name: night outposts
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A multi-stage night chase. Two or more Scouts (depending on numbers) go out in pairs with ordinary bicycle or similar lamps and take up positions not nearer than a quarter mile (or other agreed distance) from the starting-point. They are called outposts and must not move their ground, though they may show or conceal their light as they think best. About ten minutes later one Scout, the runner, goes out carrying a hurricane lamp to discover the outposts; he must not hide his light. One or two minutes later the remainder start out to chase and capture both the runner and outposts; they are called Scouts. Outposts and runner must not call to one another. Outposts show their light when they think the runner is near but must avoid betraying their position to the Scouts. As soon as the runner finds an outpost, the outposts extinguish their light and make for the starting-point; when the runner has discovered all outposts he does the same. No Scout may remain nearer the starting-point than the agreed distance (100 yards or so).

rules:
Outposts stationary; runner with visible hurricane lamp; Scouts give chase; no calling between outpost and runner; Scouts may not loiter near the starting-point.

source_excerpt:
Two or more Scouts (according to number taking part) go out in pairs with ordinary bicycle or similar lamps, and take up positions not nearer than 1/4 mile (or other agreed distance) from starting-point.


name: Night Outposts
category: wide-games
subcategory: night games
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 34
materials_list: bicycle lamps, hurricane lamp
skills_developed: stealth, signalling, pursuit
difficulty_level: mediu
keywords: night, outposts, lamps
tags: ["night"]
language: en
normalized_name: night outposts
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two or more Scouts go out in pairs with bicycle lamps and take positions at least 1/4 mile from the starting-point as outposts; they may not move but may show or hide their light. A 'runner' with a hurricane lamp (light always shown) goes out about ten minutes later to discover the outposts. One or two minutes later the rest, called Scouts, go out to chase and capture both the runner and the outposts. When the runner finds an outpost, the outpost extinguishes its light and heads for the starting-point.

rules:
Outposts may not call to one another. Outposts show light when the runner is near but must not betray themselves to the Scouts. After being found, outposts extinguish lamps and make for the starting-point. Scouts may not stay closer than the agreed distance (about 100 yards) to the starting-point.

source_excerpt:
Two or more Scouts (according to number taking part) go out in pairs with ordinary bicycle or similar lamps, and take up positions not nearer than 1/4 mile (or other agreed distance) from starting-point.


name: Night Outposts
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 91
materials_list: bicycle lamps, hurricane lamp
skills_developed: night scouting, stealth, observation
difficulty_level: dificil
keywords: night, outposts, lamps, runner
tags: ["night-game", "wide-game"]
language: en
normalized_name: night outposts
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two or more Scouts go out in pairs with bicycle lamps and take positions at least a quarter mile from the starting point. They are the outposts. A runner goes out later with a hurricane lamp (must not hide it) to discover the outposts. Then Scouts pursue both runner and outposts. Outposts and runner must not call to each other; outposts show light when they think runner is near but must not betray their position to Scouts.

rules:
No Scout may remain nearer than agreed distance (100 yards) to starting point. Outposts may not move but can show or hide light. Runner must not hide light.

source_excerpt:
Two or more Scouts (according to number taking part) go out in pairs with ordinary bicycle or similar lamps, and take up positions not nearer than 1/4 mile (or other agreed distance) from starting-point. They are called outposts, and must not move their ground.


name: Siberian Man Hunt
category: wide-games
subcategory: iarna-zapada
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 35
materials_category: zapada
materials_list: snowballs
skills_developed: tracking, stalking, snow craft
difficulty_level: mediu
keywords: snow, winter, snowball, manhunt
tags: ["winter", "snow", "wide-game"]
language: en
normalized_name: siberian man hunt
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A winter snowball stalk. A man has escaped through the snow and a patrol follows his tracks, advancing with great caution when they think they are nearing his hiding-place. One hit from a snowball means death, but the hunted man has to be hit three times before he is killed. If he has taken refuge up a tree or some other such place it will be very difficult to hit him without being hit first. The hunted man has to remain at large for a certain time, two or three hours, and then get safely home without being caught.

rules:
Pursuers killed by one snowball hit; the hunted man killed only after three hits; must evade for 2-3 hours then return home.

source_excerpt:
A MAN has escaped through the snow and a patrol follow his tracks, but they advance with great caution when they think they are nearing his hiding-place because one hit from a snowball means death, but he has to be hit three times before he is killed.


name: Siberian Man Hunt
category: camp-outdoor
subcategory: winter games
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 35
materials_list: snow
skills_developed: tracking, stealth
difficulty_level: mediu
keywords: winter, snowballs, manhunt
tags: ["winter", "snow"]
language: en
normalized_name: siberian man hunt
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A winter snowball game. A man has escaped through the snow and a patrol follows his tracks, advancing with great caution near his hiding-place because one snowball hit means death for them while he must be hit three times before he is killed. If he has taken refuge in a tree or similar place he is hard to hit without being hit first. He must remain at large for two or three hours and then get home safely without being caught.

rules:
A single hit kills a pursuer; three hits kill the hunted man. He must stay at large for the set time then return home uncaught.

source_excerpt:
A MAN has escaped through the snow and a patrol follow his tracks, but they advance with great caution when they think they are nearing his hiding-place because one hit from a snowball means death, but he has to be hit three times before he is killed.


name: Siberian Man Hunt
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 92
materials_list: snow (for snowballs)
skills_developed: tracking, stealth, strategy
difficulty_level: mediu
keywords: winter, snowball, tracking, hunt
tags: ["winter", "wide-game", "tracking"]
language: en
normalized_name: siberian man hunt
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part06
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A winter snowball game. A man escapes and a patrol follows his tracks cautiously, knowing that one snowball hit means death for them but three hits are needed to kill the hunted man. The hunted man must stay at large for two or three hours then get safely home.

rules:
One snowball hit kills a pursuer. Three hits needed to kill the hunted man. Hunted man must stay at large for set time then reach home.

source_excerpt:
A MAN has escaped through the snow and a patrol follow his tracks, but they advance with great caution when they think they are nearing his hiding-place because one hit from a snowball means death, but he has to be hit three times before he is killed.


name: Arctic Expedition
category: supravietuire
subcategory: iarna-tracking
content_type: activitate
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 35
materials_category: sanie-zapada
materials_list: bob sleigh and harness, rations and cooking-pots, sticks and brushwood (for snow huts)
skills_developed: tracking, pioneering, snow craft
difficulty_level: dificil
keywords: sleigh, snow hut, winter
tags: ["winter", "snow", "expedition"]
language: en
normalized_name: arctic expedition
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A winter tracking-and-camp craft activity. Each patrol makes a bob sleigh with harness to fit two Scouts who are to pull it (or for dogs if they have them and can train them). Two Scouts go a mile or so ahead, and the remainder with the sleigh follow, finding the way by means of the spoor and any signs the leading Scouts draw in the snow. All other drawings seen on the way are to be examined, noted, and their meaning read. The sleigh carries rations and cooking-pots. The patrol also builds snow huts — narrow, according to the length of sticks available for forming the roof, which can be made with brushwood and covered with snow.

rules:
Leading pair lays a track and signs; following party reads spoor and signs; party carries rations on a sleigh; build narrow snow huts.

source_excerpt:
Each patrol makes a bob sleigh with harness to fit two Scouts who are to pull it (or for dogs if they have them, and can train them to the work). Two Scouts go a mile or so ahead, the remainder with the sleigh follow, finding the way by means of the spoor


name: Arctic Expedition
category: camp-outdoor
subcategory: winter games
content_type: activitate
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 35
materials_list: bob sleigh, harness, rations, cooking-pots, sticks, brushwood
skills_developed: tracking, snow shelter building, sign reading
difficulty_level: dificil
keywords: winter, sleigh, snow hut, expedition
tags: ["winter", "snow", "shelter"]
language: en
normalized_name: arctic expedition
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A winter expedition game. Each patrol builds a bob sleigh with harness for two Scouts (or for dogs). Two Scouts go a mile or so ahead; the rest follow with the sleigh, navigating by spoor and by signs drawn in the snow by the leading Scouts. Drawings encountered along the way must be examined and interpreted. The sleigh carries rations and cooking pots. The expedition builds snow huts with narrow roofs of sticks, brushwood, and snow.

rules:
Two Scouts scout ahead drawing snow signs; remainder follow by spoor with the sleigh. All other drawings seen must be noted and read. Snow huts are built narrow enough for the available roof sticks.

source_excerpt:
Each patrol makes a bob sleigh with harness to fit two Scouts who are to pull it (or for dogs if they have them, and can train them to the work).


name: Arctic Expedition
category: supravietuire
content_type: activitate
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 92
materials_list: bob sleigh, harness, rations, cooking pots, brushwood for roof
skills_developed: tracking, navigation, survival, teamwork
difficulty_level: dificil
keywords: winter, sleigh, snow hut, expedition, tracking
tags: ["winter", "survival", "outdoor"]
language: en
normalized_name: arctic expedition
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Each patrol builds a bob sleigh with harness for two Scouts to pull. Two Scouts go a mile ahead; the rest with the sleigh follow, finding the way by spoor and signs drawn in snow by the leading Scouts. All other drawings encountered must be examined and interpreted. The sleigh carries rations and cooking equipment. Scouts also build snow huts.

rules:
Follow only the signs left by your own leading Scouts. Examine and read all drawings found. Snow huts must be made narrow according to available stick lengths for roofing.

source_excerpt:
Two Scouts go a mile or so ahead, the remainder with the sleigh follow, finding the way by means of the spoor, and by such signs as the leading Scouts may draw in the snow.


name: Snow Fort
category: wide-games
subcategory: iarna-zapada
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 35
materials_category: zapada
materials_list: snow, snowballs
skills_developed: pioneering, tactics, snow craft
difficulty_level: mediu
keywords: snow, fort, siege
tags: ["winter", "snow"]
language: en
normalized_name: snow fort
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A winter siege game. One patrol builds a snow fort according to their own ideas of fortification, with loopholes for looking out. When finished it is attacked by hostile patrols using snowballs as ammunition. Every Scout struck by a snowball is counted dead.

rules:
The attackers should as a rule number at least twice the strength of the defenders. One snowball hit = dead.

source_excerpt:
The snow fort may be built by one patrol according to their own ideas of fortification, with loop holes, and so on, for looking out. When finished it will be attacked by hostile patrols, using snowballs as ammunition.


name: Snow Fort
rules: One snowball strike kills a Scout. Attackers should outnumber defenders at least two to one.
category: camp-outdoor
subcategory: winter games
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 35
materials_list: snow
skills_developed: fortification, teamwork
difficulty_level: mediu
keywords: winter, snow fort, snowballs
tags: ["winter", "snow"]
language: en
normalized_name: snow fort
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One patrol builds a snow fort with loop-holes according to their own ideas of fortification. When finished, hostile patrols (at least twice the strength of the defenders) attack it using snowballs as ammunition. Every Scout struck by a snowball is counted dead.

source_excerpt:
The snow fort may be built by one patrol according to their own ideas of fortification, with loop holes, and so on, for looking out.


name: Snow Fort
rules: Attackers should number at least twice the defenders. Scout struck by snowball is dead.
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 92
materials_list: snow
skills_developed: teamwork, strategy, construction
difficulty_level: mediu
keywords: snow fort, winter, snowball, defense
tags: ["winter", "wide-game", "construction"]
language: en
normalized_name: snow fort
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One patrol builds a snow fort with loopholes for defense. When finished, opposing patrols attack using snowballs as ammunition. Any Scout struck by a snowball is counted dead. Attackers should number at least twice the strength of the defenders.

source_excerpt:
The snow fort may be built by one patrol according to their own ideas of fortification, with loop holes, and so on, for looking out. When finished it will be attacked by hostile patrols, using snowballs as ammunition.


name: Fox-Hunting
category: wide-games
subcategory: iarna-tracking
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 35
materials_category: zapada
materials_list: Scout staves (for tricks)
skills_developed: tracking, stealth, snow craft
difficulty_level: mediu
keywords: fox, snow, tracking
tags: ["winter", "snow", "wide-game"]
language: en
normalized_name: fox-hunting
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A winter tracking game played where there is plenty of untrodden snow. Two Scouts (the foxes) start from the middle of a field or piece of open ground; five minutes later the rest are put on their trail. The foxes are not allowed to cross any human tracks — if they approach a pathway with other people's prints they must turn off in another direction. They can walk along the top of walls and use any other ruse — treading in each other's tracks and then having one vault aside with his staff, for instance. Both must be caught by the pursuers for it to count a win. The foxes have to avoid capture for one hour and then get back to the starting-place.

rules:
Foxes can't cross human tracks. Both foxes must be caught to win. Foxes evade for one hour and return to start.

source_excerpt:
Two Scouts start from the middle of a field or piece of open ground, and five minutes afterwards the rest are put on their trail. The two foxes are not allowed to cross any human tracks.


name: Fox-Hunting
category: wide-games
subcategory: winter games
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 35
materials_list: staves
skills_developed: tracking, stealth, evasion
difficulty_level: mediu
keywords: winter, tracking, fox hunt
tags: ["winter", "snow", "tracking"]
language: en
normalized_name: fox-hunting
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A winter tracking game on untrodden snow. Two Scouts (the foxes) start from the middle of an open field; five minutes later the rest go on their trail. The foxes may not cross any human tracks; if they approach a pathway used by others, they must turn off. They may walk on walls, tread in each other's tracks, vault aside with their staff, and use other ruses. Both must be caught for a win; the foxes must avoid capture for one hour and then return to the starting-place.

rules:
Foxes start five minutes ahead. Foxes may not cross human tracks. Both foxes must be caught to count a win. Foxes must avoid capture for an hour and return to start.

source_excerpt:
This game is to be played where there is plenty of untrodden snow about. Two Scouts start from the middle of a field or piece of open ground, and five minutes afterwards the rest are put on their trail.


name: Fox-Hunting
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 92
skills_developed: tracking, strategy, stealth
difficulty_level: mediu
keywords: winter, snow, fox, tracking, pursuit
tags: ["winter", "wide-game", "tracking"]
language: en
normalized_name: fox-hunting
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two Scouts start from the center of a field; five minutes later the rest pursue them in untrodden snow. The foxes are not allowed to cross any human tracks and must turn away from pathways. They may walk along tops of walls or use ruses such as treading in each other's tracks. Both foxes must be caught for the pursuers to win; foxes must avoid capture for one hour and return to the starting place.

rules:
Foxes cannot cross human tracks. Both foxes must be caught for pursuers to win. Foxes have 5-minute head start.

source_excerpt:
The two foxes are not allowed to cross any human tracks. If they approach a pathway where other people have been, they must turn off in another direction ; but they can walk along the top of walls and use any other ruse they like.


name: The Dash for the Pole
category: wide-games
subcategory: iarna-zapada
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 35
materials_category: zapada-fanioane
materials_list: flag, Scout staves, snowballs
skills_developed: tracking, tactics, snow craft
difficulty_level: dificil
keywords: Arctic, pole, snowballs, flag
tags: ["winter", "snow", "wide-game"]
language: en
normalized_name: the dash for the pole
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A winter exploration race. Two rival parties of Arctic explorers are nearing the Pole; each has sent out a Scout in advance, but neither has returned — their tracks can still be seen in the snow. In fact each forerunner has reached the Pole and is determined to maintain his claim, so dare not leave. Each purposely left good tracks and signs so they could be easily followed. (These two, one from each patrol, start from HQ together and agree on the spot to be the Pole, each approaching it from a different direction.) The two parties of explorers start off together (about fifteen minutes after the forerunners left) and follow up their own Scout's tracks. The first patrol to reach the meeting spot takes possession: the leader sets up his flag and the rest prepare snowballs, then lay down their staves in a circle round the flag at a distance of six paces. When the rival party arrives they try to capture the staves; the defenders are not allowed to touch their staves; two hits with a snowball on either side put a man out of action. Each defender killed and each staff taken counts one point.

rules:
Forerunners do not take part; they act as umpires. Two snowball hits = man out of action. Defenders may not touch their staves. If the rival party gain more than half the possible points they claim the discovery of the Pole. Before the defenders can claim undisputed rights they must kill all their rivals, by pursuing them if only one or two are left.

source_excerpt:
Two rival parties of Arctic explorers are nearing the Pole; each has sent out one Scout in advance, but neither of them have returned-they know the direction each started in because their tracks can be still seen in the snow.


name: The Dash for the Pole
category: wide-games
subcategory: winter games
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 35
materials_list: flag, staves, snow
skills_developed: tracking, teamwork, tactics
difficulty_level: dificil
keywords: winter, snowballs, Pole, flag
tags: ["winter", "snow"]
language: en
normalized_name: the dash for the pole
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two rival Arctic exploration parties each sent out a Scout in advance who reached the Pole and stays there to claim it. Their tracks are visible. The two parties (starting fifteen minutes after the forerunners) follow their own Scout's trail. The first patrol to reach the Pole takes possession, the leader sets up his flag, the rest prepare snowballs after laying staves in a circle six paces from the flag. The other party tries to capture the staves; defenders may not touch their staves; two snowball hits put a man out of action. Each defender killed and each staff taken counts a point; gaining more than half the possible points wins the discovery.

rules:
Forerunners leave good tracks; main parties start 15 minutes later. Defenders place staves in a circle 6 paces from the flag and may not touch them. Two snowball hits put a man out. Each defender killed and each staff taken counts one point; over half the points wins. Defenders must kill all rivals to claim undisputed rights. Forerunners act as umpires.

source_excerpt:
Two rival parties of Arctic explorers are nearing the Pole; each has sent out one Scout in advance, but neither of them have returned-they know the direction each started in because their tracks can be still seen in the snow.


name: The Dash For The Pole
category: wide-games
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 92
materials_list: patrol flag, staves, snow (for snowballs)
skills_developed: tracking, teamwork, strategy
difficulty_level: dificil
keywords: winter, pole, snow, flag, staves
tags: ["winter", "wide-game", "tracking"]
language: en
normalized_name: the dash for the pole
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two rival groups of Arctic explorers each send one Scout ahead into snow to find a 'Pole' (a pre-agreed spot). Both advance Scouts meet at the Pole and each refuses to leave. The two groups set out 15 minutes later to follow their Scouts' tracks. The first group to reach the Pole sets up their flag; the late arrivals try to capture staves laid in a circle while defenders pelt them with snowballs. Points scored for staves taken and defenders killed.

rules:
Two snowball hits put a man out of action. Each defender killed and each staff taken counts one point. If rival party gains more than half the possible points, they claim the discovery. Defenders must kill all rivals to claim undisputed rights. The two forerunners act as umpires.

source_excerpt:
The two parties of explorers start off together (about fifteen minutes after the forerunners left) and follow up the tracks of their own Scout. The first patrol to reach the spot where the two are waiting for them takes possession, the leader sets up his flag.


name: Clear the Line
category: sports-active
subcategory: saritura
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 36
materials_category: franghie-sac
materials_list: light rope (5-8 yards), canvas or leather sand bag (~1 lb)
skills_developed: reflex, jumping, agility
difficulty_level: mediu
keywords: rope, swing, jump
tags: ["indoor", "outdoor", "active"]
language: en
normalized_name: clear the line
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A reflex/jumping winter circle game. Needs a light rope five to eight yards long, with a piece of canvas or leather filled with sand weighing about 1 lb. The Scoutmaster stands in the centre of a ring of Scouts and swings the bag round, gradually paying out the rope until it becomes necessary for the players to jump to avoid it. The direction in which the bag is swung is varied. The rate of swinging and the height of the bag from the ground are gradually increased. The object is to avoid being caught by the rope or bag and brought to the ground.

rules:
Jump the rope/bag without being caught; speed and height increase progressively; direction of swing varied.

source_excerpt:
This game requires a light rope, five to eight yards of Canvas or leather filled with sand and weighing about 1 lb. The Scoutmaster stands in the centre of a ring of Scouts and swings the bag round


name: Clear the Line
category: sports-active
subcategory: winter games
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 36
materials_list: light rope (5-8 yards), canvas or leather sand bag (~1 lb)
skills_developed: agility, timing
difficulty_level: usor
keywords: jumping, ring game
tags: ["active"]
language: en
normalized_name: clear the line
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A ring game using a light rope of five to eight yards with a canvas or leather bag filled with sand (about 1 lb) on the end. The Scoutmaster stands in the centre of a ring of Scouts and swings the bag, gradually paying out the rope until players must jump to avoid it. The direction is varied; speed and height are gradually increased. Players try to avoid being caught by the rope or bag and brought to the ground.

rules:
Scoutmaster swings the weighted rope from the centre. Players jump to avoid being struck or tripped. Speed, direction and height are progressively increased.

source_excerpt:
This game requires a light rope, five to eight yards of Canvas or leather filled with sand and weighing about 1 lb.


name: Clear The Line
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 92
materials_list: rope (5-8 yards), canvas or leather sandbag (~1 lb)
skills_developed: agility, jumping, timing
difficulty_level: usor
keywords: rope, jump, sandbag, ring
tags: ["active", "agility"]
language: en
normalized_name: clear the line
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
The Scoutmaster stands in the center of a ring of Scouts and swings a rope with a canvas or leather sandbag (~1 lb) in a circle, gradually lengthening the rope until Scouts must jump to avoid it. The direction, rate, and height of the bag are varied. Players must avoid being hit by the rope or bag.

rules:
Direction of swing should be varied. Rate and height of bag gradually increased. Players are out if hit by rope or bag and brought to ground.

source_excerpt:
The Scoutmaster stands in the center of a ring of Scouts and swings the bag round, gradually paying out the rope until it becomes necessary for the players to jump to avoid it.


name: Skin the Snake
category: team-building
subcategory: gimnastica
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 36
skills_developed: co-ordination, teamwork, agility
difficulty_level: mediu
keywords: gymnastic, stunt, snake
tags: ["team", "stunt"]
language: en
normalized_name: skin the snake
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A gymnastic stunt for a line of Scouts. The Scouts stand in single file. Each Scout puts his right hand between his legs, which is grasped by the one behind. Then the first Scout walks backwards, straddling No. 2. No. 2 repeats the movement, straddling No. 3, and so on, until the Scout that was first is in the last position. Done quickly, it represents a snake shedding its skin.

rules:
Hold the hand of the man behind through your legs; first man walks back over each successive man in turn.

source_excerpt:
The scouts stand in single file. Each scout puts his right hand between his legs, which is grasped by the one behind. Then the first scout walks backwards, straddling No. 2.


name: Skin the Snake
category: sports-active
subcategory: winter games
content_type: joc
source_file: bp_games.pdf
source_files: ["bp_games.pdf"]
page_reference: page 36
skills_developed: agility, coordination
difficulty_level: mediu
keywords: gymnastic, stunt
tags: ["active"]
language: en
normalized_name: skin the snake
extraction_confidence: high
source_id: 25550194_bp_games
source_ids: ["25550194_bp_games"]
chunk_key: 25550194_bp_games.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A gymnastic stunt where Scouts stand in single file, each Scout puts his right hand between his legs and the Scout behind grasps it. The first Scout walks backwards, straddling No. 2; No. 2 then straddles No. 3, and so on, until the original first Scout ends up last. Done quickly, it represents a snake shedding its skin.

rules:
Single file, each Scout's right hand between his legs grasped by the Scout behind. First Scout walks backwards straddling the next, who repeats, until the line is reversed.

source_excerpt:
The scouts stand in single file. Each scout puts his right hand between his legs, which is grasped by the one behind.


name: Skin the Snake
category: team-building
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 72
skills_developed: teamwork, coordination, flexibility
difficulty_level: mediu
keywords: snake, crawl, team
tags: ["indoor", "physical", "team"]
language: en
normalized_name: skin the snake
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Team members stand in a line with legs apart, pass right hands through legs to grasp the left hand of the person behind. Starting from the back, members crawl through the legs of those in front without losing grip.

rules:
Team members stand one behind the other with legs apart and pass their right hands between the legs to grasp the left hands of those behind. Starting at the back, members crawl through the legs of those in front of them, without losing hand grip, until the whole team is standing in a line holding hands.

source_excerpt:
Starting at the back, members crawl through the legs of those in front of them, without losing hand grip, until the whole team is standing in a line holding hands.


name: Skin the Snake
category: team-building
subcategory: relay
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 58
skills_developed: coordination, teamwork
difficulty_level: mediu
keywords: snake, relay, coordination, line
tags: ["relay", "indoor", "boy scouts", "coordination"]
language: en
normalized_name: skin the snake
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A team coordination relay where all boys in line stoop, grasp the left hand of the player behind with their right between legs, then the last boy lies down and the line backs until all are lying, then returns to standing.

rules:
All boys in line stoop over, grasping the left hand of player in back with their right between legs. Last boy lies down. Line continues backing until all are lying. Return to starting position, all standing. Execute as quickly as possible.

source_excerpt:
All boys in line stoop over, grasping the left hand of player in back with his right between legs. Last boy lies down. Line continues backing until all are lying.


name: Skin The Snake
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 92
skills_developed: coordination, teamwork, gymnastics
difficulty_level: mediu
keywords: snake, gymnastic, single file, stunt
tags: ["gymnastic", "team-building"]
language: en
normalized_name: skin the snake
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 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts stand in single file. Each Scout puts their right hand between their legs, grasped by the Scout behind. The first Scout walks backward straddling number 2, who repeats the movement straddling number 3, and so on until the original first Scout is last. Done quickly it represents a snake shedding its skin.

rules:
Each Scout puts right hand between legs, grasped by the one behind. First Scout walks backward to start the movement.

source_excerpt:
Each scout puts his right hand between his legs, which is grasped by the one behind. Then the first scout walks backwards, straddling No. 2. No. 2 repeats the movement, straddling No. 3.


