# activities

name: Above and Below
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 10
skills_developed: nature knowledge, reaction speed, botany awareness
difficulty_level: usor
keywords: fruit, vegetable, above, below, circle
tags: ["indoor", "nature", "no equipment", "scout"]
language: en
normalized_name: above and below
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts in a circle must stand if a called fruit or vegetable grows above ground, or sit if it grows below ground. The last to move correctly is eliminated. Scouts who move unnecessarily when the status doesn't change can also be eliminated.

rules:
Put scouts in a circle standing up. Call out a fruit or vegetable name. Scouts stand if it grows above ground, sit if below. The last scout to sit or stand each time is out. If scouts are already standing and you call another above-ground item, any scout who starts to move can be out. Last scout in wins.

source_excerpt:
Call out the name of a fruit or a vegetable. Each time scouts have to stand up if the item grows above ground, or sit down if it grows below.


name: All Aboard
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 10
materials_category: equipment
materials_list: 2 x 1 metre square platforms, some bricks
skills_developed: teamwork, cooperation, balance
difficulty_level: mediu
keywords: platform, teamwork, balance
tags: ["indoor", "team", "physical", "scout"]
language: en
normalized_name: all aboard
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams each race to get all their members onto a raised one-metre square platform and remain in place for ten seconds. Scouts must not lie on top of each other.

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

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

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


name: All Aboard
description: The entire group must stand on a 2'x2' platform at the same time for 10 seconds.
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 43
materials_list: 2'x2' platform
skills_developed: teamwork, balance, cooperation
difficulty_level: dificil
keywords: platform, balance, team, crowd
tags: ["scouts", "team building", "physical", "camporee"]
language: en
normalized_name: all aboard
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
The entire group must stand on a 2' x 2' platform at the same time, for 10 seconds. Scoring: 10 points for each scout on the platform.

source_excerpt:
The entire group must stand on a 2' x 2' platform at the same time, for 10 seconds. Scoring: 10 points for each Scout on the platform.


name: All I Want for Christmas
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 10-11
skills_developed: lateral thinking, pattern recognition
difficulty_level: mediu
keywords: secret rule, initials, deduction, circle
tags: ["indoor", "no equipment", "icebreaker", "scout"]
language: en
normalized_name: all i want for christmas
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A guessing game where scouts must figure out a secret rule: the two items a scout wants for Christmas must start with the same initials as their first and last name. Scouts who know the secret may have their items; others who don't follow the pattern are denied.

rules:
Put scouts into one large circle, having briefed a few scouts on the secret. Starting with a briefed scout, e.g. John Smith, who says 'All I want for Christmas is a jumper and a Satsuma'. Say 'You may have those'. If a scout doesn't use his name's initials for his two items, say 'You may not have those'. Continue until everyone figures out the secret.

source_excerpt:
Start with one of these scouts, John Smith, who says, "All I want for Christmas is a jumper and a Satsuma". You then say, "You may have those".


name: All Those with...
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 11
materials_category: furniture
materials_list: Chairs
skills_developed: reaction speed, social awareness
difficulty_level: usor
keywords: chairs, swap, circle, description
tags: ["indoor", "icebreaker", "scout"]
language: en
normalized_name: all those with...
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A circle game where the scout in the middle calls out a description and those who match it must swap chairs, giving the middle scout a chance to claim a seat. The scout left without a seat becomes the new 'It'.

rules:
Scouts sit in a circle with one in the middle who is 'It'. It calls out something like 'All those with black hair' and all matching scouts must swap places. Whilst swapping, It tries to take one of the vacated spaces. The scout left in the middle becomes the new It.

source_excerpt:
The scouts all sit in a circle with one in the middle who is "It". It calls out something like, "All those with black hair" whereupon all those who meet the description have to swap places with each other.


name: Alligator Attack!
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 11
materials_category: marking
materials_list: Chalk
skills_developed: speed, agility, strategy
difficulty_level: usor
keywords: tag, river, alligator, crossing
tags: ["indoor", "outdoor", "active", "scout"]
language: en
normalized_name: alligator attack!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams line up on parallel lines with an 'alligator' patrolling between them. When a number is called, the two scouts with that number must cross the river without being tagged by the alligator.

rules:
Mark two parallel lines about fifteen metres apart. Divide into two teams numbered from one. Teams line up along either line with one scout (the alligator) between them. Call a number; the two scouts with that number must cross to the other side without being tagged. If tagged, that scout becomes the alligator. If one crosses before the other starts, the one yet to start becomes the alligator. Consider having more than one alligator.

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


name: Alphabet Circle
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 11
skills_developed: vocabulary, memory, quick thinking
difficulty_level: usor
keywords: alphabet, words, circle, vocabulary
tags: ["indoor", "no equipment", "language", "scout"]
language: en
normalized_name: alphabet circle
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts in a circle take turns saying words beginning with a chosen letter. Any scout who hesitates or repeats a word is eliminated. The last scout remaining wins.

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

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

source_excerpt:
The first scout has to say a word beginning with "A". Go round the circle until a scout hesitates with an "A" word or says a word that has been used before.


name: Alphabet Fruit
variations: Play with vegetables, or fruit and vegetables.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 12
skills_developed: vocabulary, memory, teamwork
difficulty_level: usor
keywords: alphabet, fruit, vocabulary, team
tags: ["indoor", "no equipment", "language", "scout"]
language: en
normalized_name: alphabet fruit
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams in circles race to name as many fruits as possible going through the alphabet. When a scout cannot name a fruit for the current letter they move to the next letter. The team with the most fruit names wins.

rules:
Put scouts into teams each with a leader. On 'Go!' a designated scout says 'A'. The next scout clockwise names a fruit beginning with 'A'. Subsequent scouts do the same without repeating. Any scout who cannot name an 'A' fruit says 'B'. Count each fruit named. The team with the most fruit names wins. No speaking too loudly (other teams may hear). No hesitation or repetition or the leader moves the team to the next letter.

source_excerpt:
On "Go!" a designated scout in each circle says "A". The next scout, going round clockwise, has to name a fruit beginning with "A".


name: Alphabet Quiz
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 12
materials_category: stationery
materials_list: Pen and paper per scout
skills_developed: vocabulary, knowledge of nature
difficulty_level: usor
keywords: alphabet, fruit, vegetable, quiz, writing
tags: ["indoor", "individual", "language", "scout"]
language: en
normalized_name: alphabet quiz
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Each scout writes one fruit or vegetable starting with each letter of the alphabet on a sheet of paper within five minutes. Papers are then swapped and marked; the scout with the most correct entries wins.

rules:
Give each scout a pen and paper with the alphabet listed vertically. On 'Go!' scouts write one fruit or vegetable against each letter. After five minutes scouts stop and swap papers to mark. The scout with the most fruits or vegetables wins.

source_excerpt:
On "Go!" scouts have to write the name of one fruit or vegetable against each letter, that starts with that letter. After five minutes scouts stop writing and swap papers to mark.


name: Alphabet Race
variations: Play with scouts' road names, giving a letter each time. Could also play with parents' names.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 12
skills_developed: spelling, letter recognition
difficulty_level: usor
keywords: alphabet, names, race, letters
tags: ["indoor", "no equipment", "language", "scout"]
language: en
normalized_name: alphabet race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts race across the hall by taking a pace forward for each letter in their name (first, last, or both) that matches the called letter. The first scout to reach the opposite wall wins.

rules:
Put all scouts against one wall. Call 'First name', 'Surname', or 'Both names' followed by a letter. Scouts take one pace toward the opposite wall per letter in the relevant name. Play continues until one scout touches the far wall. Make sure scouts aren't leaping; draw lines if needed.

source_excerpt:
Scouts then take one pace towards the wall opposite per letter in the name. So if you call out, "First name Z," Zac and Zara move one pace forward, Zozo moves two.


name: Animal, Bird or Fish
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 13
materials_category: equipment
materials_list: 1 bean bag
skills_developed: nature knowledge, reaction speed, memory
difficulty_level: usor
keywords: animals, nature, bean bag, circle
tags: ["indoor", "nature", "scout"]
language: en
normalized_name: animal, bird or fish
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts stand in a circle while a leader in the middle throws a bean bag to a scout calling 'Animal', 'Bird' or 'Fish'. The catcher must quickly name a valid animal/bird/fish. Scouts who fail or hesitate sit down; the last standing wins.

rules:
Scouts stand in a circle with leader in the middle. Throw the bean bag to a scout whilst saying 'Animal', 'Bird' or 'Fish'. The catcher must correctly name one within a few seconds or is out. No name can be repeated. Last scout standing wins.

variations:
Don't have anyone in the middle. Instead, scouts throw the bag around the circle with the catcher having to give a name before throwing on to another.

source_excerpt:
Throw the bean bag to a scout whilst saying, "Animal," "Bird" or "Fish". The scout who catches the bean bag, or who drops it and then has to pick it up, has to correctly name one animal, bird or fish and within a few seconds or he's out.


name: Ankle Shove
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 13
materials_category: marking
materials_list: Chalk
skills_developed: balance, strength, agility
difficulty_level: mediu
keywords: balance, shove, circle, physical
tags: ["indoor", "outdoor", "physical", "scout"]
language: en
normalized_name: ankle shove
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts stand in a chalk circle holding their own ankles and try to shove opponents out of the ring, knock them over, or make them release an ankle. The last scout remaining in the circle wins.

rules:
Draw a three-metre diameter circle and stand all scouts in it. On 'Go!' scouts grab their own ankles and try to shove opponents out of the ring, push them over, or cause them to let go of one or both ankles. Last scout left in the circle wins.

source_excerpt:
On "go!" they have to grab hold of their own ankles and try to shove their opponents out of the ring, push them over, or cause them to let go of one or both ankles.


name: Ankle Tag
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 13
skills_developed: speed, agility, strategy
difficulty_level: mediu
keywords: tag, ankle, running, evasion
tags: ["indoor", "outdoor", "active", "scout"]
language: en
normalized_name: ankle tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A tag game where scouts can only avoid being tagged by grabbing another scout's ankle. Grabbing an ankle makes that scout vulnerable, potentially forming chains of ankle-grabs.

rules:
One scout is 'It' and others scatter. Once tagged, that scout becomes It; the tagger cannot be tagged straight back. To avoid being tagged a scout must grab another scout's ankle. That scout must then either escape or grab another ankle (not the one who grabbed his, nor anyone in the same chain forming).

source_excerpt:
To avoid being tagged a scout must grab the ankle of another scout. This makes the scout whose ankle has been grabbed extremely vulnerable and so must either get away or grab another scout's ankle.


name: Anteater
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 13-14
skills_developed: observation, deduction, acting
difficulty_level: usor
keywords: deduction, secret, anteater, circle
tags: ["indoor", "no equipment", "circle", "scout"]
language: en
normalized_name: anteater
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A deduction game where one scout must identify the secret 'anteater' in a circle before all the 'ants' die. The anteater signals by sticking out their tongue when the abductor is not watching; ants who spot the anteater must fall over and die.

rules:
One scout leaves the room; a scout in the circle is secretly tapped on the shoulder to be the anteater. The returning scout stands in the middle as the anteater abductor. Ants die if they see the anteater sticking his tongue out. The abductor has three guesses to identify the anteater. Then the anteater becomes the abductor for the next round.

source_excerpt:
The ants die by looking around at the other ants and if they see the anteater (they'll know it's him because he keeps sticking his tongue out) they must fall over and die.


name: Arm Knockout
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 14
skills_developed: strength, balance, agility
difficulty_level: mediu
keywords: press-up, physical, strength, pairs
tags: ["indoor", "physical", "pairs", "scout"]
language: en
normalized_name: arm knockout
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Pairs of scouts face each other in the upper press-up position and try to knock each other's arms out so that their opponent collapses. Grabbing is not allowed.

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

source_excerpt:
Pairs of scouts face each other on the ground in the upper press-up position with feet together, arms and bodies straight. They then have to knock each other's arms out or in so that they collapse.


name: Arm Knockout
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 91
skills_developed: strength, balance, reaction time
difficulty_level: mediu
keywords: press-up, knockout, one-on-one, strength
tags: ["indoor", "physical", "one-on-one"]
language: en
normalized_name: arm knockout
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part06
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A one-on-one floor game in press-up position where each player tries to knock out the other's arms to make them collapse, without grabbing.

rules:
Both scouts face each other in press-up position on the floor, bodies straight, feet together. The object is to knock out the opponent's arms to make them collapse. Grabbing an open hand is not allowed.

source_excerpt:
Scout 1 and Scout 2 face each other on the floor, press up style. Feet should be together and bodies should not be bent. The object is to knock out the other guy's arms and thus make him collapse you may not grab the other guys arm with an open hand.


name: Arm Wrestling
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 14
materials_category: furniture
materials_list: table (optional)
skills_developed: strength
difficulty_level: usor
keywords: arm wrestling, strength, pairs
tags: ["indoor", "physical", "pairs", "scout"]
language: en
normalized_name: arm wrestling
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Classic arm-wrestling contest where two scouts grip each other's hands with elbows on the table or floor and try to push the back of their opponent's hand down.

rules:
Two scouts sit or lie opposite each other with elbows on table/ground. Grip each other's hand with thumb muscles in the opponent's palm, elbows touching. At 'Go!' try to push the back of the opponent's hand down onto the table/ground for a win.

source_excerpt:
Get two scouts to sit or lie opposite each other. Get their elbows on the table / ground in front of them and get them to grip each other's hand with their thumb muscles in the other scout's palm.


name: Arm Wrestling
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 91
skills_developed: strength, balance
difficulty_level: usor
keywords: arm wrestling, strength, one-on-one
tags: ["indoor", "physical", "one-on-one"]
language: en
normalized_name: arm wrestling
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part06
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A classic one-on-one strength challenge. Players lie on the floor, elbows together, and try to force the opponent's arm down.

rules:
Can be done lying on the floor without a table. Keep elbows together and hold hands with the thumb muscle in the other person's palm.

source_excerpt:
Easy enough; it can be done lying on the floor, so you don't need a table. You're supposed to keep your elbows together and hold hands so that your thumb muscle is in the other person's palm.


name: Arrest!
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 14-15
skills_developed: strength, strategy, teamwork
difficulty_level: mediu
keywords: pulling, team, physical, line
tags: ["indoor", "outdoor", "physical", "team", "scout"]
language: en
normalized_name: arrest!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams face each other across a line and try to pull opponents over to their side. Any scout who crosses the line is eliminated. Multiple scouts can team up on one opponent.

rules:
Put scouts into two teams lined up either side of a centre line. On 'Go!' scouts pull the other team over the line to their side. Anyone stepping over the line is out and must sit down. Several scouts can gang up on one. Any scout moving more than fifty centimetres away from their side is out.

source_excerpt:
On "Go!" scouts have to arrest by pulling the other team over the line to their side. Anyone stepping over the line is deemed to have crossed it. Once crossed, he is out and has to go and sit down.


name: Art Consequences
category: creative-stem
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 15
materials_category: stationery
materials_list: Paper and pens
skills_developed: creativity, drawing, teamwork
difficulty_level: usor
keywords: drawing, consequences, relay, creative
tags: ["indoor", "creative", "team", "scout"]
language: en
normalized_name: art consequences
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A relay drawing game where each scout in turn draws a portion of a human figure on a folded sheet of paper without seeing the previous section. When unfolded, the assembled figure is revealed and the funniest wins.

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

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


name: Art Consequences
category: creative-stem
content_type: joc
source_file: Cub Scout Leader How-To Book.pdf
source_files: ["Cub Scout Leader How-To Book.pdf"]
page_reference: page 96
materials_category: craft supplies
materials_list: pencil, paper
skills_developed: creativity, drawing
difficulty_level: usor
keywords: drawing, folding, consequences, funny figures
tags: ["cub scouts", "indoor"]
language: en
normalized_name: art consequences
extraction_confidence: high
source_id: 4da6431e_cub_scout_leader_how_to_book
source_ids: ["4da6431e_cub_scout_leader_how_to_book"]
chunk_key: 4da6431e_cub_scout_leader_how_to_book.part06
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A quiet creative drawing game where players draw different body sections of a person, fold the paper to hide their work, and pass to the next player. The results are funny composite figures revealed at the end.

rules:
Each player draws the head, folds paper so only shoulder start lines show, passes on. Next draws shoulders, folds, passes on. Continue with waist, hips, legs, and feet. When all done, unfold to reveal the funny composite figures.

source_excerpt:
Each boy gets a pencil and paper and draws the head of a man, woman, or child. After he draws the head, he folds the paper over to the back so nothing shows except two small lines to indicate where the shoulders should start.


name: Auntie Over
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 15
materials_category: equipment
materials_list: 1 volley ball, 1 long length of rope, 1 large tarpaulin
skills_developed: throwing, catching, strategy
difficulty_level: mediu
keywords: ball, tarpaulin, throwing, teams
tags: ["outdoor", "active", "team", "scout"]
language: en
normalized_name: auntie over
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams on either side of a tarpaulin screen throw a ball over the top. If caught cleanly, the catcher runs around to the other side and throws at the opposing team; hitting a scout below the waist recruits them. Teams grow until most scouts are on one side.

rules:
String up a tarpaulin above scout height between two teams so they cannot see each other. One scout throws the ball over shouting 'Auntie over!' If caught cleanly, that scout runs round and throws at the other team from the edge of the playing area. Hitting a scout below the waist makes them join the thrower's team. If not caught cleanly, a scout from that team throws it back. Play until most or all scouts are on one side.

source_excerpt:
If a scout catches it cleanly he runs round to the other side and from the edge of the playing area throws it at the other team. If he hits a scout below the waist, the hit scout joins the other team.


name: Awkward Address
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 15
materials_category: stationery
materials_list: 1 blindfold, 1 pen and paper per scout
skills_developed: writing, concentration, spatial awareness
difficulty_level: usor
keywords: blindfold, writing, address
tags: ["indoor", "individual", "scout"]
language: en
normalized_name: awkward address
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Blindfolded scouts must write their postal address as neatly and completely as possible within three minutes. The neatest complete address wins.

rules:
Blindfold all scouts and give each a sheet of paper and a pen. They then have three minutes to write their postal address. The neatest complete address wins.

source_excerpt:
Blindfold the scouts and give them each a sheet of paper and a pen. They then have three minutes to write their postal address.


name: Back Balloon Burst
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 16
materials_category: balloons
materials_list: 1 balloon per pair of scouts
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: balloon, burst, pairs, back-to-back
tags: ["indoor", "active", "pairs", "scout"]
language: en
normalized_name: back balloon burst
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Pairs of scouts stand back to back with an inflated balloon between them and race to burst it by pushing together. The first pair to burst their balloon wins; dropping the balloon eliminates that pair.

rules:
Put scouts into pairs back to back in a line with an inflated balloon between their backs. On 'Go!' scouts push together to burst the balloon. First pair to burst wins. Any pair that drops its balloon is out.

variations:
If you have many balloons, the last pair to burst their balloon goes out each round until only one pair remains as the winner.

source_excerpt:
Put an inflated balloon between the backs of each pair. On "Go!" scouts have to push together to try to burst the balloon. The first pair to burst the balloon wins.


name: Back Lift
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 16
skills_developed: strength, coordination
difficulty_level: mediu
keywords: lift, strength, pairs, back-to-back
tags: ["indoor", "physical", "pairs", "scout"]
language: en
normalized_name: back lift
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Pairs of scouts stand back to back with interlocked arms and try to lift each other off the ground. Winners compete against other winners until there is an overall winner.

rules:
Pairs of scouts stand back to back with arms interlocked. On 'Go!' each pair tries to lift the other off the ground. Winners play other winners until one overall winner remains.

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


name: Balance
variations: Make it five minutes. Introduce a 'no moving at all' rule as some scouts may nearly hop around.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 16-17
skills_developed: balance, concentration
difficulty_level: usor
keywords: balance, one leg, eyes closed
tags: ["indoor", "no equipment", "individual", "scout"]
language: en
normalized_name: balance
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts stand on one leg with eyes closed and must maintain this position for one minute without putting their foot down.

rules:
Scouts stand up, stand on one leg, and shut their eyes. They must not put their foot down for a minute otherwise they're out.

source_excerpt:
Scouts stand up, stand on one leg and shut their eyes. They must not put their foot down for a minute otherwise they're out.


name: Balance Relay Game
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 17
materials_category: equipment
materials_list: 1 carrier bag containing ten items per team, 1 table per team, chalk
skills_developed: balance, coordination, teamwork
difficulty_level: mediu
keywords: balance, relay, hand, items
tags: ["indoor", "active", "team", "relay", "scout"]
language: en
normalized_name: balance relay 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.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A relay race where each scout balances an item on the back of their hand and carries it to a table at the far end of the hall, then returns to tag the next scout. The first team to transport all items wins.

rules:
Put scouts into teams at one end. Tables at the other end. On 'Go!' the first scout takes an item from a bag, gives the bag to the next scout, balances the item on the back of their hand, and walks/runs to deposit it on the table before returning to tag the next scout. If the item is dropped the scout either restarts from the start or from where it was dropped. The winning team is first to transport all bag contents to the table.

variations:
Give each team a ruler; a scout who transports their item on the ruler gets ten seconds knocked off the team's total time.

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


name: Balance Relay Game
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 17
materials_category: everyday objects
materials_list: carrier bag, ten items, table per team, chalk
skills_developed: balance, coordination
difficulty_level: mediu
keywords: balance, relay, team
tags: ["indoor", "relay", "balance"]
language: en
normalized_name: balance relay 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.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams race to transport items from a carrier bag to a table at the other end of the hall by balancing each item on the back of their hand.

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

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

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


name: Balance the Board
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 17
materials_category: equipment
materials_list: Broom stick about 60 cms long, small plank of wood, rope
skills_developed: balance, steadiness, concentration
difficulty_level: mediu
keywords: balance, plank, broom stick, individual
tags: ["indoor", "outdoor", "individual", "balance", "scout"]
language: en
normalized_name: balance the board
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Each scout in turn balances a small plank across a broom stick held horizontally and attempts to carry it as far as possible along a course before the plank falls. The scout who travels the furthest wins.

rules:
Mark a start line with rope. Each scout stands behind the rope holding the broom stick horizontally. Balance the plank across the stick. The scout attempts to carry the plank as far as possible before it falls. The scout who travels the furthest wins.

source_excerpt:
Each scout in turn must stand behind the rope holding the broom stick horizontally out in front of him or tucked by one side whilst you balance the plank across the stick.


name: Balance the Board
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 17
materials_category: equipment
materials_list: broom stick about 60 cms long, small plank of wood, rope
skills_developed: balance, coordination
difficulty_level: mediu
keywords: balance, individual, plank
tags: ["outdoor", "individual", "balance"]
language: en
normalized_name: balance the board
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Each scout attempts to carry a plank balanced across a broomstick as far as possible along a course.

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

source_excerpt:
Each scout in turn must stand behind the rope holding the broom stick horizontally out in front of him or tucked by one side whilst you balance the plank across the stick.


name: Ball Round the Circle
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 17-18
materials_category: sports equipment
materials_list: 1 ball
skills_developed: speed, agility, coordination
difficulty_level: mediu
keywords: ball, running, circle, passing
tags: ["indoor", "outdoor", "active", "scout"]
language: en
normalized_name: ball round the circle
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A scout passes a ball to a neighbour and immediately runs around the outside of the circle trying to return before the ball completes a full circuit. Scouts who fail are eliminated; the last three scouts are the winners.

rules:
Scouts form a circle. When a scout passes the ball to one side, they immediately run round the outside of the circle to return before the ball has been passed all the way round. If they arrive back before the ball, they stay in and pass again. If the ball arrives first, they are out. Last three scouts in are the winners.

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


name: Ball Round the Circle
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 17-18
materials_category: balls
materials_list: 1 ball
skills_developed: speed, agility
difficulty_level: usor
keywords: circle, ball, running
tags: ["indoor", "outdoor", "circle game"]
language: en
normalized_name: ball round the circle
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A scout passes the ball around a circle and must run around the outside and return to his place before the ball completes the circuit.

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

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


name: Balloon Attack
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 18
materials_category: balloons
materials_list: Several balloons, 1 stopwatch
skills_developed: teamwork, strategy, agility
difficulty_level: mediu
keywords: balloon, attack, defence, teams
tags: ["indoor", "outdoor", "active", "team", "scout"]
language: en
normalized_name: balloon attack
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Attackers try to pop balloons while defenders try to keep them in the air. Five balloons are thrown in one at a time; the team that defends balloons longest wins.

rules:
Divide scouts into attackers and defenders. Throw a balloon into the playing area. Defenders keep it airborne by patting it; attackers try to destroy it. When it pops, throw in another. Throw five total and record time until all five are popped. Swap roles and repeat. The team that defended longer wins.

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


name: Balloon Attack
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 18
materials_category: balloons
materials_list: several balloons, 1 stopwatch
skills_developed: teamwork, agility
difficulty_level: usor
keywords: balloon, attack, defend, teams
tags: ["indoor", "team game", "balloon"]
language: en
normalized_name: balloon attack
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Attackers try to burst balloons while defenders try to keep them in the air; teams swap roles and the team defending longest wins.

rules:
Divide scouts into two teams: attackers and defenders. Throw a balloon into the playing area. Defenders try to keep it from the attackers by patting it into the air; attackers try to destroy it by grabbing and jumping on it, squashing or scratching/poking it. Throw in five balloons one after another and record how long all five take to be popped. Repeat with teams swapping roles. The team that defended for longer is the winner.

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


name: Balloon Baseball
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 18
materials_category: balloons/sports
materials_list: 1 baseball bat, loads of water bombs
skills_developed: hand-eye coordination, batting
difficulty_level: usor
keywords: water bomb, baseball, bat, summer
tags: ["outdoor", "summer", "water", "active", "scout"]
language: en
normalized_name: balloon baseball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A summer water game where each scout takes turns as batter and bowler. The bowler throws a water balloon to the batter who must hit and burst it; failure means the batter has the water bomb burst over their head.

rules:
Fill small balloons with water. Each scout takes a turn as batter and bowler. The bowler throws a water bomb to the batter who must hit it with the bat and burst it. If the water bomb doesn't burst for any reason (miss, no burst on hit, caught etc.), the batter must have the water bomb burst over his head.

source_excerpt:
Fill loads of small balloons with water. Each scout takes a turn to be the batter and bowler. The bowler throws a water bomb to the batter who must hit it with the bat and burst it.


name: Balloon Baseball
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 18
source_excerpt: The bowler throws a water bomb to the batter who must hit it with the bat and burst it.
materials_category: balloons
materials_list: 1 baseball bat, loads of water bombs
skills_developed: coordination, fun
difficulty_level: usor
keywords: water bombs, baseball, summer
tags: ["outdoor", "summer", "water game"]
language: en
normalized_name: balloon baseball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A summer outdoor game where scouts take turns batting and bowling with water bombs; missed hits result in the water bomb being burst over the batter's head.

rules:
Fill small balloons with water. Each scout takes a turn to be the batter and bowler. The bowler throws a water bomb to the batter who must hit it with the bat and burst it. If the water bomb doesn't burst (batter misses, hits but doesn't burst, or someone catches it), the batter has the water bomb burst over his head.


name: Balloon Baseball
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 57
materials_category: props
materials_list: balloons, markers for bases
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: balloon, baseball, teams
tags: ["indoor", "active", "balloon"]
language: en
normalized_name: balloon baseball
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:
Two teams play baseball using a balloon instead of a ball. The pitcher (from the batting team) pitches; the batter gets two pitches to hit the balloon with their fist. The fielding team tries to blow the balloon to the ground before the batter runs the bases. Play continues for a set number of innings.

rules:
Pitcher from own team pitches. Batter gets two pitches. Fielding team blows balloon to ground. If not brought down before batter runs bases, a run scores. Innings continue until everyone bats.

source_excerpt:
Each batter gets two pitches to hit a balloon with his fist. If the balloon is hit, the fielding team tries to blow the balloon to the ground before the batter runs around the bases. If they do not, a run is scored.


name: Balloon Baseball
variations: Distance between bases may be altered depending on the age of the players.
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 44
materials_list: balloons, balloon baseball markers/bases
skills_developed: coordination, teamwork, running
difficulty_level: usor
keywords: balloon, baseball, blow, bases, bat
tags: ["active", "outdoors", "indoors", "baseball", "fun"]
language: en
normalized_name: balloon baseball
extraction_confidence: high
source_id: e6ed163b_big_book_of_games_scouts
source_ids: ["e6ed163b_big_book_of_games_scouts"]
chunk_key: e6ed163b_big_book_of_games_scouts.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A baseball-variant where batters hit balloons with their fist and the fielding team tries to blow the balloon to the ground before the batter runs the bases.

rules:
Two teams; each team designates a pitcher who pitches to his own team. Each batter gets two pitches to hit a balloon with their fist. If hit, the fielding team tries to blow the balloon to the ground before the batter runs the bases. If not, a run is scored. Play continues until everyone on the batting team has batted, then teams switch. The game continues for a specified number of innings.

source_excerpt:
Each batter gets two pitches to hit a balloon with his fist. If the balloon is hit, the fielding team tries to blow the balloon to the ground before the batter runs around the bases.


name: Balloon Bases
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 18
materials_category: balloons
materials_list: 1 large balloon, chalk
skills_developed: coordination, teamwork, strategy
difficulty_level: usor
keywords: balloon, bases, scoring, teams
tags: ["indoor", "active", "team", "scout"]
language: en
normalized_name: balloon bases
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams try to pat a balloon into their assigned square/circle base on the floor to score points. The team with the most points (or first to ten) after a set time wins.

rules:
Put scouts into teams and draw one large square/circle per team on the floor as their base. Throw the balloon into the air. Scouts pat the balloon into a base to score a point for that team; the balloon just needs to enter the base's airspace. Team with most points (or first to ten) after set time wins.

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


name: Balloon Bases
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 18
materials_category: balloons
materials_list: 1 large balloon, chalk
skills_developed: teamwork, coordination
difficulty_level: usor
keywords: balloon, bases, teams
tags: ["indoor", "balloon", "team game"]
language: en
normalized_name: balloon bases
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams score points by patting their team's balloon into large squares drawn on the floor as their base.

rules:
Put scouts into teams and draw large squares/circles on the floor, one per team as their base. Throw a balloon into the air. Scouts have to pat the balloon into a base to score a point. The balloon doesn't have to touch the ground, it just has to enter a base's airspace to count. The team with the most points (or the first to ten points) after a set time is the winner.

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


name: Balloon Bat
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 18-19
materials_category: balloons
materials_list: 1 balloon per team
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: balloon, line, pat, team
tags: ["indoor", "active", "team", "scout"]
language: en
normalized_name: balloon bat
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams in lines must pat a balloon from the lead scout to the end and back without moving their feet. The first team to return the balloon to the lead scout wins; if the balloon falls the team restarts.

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

source_excerpt:
On "Go!" they have to pat it to the scout next to them and so on so that the balloon goes down the line and back again. The first team to get their balloon back to their lead scout is the winner.


name: Balloon Bat
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 18-19
materials_category: balloons
materials_list: 1 balloon per team
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: balloon, relay, pat
tags: ["indoor", "balloon", "relay"]
language: en
normalized_name: balloon bat
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams race to pat a balloon down and back along a line of scouts without dropping it or moving their feet.

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

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


name: Balloon Batting
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 19
materials_category: balloons
materials_list: Chalk, 1 balloon per pair of scouts
skills_developed: coordination, teamwork, balance
difficulty_level: usor
keywords: balloon, pairs, linked arms, course
tags: ["indoor", "active", "pairs", "scout"]
language: en
normalized_name: balloon batting
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Pairs of scouts with linked arms must pat a balloon alternately between them as they move along a course from start to finish. The first pair to finish wins.

rules:
Pair up scouts and put them at one end of the hall. Mark a start and finish line. Pairs link inner arms at the elbow (right to left). Give each pair a balloon. On 'Go!' each pair pats the balloon one to the other alternately as they travel the course. First pair to finish wins. Scouts cannot hold the balloon; dropping it means restarting from the start.

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


name: Balloon Batting
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 19
materials_category: balloons
materials_list: chalk, 1 balloon per pair of scouts
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: balloon, pairs, batting
tags: ["indoor", "balloon", "pairs"]
language: en
normalized_name: balloon batting
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Pairs with linked arms race to pat a balloon from start to finish, alternating hits without holding or dropping it.

rules:
Pair up scouts and put them at one end of the hall. Mark a start and finish line. Pairs link inner arms at the elbow (one right to one left). Give each pair a balloon. On 'Go!' each pair has to pat the balloon one to the other and back in turn as they go down the course. The first pair to finish wins. Scouts cannot hold the balloon. If they do, or drop it to the ground, they must go back to the start.

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


name: Balloon Bounce
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 19
materials_category: balloons
materials_list: One balloon per team, 1 marker cone per team, chalk
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: balloon, bounce, relay, cone
tags: ["indoor", "active", "team", "relay", "scout"]
language: en
normalized_name: balloon bounce
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams relay-race bouncing a balloon on the ground around a marker cone and back. Various bouncing techniques are allowed as long as the balloon hits the ground each time.

rules:
Put scouts into teams behind a line with a balloon for the lead scout. On 'Go!' lead scouts bounce the balloon with their hands, round the marker cone and back, then next team members go. First team to complete the task wins. The balloon must hit the ground every bounce.

source_excerpt:
On "Go!" the lead scouts have to bounce the balloon with their hands, round the marker cone and back, followed one at a time by the rest of their team members.


name: Balloon Bounce
description: Teams race to bounce a balloon with their hands around a marker cone and back.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 19
materials_category: balloons
materials_list: one balloon per team, 1 marker cone per team, chalk
skills_developed: coordination, agility
difficulty_level: usor
keywords: balloon, bounce, relay
tags: ["indoor", "balloon", "relay"]
language: en
normalized_name: balloon bounce
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
Put scouts into teams behind a line and give each lead scout a balloon. On 'Go!' lead scouts have to bounce the balloon with their hands, round the marker cone and back, followed one at a time by the rest of their team members. The first team to complete the task wins. The balloon must hit the ground every time.

source_excerpt:
On "Go!" the lead scouts have to bounce the balloon with their hands, round the marker cone and back, followed one at a time by the rest of their team members.


name: Balloon Box
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 19
materials_category: balloons
materials_list: 1 box, 1 balloon per scout
skills_developed: coordination, teamwork, strategy
difficulty_level: usor
keywords: balloon, box, team, pat
tags: ["indoor", "active", "team", "scout", "balloon", "team game"]
language: en
normalized_name: balloon box
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams race to pat their coloured balloons into a central box; when the box is full the game stops and the team with the most balloons inside wins.

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

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


name: Balloon Burst
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 20
materials_category: balloons
materials_list: 1 small balloon per scout
skills_developed: lung capacity, perseverance
difficulty_level: usor
keywords: balloon, blowing, burst, individual
tags: ["indoor", "individual", "scout"]
language: en
normalized_name: balloon burst
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts race to blow up and burst their balloon as fast as possible. The first scout to burst their balloon by blowing wins.

rules:
Give each scout one uninflated balloon. On 'Go!' they race to burst their balloon by blowing it up. First scout to burst their balloon wins (unless they used a pin).

source_excerpt:
On "Go!" they have to have a race to see whose balloon is the first to burst by blowing it up. The first scout to burst his balloon is the winner (unless they've used a pin).


name: Balloon Burst
description: A race to burst a balloon by blowing it up until it pops.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 20
source_excerpt: On "Go!" they have to have a race to see whose balloon is the first to burst by blowing it up.
materials_category: balloons
materials_list: 1 small balloon per scout
skills_developed: lung capacity, fun
difficulty_level: usor
keywords: balloon, burst, blowing
tags: ["indoor", "balloon", "individual"]
language: en
normalized_name: balloon burst
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
Give each scout one uninflated balloon. On 'Go!' they have a race to see whose balloon is the first to burst by blowing it up. The first scout to burst his balloon is the winner (unless they've used a pin).


name: Balloon Burst II
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 20
materials_category: balloons
materials_list: As many balloons as you can blow up, pen and paper
skills_developed: agility, speed
difficulty_level: usor
keywords: balloon, sitting, burst, individual
tags: ["indoor", "active", "individual", "scout"]
language: en
normalized_name: balloon burst ii
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts collect points by sitting on and bursting as many balloons as possible spread across the hall. Each burst balloon must be brought to the leader for a point; the scout with the most points wins.

rules:
Put balloons on the ground in the hall. On 'Go!' each scout bursts as many balloons as possible by sitting on them. Each time a balloon is burst the scout brings the remains to the leader who marks a point for that scout. Once all balloons are burst, the scout with the most points wins.

source_excerpt:
Put the balloons on the ground in the hall and on "Go!" each scout has to burst as many as possible by sitting on them. Each time a balloon is burst the scout must bring you the remains which you take and mark a point for that scout.


name: Balloon Burst II
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 20
source_excerpt: on "Go!" each scout has to burst as many as possible by sitting on them.
materials_category: balloons
materials_list: as many balloons as you can blow up, pen and paper
skills_developed: speed, fun
difficulty_level: usor
keywords: balloon, burst, sitting
tags: ["indoor", "balloon", "individual"]
language: en
normalized_name: balloon burst ii
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts race to burst as many balloons as possible by sitting on them; the scout with the most burst balloons wins.

rules:
Put the balloons on the ground in the hall and on 'Go!' each scout has to burst as many as possible by sitting on them. Each time a balloon is burst the scout brings the remains to the leader who marks a point for that scout. Once all the balloons are burst the scout with the most points wins.


name: Balloon Catch
variations: Call out two numbers; the last to get the balloon becomes It.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 20
materials_category: balloons
materials_list: 1 balloon
skills_developed: reaction speed, agility
difficulty_level: usor
keywords: balloon, catch, circle, numbers
tags: ["indoor", "active", "circle", "scout"]
language: en
normalized_name: balloon catch
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A scout in the middle releases a balloon as high as possible while calling a number; the scout with that number must catch the balloon before it hits the ground. Failure means that scout becomes 'It'.

rules:
Put scouts in a large circle and number them. Number one goes to the middle as 'It'. It holds the balloon as high as possible and as it is released calls out a number. That numbered scout must catch the balloon before it hits the ground. Success means returning to the circle; failure means becoming It.

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


name: Balloon Catch
variations: Call out two numbers and the last to get the balloon becomes It.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 20
materials_category: balloons
materials_list: 1 balloon
skills_developed: reflexes, agility
difficulty_level: usor
keywords: balloon, catch, circle
tags: ["indoor", "balloon", "circle game"]
language: en
normalized_name: balloon catch
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A scout in the middle releases a balloon and calls a number; the scout with that number must catch the balloon before it hits the ground.

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

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


name: Balloon Darts
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 20
materials_category: balloons
materials_list: loads of balloons, darts, string
skills_developed: aim, coordination
difficulty_level: usor
keywords: balloon, darts, aim
tags: ["indoor", "balloon", "throwing"]
language: en
normalized_name: balloon darts
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts throw darts to burst balloons attached to a wall or hung from a beam, competing individually or in teams.

rules:
Blow up balloons and attach lengths of string around the neck. Stick balloons to a wall or hang them from a beam. Scouts throw darts individually or in teams to burst balloons. The scout/team bursting the most or the first to burst a set number in a period of time wins. Position scouts well back from the balloons as darts can sometimes bounce back.

source_excerpt:
Scouts then have to throw the darts, either individually or in teams, in an attempt to burst the balloons with the scout / team bursting the most or the first to burst a set number of balloons in a period of time the winner.


name: Balloon Football
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 20-21
materials_category: balloons
materials_list: balloons
skills_developed: teamwork, coordination
difficulty_level: usor
keywords: balloon, football, sitting
tags: ["indoor", "balloon", "team game"]
language: en
normalized_name: balloon football
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams sitting in lines opposite each other try to pat a balloon over the heads of the opposing team to score goals.

rules:
Put scouts into two teams sitting opposite each other in a line, feet touching a member of the opposing team. Throw a balloon into the playing area. Scouts have to pat the balloon over the heads of the scouts opposite. If the balloon lands on the ground behind the scouts a goal is scored. Scouts may lean back to prevent the balloon touching the ground but must not put their hands on the ground behind them (otherwise it's a goal to the other side).

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

source_excerpt:
Put the scouts into two teams, sitting down opposite each other in a line, with their feet touching a member of the opposing team. Throw a balloon into the playing area.


name: Balloon Handball
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 21
materials_category: balloons
materials_list: 1 balloon, chalk
skills_developed: teamwork, coordination
difficulty_level: mediu
keywords: balloon, handball, sitting
tags: ["indoor", "balloon", "team game"]
language: en
normalized_name: balloon handball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams sit randomly inside a marked square and pat a balloon over their opponent's line to score.

rules:
Scouts form two teams and sit down at random inside an imaginary square. Mark square lines around them and designate opposite lines as each team's target. Throw the ball into the scouts who have to pat it over their opponent's line and land on the floor for one point. Anyone who puts their hand outside any of the lines scores one point for the other team. Swap the lines during the game so each team aims for different targets.

source_excerpt:
Mark square lines around the scouts once they're sitting down and designate one line as one team's target and the line opposite as the other team's target.


name: Balloon Handball II
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 21-22
materials_category: balloons
materials_list: chalk, balloon
skills_developed: teamwork, coordination
difficulty_level: mediu
keywords: balloon, handball, goal
tags: ["indoor", "balloon", "team game"]
language: en
normalized_name: balloon handball ii
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams in halves of a playing area try to pat a balloon above their opponent's goal area to score.

rules:
Divide scouts into two teams in two halves of the playing area. Mark two goal areas on the floor. Throw the balloon into the playing area. Scouts pat the ball above their heads into the space above their opponent's goal area to score. Scouts must not hold the balloon. If it falls to the floor it needs to be scooped back into the air. The team with the most goals after a set time or the first to ten goals wins.

variations:
If the balloon touches the ground other than above a goal area, the last team member to touch it gets a minus point. Use two coloured balloons, teams can only score with their own balloon. The scout that bursts a balloon gets a minus point for his team. Use four teams in a square with four goals.

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


name: Balloon Jump
description: Scouts race to jump to the finish line with a balloon held between their knees.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 22
materials_category: balloons
materials_list: 4 marker cones, 1 balloon per scout
skills_developed: balance, coordination, agility
difficulty_level: usor
keywords: balloon, jump, race
tags: ["indoor", "outdoor", "balloon", "camp"]
language: en
normalized_name: balloon jump
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
Put scouts in a long line between two marker cones, each with a balloon between their knees. On 'Go!' they have to jump to the finish line without dropping the balloon. Balloons that burst can be replaced or mean the scout is out. A dropped balloon can be picked up or mean 'out'. The first scout to reach the finishing line wins.

source_excerpt:
each with a balloon between their knees. On "Go!" they have to jump to the finish line without dropping the balloon.


name: Balloon Passes
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 22
materials_category: balloons
materials_list: 1 balloon per team, chalk
skills_developed: teamwork, coordination
difficulty_level: usor
keywords: balloon, passes, relay
tags: ["indoor", "balloon", "relay"]
language: en
normalized_name: balloon passes
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams race to pat a balloon along a line of scouts from a start to finish line without scouts moving out of position.

rules:
Put scouts into teams lined up between a start and finish line. Give lead scouts a balloon each. On 'Go!' they pat the balloon to the next scout in their lines, and so on until the balloon goes over the finish line. The team with their balloon over the finish line first wins. Scouts must not move out of their line unless retrieving their balloon.

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


name: Balloon Passing
description: Teams pass a balloon chin to chin down a line of scouts without using hands.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 22-23
materials_category: balloons
materials_list: 1 balloon per team
skills_developed: teamwork, coordination
difficulty_level: usor
keywords: balloon, chin, passing, no hands
tags: ["indoor", "balloon", "relay", "icebreaker"]
language: en
normalized_name: balloon passing
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
Put scouts into teams in lines and give each lead scout a sausage-shaped balloon. Lead scouts put the balloon under their chin so it stays in place. On 'Go!' the balloon passes down the line chin to chin with no hands. The first team to get their balloon to the end of their line wins. Dropped balloons can be picked up and put back under the chin.

source_excerpt:
The lead scouts have to put their balloon under their chin so that it stays in place. On "Go!" the balloon has to pass down the line, chin to chin, with no hands.


name: Balloon Pop
description: Scouts race to blow up their balloon, tie it, and sit on it to pop it.
variations: This game can also be played as a relay.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 23
source_excerpt: On "Go!" they have to blow their balloon up, tie it up and sit on it to pop it.
materials_category: balloons
materials_list: 1 balloon per scout
skills_developed: lung capacity, fun
difficulty_level: usor
keywords: balloon, pop, race
tags: ["indoor", "balloon", "individual"]
language: en
normalized_name: balloon pop
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
Give each scout a balloon. On 'Go!' they blow their balloon up, tie it up and sit on it to pop it. The first scout to pop his balloon wins. Use sausage-shaped balloons and tell scouts it needs to be inflated all the way along to prevent scouts blowing up their balloon only a little.


name: Balloon Relay
description: Teams race to pat a balloon to the other end of the hall and back in a relay.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 23
materials_category: balloons
materials_list: 1 balloon per team, chalk
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: balloon, relay, pat
tags: ["indoor", "balloon", "relay"]
language: en
normalized_name: balloon relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
Put scouts into teams and line them up at one end of the room. Give the lead scout in each team a balloon. On 'Go!' scouts pat the balloon to the other end of the hut, touch the wall, and pat it back. The next scout then repeats. The first team to complete the relay wins. Have spare balloons on standby in case any burst.

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

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


name: Balloon Throw
description: Scouts fill water balloons, attach string, and compete to throw them as far as possible.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 23
source_excerpt: Scouts then have to throw the balloon as far as possible. The furthest throw is the winner.
materials_category: balloons
materials_list: 1 balloon per scout, 1 x 2 metre length of string per scout, 2 marker cones, water
skills_developed: throwing, strength
difficulty_level: usor
keywords: balloon, throw, water, distance
tags: ["outdoor", "balloon", "water game"]
language: en
normalized_name: balloon throw
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
Give each scout a balloon and piece of string. Allow them to put in as much water as they like, then tie at the neck and tie the string onto it. Scouts then throw the balloon as far as possible. The furthest throw wins. Best technique is to put a small amount of water in the balloon and swing it around your head before letting go.


name: Balloon Volley Ball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 23-24
materials_category: balloons
materials_list: volleyball net or rope, balloons, water
skills_developed: throwing, teamwork
difficulty_level: usor
keywords: balloon, volleyball, water
tags: ["outdoor", "balloon", "water game"]
language: en
normalized_name: balloon volley ball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams on either side of a net take turns throwing water balloons over with the aim of bursting them inside the playing area.

rules:
Put scouts into teams one on each side of the net or raised rope. Mark out a playing area. Teams take turns throwing a balloon containing water over the net, aiming to get it to burst within the playing area for one point. Any balloon that doesn't burst can be thrown back. Play continues with one balloon until it bursts. The team with the most points after a period of time or the first to a fixed amount is the winner.

variations:
Try different shapes and sizes of balloon and throwing techniques (underarm, overarm, lobbing). Instead of balloons use eggs.

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


name: Balloon Whack I
description: Two teams whack a balloon to try to get it to hit the opposite wall for a point.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 24
materials_category: balloons
materials_list: 1 balloon
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: balloon, whack, team
tags: ["indoor", "balloon", "team game"]
language: en
normalized_name: balloon whack i
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
Put scouts into two teams at either side of the hall. On 'Go!' throw the balloon into the centre and scouts have to whack it with the palms of their hands so that it hits the wall at the opposite end for one point. The first team to a certain number of points, or the team with most points after a set amount of time, wins.

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


name: Balloon Whack II
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 24
materials_category: balloons
materials_list: several balloons, 2 chairs, 2 pins
skills_developed: coordination, teamwork
difficulty_level: mediu
keywords: balloon, whack, pin
tags: ["indoor", "balloon", "team game"]
language: en
normalized_name: balloon whack ii
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams whack a balloon toward their scout standing on a chair with a pin who bursts it for a point.

rules:
Put scouts into two teams at either side of the hall. Stand one scout from each team on a chair at either end with a pin. On 'Go!' throw the balloon into the centre and scouts whack it with palms so their scout on the chair can burst it with a pin for one point. The first team to a certain number of points, or the team with most points after a set time, wins.

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


name: Bank Robbers
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 24-25
materials_category: craft materials
materials_list: twelve silver bars (foil wrapped), paper in two colours cut into strips, safety pins, rope
skills_developed: strategy, teamwork, agility
difficulty_level: mediu
keywords: wide game, steal, jail, team
tags: ["outdoor", "wide game", "team", "strategy"]
language: en
normalized_name: bank robbers
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A wide game where two teams try to steal silver bars from the opposing team's territory without having their 'life' strip torn off.

rules:
Split scouts into two teams each with a colour strip pinned to their shoulder. Divide the playing area in two; each team defends one half with six bars and a marked jail. Scouts must enter the opposing team's area and steal bars without having their life strip torn. Only one bar can be held at a time. If a life is torn the defender takes the attacker to jail. Any bar carried must be surrendered. Jailed scouts can be freed by a teammate who gets into jail with his life intact. The winning team is the one that gets all bars into their own bank, or the team with more bars after a set time.

variations:
Outdoors the jails can be marked using rope tied to trees. The whole playing area may be considered 'live' meaning anyone can lose a life wherever they are, unless they're in jail.

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


name: Basket Balloon
variations: Play as a relay. Scouts can do more than one balloon with a time/number of balloons limit.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 25-26
source_excerpt: scouts have to pat their balloon with one hand to the box and then allow it to drop in.
materials_category: balloons
materials_list: a quantity of balloons with a different colour for each team, a large box
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: balloon, basket, team
tags: ["indoor", "balloon", "relay"]
language: en
normalized_name: basket balloon
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams race to pat their coloured balloons into a box at the other end of the hall using only one hand.

rules:
Put scouts into teams at one end of the room. Give each scout a balloon of the same colour per team. Put a box at the other end. On 'Go!' scouts have to pat (not hold or scoop) their balloon with one hand to the box and allow it to drop in. If a scout touches his balloon with the other hand, holds it, or drops it to the floor, he must return to the start. The first team to get all their balloons into the box wins.


name: Basketball Tag
description: Scouts in a circle pass a ball around to prevent 'It' on the outside from tagging the ball.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 26
materials_category: balls
materials_list: large sponge ball
skills_developed: coordination, teamwork, reflexes
difficulty_level: usor
keywords: circle, tag, ball
tags: ["indoor", "circle game", "tag"]
language: en
normalized_name: basketball tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
Scouts form a circle facing in with 'It' on the outside. Scouts in the circle pass the ball round in either direction, preventing It from tagging the ball. If the ball is tagged, the last scout to touch the ball is It and swaps places. The ball has to keep moving; if any scout holds onto the ball for more than five seconds he becomes It.

source_excerpt:
Scouts in the circle pass the ball round in either direction, preventing It from tagging the ball. If the ball is tagged, the last scout to touch the ball is It and swaps places.


name: Bats and Moths
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 26
materials_category: scarves
materials_list: 1 scarf per scout
skills_developed: teamwork, listening, spatial awareness
difficulty_level: mediu
keywords: blindfold, bats, moths, tag
tags: ["indoor", "blindfold", "top-fifty"]
language: en
normalized_name: bats and moths
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Blindfolded scouts (bats) try to catch scouts with tied legs (moths); each team takes a turn as bats and competes for the most catches.

rules:
Put scouts into four teams. One team is the bats (blindfolded with scarves); the other three teams are moths (legs tied together with scarves so they have to jump everywhere). Bats find and touch moths; tagged moths are out. Give bats five minutes to catch as many moths as they can, or time how long to catch all of them. Change round three times so every team has a turn as bats. The winning team caught the most moths in the time or caught all of them quickest.

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


name: Battle Ball
description: Two teams facing each other throw a heavy ball back and forth; anyone who drops it is out.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 26-27
source_excerpt: The ball must be thrown at catching height. Anyone who doesn't catch the ball is out.
materials_category: balls
materials_list: heavy medicine ball
skills_developed: catching, throwing, reflexes
difficulty_level: usor
keywords: ball, catch, teams, elimination
tags: ["indoor", "outdoor", "ball game"]
language: en
normalized_name: battle ball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
Scouts form two teams and line up opposite each other about two metres apart. Starting at one end, scouts throw the ball backwards and forwards to the other team at catching height. Anyone who doesn't catch the ball is out. The team to still have scout(s) in when all the opposing scouts are out wins. The ball can be thrown between two scouts, and if neither catches it, both scouts on either side of the ball are out.


name: Bean and Spoon Race
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 27
materials_category: everyday objects
materials_list: 1 spoon and 2 cups per team, 5 beans per scout, chalk, 2 tables
skills_developed: balance, coordination, speed
difficulty_level: usor
keywords: bean, spoon, relay, race
tags: ["indoor", "relay", "classic"]
language: en
normalized_name: bean and spoon race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams race to transfer beans one spoonful at a time from a cup at one end of the hall to a cup at the other end.

rules:
Put scouts into teams lined up behind a line with a table behind them with one cup per team. On a table at the far end put one cup per team with beans in. Lead scouts have a spoon each. On 'Go!' they run to their cup, shovel up to five beans onto their spoon, run to the cup at the back of their team and deposit the beans. They give the spoon to the next scout who repeats. Any scout that spills any beans has to take all beans on his spoon (and dropped ones) back to the cup and start again. The team that gets all their beans into the empty cup first wins.

variations:
Scouts can only transfer one bean at a time. Use a drinking straw instead of a spoon and transport one bean at a time whilst sucking.

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


name: Bean Bag Grab
variations: Outer circle scouts have to leap-frog their partner.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 27
materials_category: bean bags
materials_list: 1 bean bag
skills_developed: agility, reflexes, speed
difficulty_level: usor
keywords: bean bag, grab, circles, crawl
tags: ["indoor", "circle game", "top-fifty"]
language: en
normalized_name: bean bag grab
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts in two concentric circles race to be first to grab a bean bag in the middle after the circles rotate and scouts find their partner.

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

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


name: Bean Bag Head
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 28
materials_category: bean bags
materials_list: 1 bean bag per team, 1 marker cone per team, chalk
skills_developed: balance, coordination
difficulty_level: usor
keywords: bean bag, head, relay, balance
tags: ["indoor", "relay", "balance"]
language: en
normalized_name: bean bag head
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A relay race where scouts balance a bean bag on their head around a cone with each successive scout using a different movement (walk, run, hop, skip, jump).

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

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


name: Bean Bag Relay
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 28
materials_category: bean bags
materials_list: 1 bean bag per team, chalk
skills_developed: throwing, catching, teamwork
difficulty_level: usor
keywords: bean bag, relay, throw, catch
tags: ["indoor", "relay"]
language: en
normalized_name: bean bag relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams relay by throwing a bean bag across the hall; a clean catch allows the thrower to run across and change places.

rules:
Put scouts into teams divided in half, one half at each end of the hall. On 'Go!' the lead scout throws the bean bag to a teammate on the other side. If caught cleanly the lead scout runs down the hall, tags his teammate and goes to the back of the line. The teammate repeats the process. The first team to completely change places wins. If a bean bag is dropped the thrower retrieves it and starts again.

source_excerpt:
If he catches it cleanly the lead scout runs down the hall, tags his team mate and goes to the back of the line.


name: Bean Bag Throw
description: Teams race to get each member's bean bag into a circle or hoop a set distance away.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 28
materials_category: bean bags
materials_list: 1 bean bag per team, chalk
skills_developed: throwing, aim
difficulty_level: usor
keywords: bean bag, throw, aim, relay
tags: ["indoor", "relay", "throwing"]
language: en
normalized_name: bean bag throw
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
Put scouts in teams behind a line, each with a circle drawn or hoop three metres in front of them. On 'Go!' lead scouts throw their bean bags into the circle, retrieving them each time they miss and trying again until they succeed. When successful they give the bag to the next scout in their team. The first team to get their bean bag in the circle from all their team members wins.

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


name: Bean Relay
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 28-29
materials_category: everyday objects
materials_list: 1 bean, 2 matchsticks and 1 jar per team, 2 tables, chalk
skills_developed: dexterity, coordination
difficulty_level: mediu
keywords: bean, matchstick, relay, dexterity
tags: ["indoor", "relay", "dexterity"]
language: en
normalized_name: bean relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams use matchsticks to carry beans from a table to a jar at the other end of the hall without touching the beans.

rules:
Put scouts into teams behind a line. At the other end have a table with empty jars. Behind the scouts have a table with beans. Give each lead scout two matchsticks. On 'Go!' they gather up a bean between the two matchsticks, take it to the jar and deposit it. Beans should not be touched unless dropped, in which case the scout picks them up and goes back to the start table. After five minutes the team that has deposited most beans wins.

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

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


name: Bean Throw
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 29
materials_category: everyday objects
materials_list: 10 billy cans or washing up bowls, 10 dried beans per scout, chalk
skills_developed: throwing, aim
difficulty_level: usor
keywords: bean, throw, aim, progressive
tags: ["indoor", "throwing", "individual"]
language: en
normalized_name: bean throw
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts throw dried beans into a line of progressively further billy cans; the scout who gets furthest along the line wins.

rules:
Mark a line that scouts stand behind with their 10 beans. Put a billy can one metre away, with other cans behind in a line further and further away. Each scout throws a bean into the nearest billy. Once successful he tries for the billy behind it. He continues until he has used up all his beans. The winner is the scout who gets furthest up the line of billys.

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


name: Bear Grylls Chase
variations: It and Bear Grylls have to run twice round the circle before going into Bear's space.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 29
source_excerpt: When he says, "Bear Grylls" that scout has to chase It round the outside of the circle.
skills_developed: speed, agility
difficulty_level: usor
keywords: circle, chase, tag, Bear Grylls
tags: ["indoor", "outdoor", "circle game"]
language: en
normalized_name: bear grylls chase
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A variation of Duck Duck Goose where the scout in the middle says 'Bear Grylls' to trigger a chase around the circle.

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


name: Beast Tag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 29-30
skills_developed: agility, teamwork, strategy
difficulty_level: mediu
keywords: tag, beast, chain, team
tags: ["indoor", "outdoor", "tag game"]
language: en
normalized_name: beast tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A tag game where 'It' scouts hold hands and grow into a chain 'Beast' that can split into multiple beasts as more scouts are tagged.

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

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


name: Beating the Square
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 30
materials_category: equipment
materials_list: 4 chairs, buckets or oil drums, 2 wooden tent pegs
skills_developed: speed, agility, coordination
difficulty_level: usor
keywords: relay, square, chairs, tent peg
tags: ["indoor", "relay", "running"]
language: en
normalized_name: beating the square
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A relay race where scouts run around a square of chairs, tapping each chair with a tent peg as they go.

rules:
Put scouts into two teams, either side of a large square formed with 4 chairs in each corner. On 'Go!' lead scouts run round the square, whacking each chair/item with a tent peg as they go. Once round they pass the peg to the next scout who repeats. If a scout misses any chairs he has to go back to the beginning and start again. One team goes clockwise, the other anti-clockwise. The first team to complete the circuits wins. Can also be played with four teams.

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


name: Benchball
variations: If the ball touches the ground possession passes to the other side. Use two balls.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 30
materials_category: balls
materials_list: 2 benches, 1 volleyball
skills_developed: throwing, catching, teamwork
difficulty_level: usor
keywords: benchball, goalkeeper, bench, ball
tags: ["indoor", "team game", "ball"]
language: en
normalized_name: benchball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A team game where scouts try to throw a ball to their goalkeeper standing on a bench at the far end to score goals.

rules:
Put scouts into two teams on either side of the playing area. Choose a goalkeeper who stands on the bench behind the opposition. Throw the ball into the middle; scouts throw the ball to each other to get their goalkeeper to catch it for a goal. No running with the ball, no physical contact, and no defending or attacking within one or two metres of the 'goal'.

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


name: Best House
category: creative-stem
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 30-31
materials_category: paper
materials_list: 1 table, sheet of paper and pen per team, chalk
skills_developed: creativity, teamwork, drawing
difficulty_level: usor
keywords: drawing, house, relay, creative
tags: ["indoor", "creative", "relay"]
language: en
normalized_name: best house
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams take turns to run to the other end of the hall and each draw one line of a house, racing to draw the best house in five minutes.

rules:
Put scouts into teams behind a line. At the other end put a sheet of paper and pen for each team. On 'Go!' lead scouts go to their sheet of paper and start drawing a house, but can only draw one line at a time. They return and the second scout goes, and so on until five minutes is up. After five minutes the team with the best drawn house wins.

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


name: Bicycle Drop
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 31
materials_category: equipment
materials_list: 1 bicycle per team, 5 empty baked bean cans per team, 5 marbles per scout, chalk
skills_developed: balance, coordination, cycling
difficulty_level: dificil
keywords: bicycle, marble, cans, cycling
tags: ["outdoor", "cycling", "relay"]
language: en
normalized_name: bicycle drop
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts take turns cycling alongside a row of cans and dropping a marble into each one, scoring points for successful drops and losing points for feet down.

rules:
Scouts form teams and line up with lead scouts sitting on a bicycle. In front of them, two metres apart in a straight line, put five cans per team opened end up. On 'Go!' scouts take turns cycling alongside the cans, dropping a marble in each can. Score one point per marble in a tin; lose one point per foot down or touched can. The team with most points wins.

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


name: Big and Little
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 31
materials_category: balls
materials_list: 1 big ball, 1 small ball
skills_developed: coordination, reflexes, concentration
difficulty_level: mediu
keywords: circle, ball, big, little, elimination
tags: ["indoor", "circle game", "ball"]
language: en
normalized_name: big and little
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts pass a small ball around a circle while the leader in the middle throws a big ball randomly; scouts dropping either ball are eliminated.

rules:
Put scouts into a circle. Scouts pass the small ball from scout to scout. The leader is in the middle throwing the big ball at random to scouts. Any scout who drops either ball, hesitates, or passes the small ball incorrectly is out. Continue until one scout is left who is the winner.

source_excerpt:
Scouts pass the small ball around from scout to scout. You're in the middle with the big ball throwing it at random to the scouts.


name: Bigarm
category: altele
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 31
materials_list: chalk or tape-measure
difficulty_level: usor
keywords: arms, length, measuring, team
tags: ["indoor", "quick game", "measuring"]
language: en
normalized_name: bigarm
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams line up with arms stretched sideways fingertip to fingertip; the team with the longest line wins the title 'Bigarm'.

rules:
Put scouts into teams lined up behind a line. Scouts stretch their arms out sideways so that fingertips are just touching. The team with the longest line is the winner and can receive the honorary title of 'Bigarm'.

source_excerpt:
Scouts stretch their arms out sideways so that fingertips are just touching. The team with the longest line is the winner and can receive the honorary title of "Bigarm".


name: Bigfoot
description: Teams line up toe to heel; the team with the longest line wins the title 'Bigfoot'.
category: altele
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 31
materials_list: chalk or tape-measure
difficulty_level: usor
keywords: feet, length, measuring, team
tags: ["indoor", "quick game", "measuring"]
language: en
normalized_name: bigfoot
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
Put scouts into teams lined up behind a line. Scouts put one foot in front of the other so that they're touching toe to heel and up against the scout in front. The team with the longest line is the winner and can receive the honorary title of 'Bigfoot'.

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


name: Bizz, Bozz, Buzz
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 32
skills_developed: memory, concentration, name learning
difficulty_level: usor
keywords: names, memory, circle, icebreaker
tags: ["indoor", "icebreaker", "circle game"]
language: en
normalized_name: bizz, bozz, buzz
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A memory game where a scout in the middle points to others and calls commands to name the scouts on either side within five seconds.

rules:
Scouts form a circle with one in the middle. The middle scout points to any scout and says 'Bizz' (name the scout on his left), 'Bozz' (name the scout on his right), or 'Bizz, Bozz, Buzz' (name both scouts). The pointed scout has five seconds to name the correct scout(s). If he gets any name wrong or is too slow, he swaps places with the middle scout.

source_excerpt:
"Bizz," which means the scout pointed to has five seconds to name aloud the Christian name of the scout on his left, "Bozz," which means the scout pointed to has five seconds to name aloud the Christian name of the scout on his right.


name: Black and White Tag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 32
materials_category: equipment
skills_developed: speed, agility, reaction
difficulty_level: usor
keywords: tag, black and white, chase, team
tags: ["indoor", "outdoor", "tag game", "team"]
language: en
normalized_name: black and white tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams gather around a spinning piece of wood; the colour showing when it lands determines which team must tag the other before they reach their line.

rules:
Scouts form two teams (Black and White) and gather round a length of wood in the middle of two rope lines about thirty metres apart. Spin the wood in the air. If it lands white up, team White has to tag team Black before Black gets back behind its line, and vice versa. Tagged scouts join the other side. The wood is spun again. The game continues until scouts are all one colour or after a certain amount of time or number of wood spins.

source_excerpt:
Spin the wood up in the air. If it lands white up, team white has to tag team black before black gets back behind its line.

materials_list:
short length of square-ended wood painted black on two sides and white on the other two, two lengths of rope


name: Blind Birds
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 32-33
materials_category: scarves
materials_list: 1 whistle for each team, chalk, 1 blindfold per scout
skills_developed: listening, teamwork, hearing
difficulty_level: mediu
keywords: blind, whistle, team, listening
tags: ["indoor", "blindfold", "team game"]
language: en
normalized_name: blind birds
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Blindfolded scouts try to find their team's whistler and gather behind him; the first team fully assembled wins.

rules:
Divide scouts into teams and give each team a similar whistle. Teams have two minutes to agree a particular whistle sound. Put one scout per team at one end of the hall with the whistle; all other scouts at the other end are blindfolded. Then swap the places over of the whistlers. On 'Go!' the whistling starts and blindfolded scouts have to find the correct whistler and sit down behind him. The first team to gather all its members together behind its whistler wins.

source_excerpt:
blindfolded scouts have to find the correct whistler and sit down behind him. The first team to gather all its members together behind its whistler is the winner.


name: Blind British Bulldog
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 33
materials_category: scarves
materials_list: 1 blindfold, 1 pillow
skills_developed: agility, evasion, speed
difficulty_level: usor
keywords: blind, bulldog, pillow, tag
tags: ["indoor", "blindfold", "classic"]
language: en
normalized_name: blind british bulldog
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts must run from one end of the hall to the other without being hit by a blindfolded scout wielding a pillow.

rules:
Blindfold one scout and arm him with a pillow. The other scouts all stand at one end of the hall and on 'Go!' have to get from one end of the hall to the other without being hit by the pillow, otherwise they're out. Play continues until only one scout hasn't been hit, whereupon he becomes the bulldog.

variations:
If the hall is too wide, mark some lines that the scouts have to stay between. Make the scouts hop, crawl or walk backwards.

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


name: Blind British Bulldog
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 33
materials_list: 1 blindfold, 1 pillow
keywords: blindfold, pillow, tag
language: en
normalized_name: blind british bulldog
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One scout is blindfolded and armed with a pillow. The other scouts must get from one end of the hall to the other without being hit by the pillow; those hit are out. Play continues until only one scout remains unhit, who then becomes the bulldog.

rules:
Blindfold one scout and arm him with a pillow. The other scouts all stand at one end of the hall and on 'Go!' have to get from one end of the hall to the other without being hit by the pillow, otherwise they're out. Play continues until there is only scout left that hasn't been hit whereupon he becomes the bulldog.

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

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


name: Blind Circle Tag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 33
materials_category: scarves
materials_list: two blindfolds, stopwatch, pen and paper
skills_developed: listening, spatial awareness, teamwork
difficulty_level: mediu
keywords: blind, circle, tag, directions
tags: ["indoor", "blindfold", "circle game", "top-fifty"]
language: en
normalized_name: blind circle tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two blindfolded scouts inside a circle try to tag each other with guidance from the surrounding scouts; fastest tagger and longest evader win.

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

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


name: Blind Clubbing
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 33
materials_category: everyday objects
materials_list: 2 newspapers, tape, 2 blindfolds
skills_developed: spatial awareness, hearing, listening
difficulty_level: mediu
keywords: blind, newspaper, tag, team
tags: ["indoor", "blindfold", "team game"]
language: en
normalized_name: blind clubbing
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two blindfolded scouts from opposing teams kneel inside a circle and try to tag each other with a rolled newspaper.

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

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


name: Blind Clubbing
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 33
materials_list: 2 newspapers, tape, 2 blindfolds
keywords: blindfold, newspaper, teams
language: en
normalized_name: blind clubbing
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts split into two teams sitting in a circle. One scout from each team is blindfolded and placed inside the circle, kneeling and facing their opponent. Each is given a rolled newspaper and must shuffle towards the other and tag (not whack) them. The first to tag wins a point for their team. Teammates can shout instructions.

rules:
One scout from either team is chosen and blindfolded and put inside the circle at the edge, kneeling, and facing his opponent. They are each given a rolled-up and taped up newspaper. On 'Go!' the two scouts have to shuffle towards each other and attempt to tag (not whack) each other with the newspaper. The first one to do so wins a point for his team.

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


name: Blind Ref
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 34
materials_category: balls
materials_list: 1 large sponge ball, chalk, 1 whistle
skills_developed: agility, teamwork, kicking
difficulty_level: usor
keywords: blind ref, whistle, kicking, team
tags: ["indoor", "ball game", "team"]
language: en
normalized_name: blind ref
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams play a kicking ball game where the 'blind' referee blows his whistle at random; the team with the ball in their half at that moment scores a point.

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

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


name: Blind Ref
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 34
materials_list: 1 large sponge ball, chalk, 1 whistle
keywords: ball, kicking, teams
language: en
normalized_name: blind ref
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts are divided into two teams on either side of a centre line. They must keep the ball out of their half by kicking only. A leader with eyes shut blows a whistle at random times; the side that has the ball in its half at that moment gets a point. First team to ten points loses, or after ten minutes the team with fewer points wins.

rules:
Divide the scouts into two teams and put them on either side of a centre line. Scouts have to keep the ball out of their half by kicking only. The one leader (who has his eyes shut) blows his whistle at random times and the side that has the ball in its half gets a point.

source_excerpt:
The one leader (who has his eyes shut) blows his whistle at random times and the side that has the ball in its half gets a point. The first team to get to ten points is the loser.


name: Blind Square
description: Blindfolded teams holding a rope try to form a square shape together.
category: team-building
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 34
materials_category: scarves
materials_list: 1 long rope per team, scarves
skills_developed: communication, teamwork, spatial awareness
difficulty_level: mediu
keywords: blind, rope, square, teamwork
tags: ["indoor", "blindfold", "team building"]
language: en
normalized_name: blind square
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
rules:
Put scouts into teams of ideally four, eight or twelve. Each team holds the outside of a long length of rope that has been tied at the end. Blindfold all of them and ask them to make a square with the rope whilst holding onto it. When they think they've finished they remove their blindfolds with one hand to see the result. The squarest team wins.

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

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


name: Blind Square
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 34
materials_list: 1 long rope per team, scarves
skills_developed: teamwork, communication
keywords: blindfold, rope, teamwork
language: en
normalized_name: blind square
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts are put into teams of four, eight or twelve, each holding the outside of a long rope tied at the ends. All are blindfolded and must shape the rope into a square while holding onto it. When done, they remove blindfolds with one hand to see the result. The squarest team wins.

rules:
Blindfold all of them and then ask them to make a square with the rope whilst holding onto it and remain holding onto it. When they think they've finished get them to remain holding the rope with one hand and, with the other, remove their blindfolds so that they can admire their handiwork. The squarest team wins.

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

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


name: Blind Victim
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 34
materials_category: everyday objects
materials_list: bunch of keys
skills_developed: stealth, listening, concentration
difficulty_level: mediu
keywords: blind, keys, steal, circle
tags: ["indoor", "blindfold", "circle game"]
language: en
normalized_name: blind victim
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A blindfolded scout in the centre guards keys while a thief tries to steal them without being pointed at.

rules:
Sit scouts cross-legged in a circle with one blindfolded scout seated in the middle. Put a bunch of keys in front of him. Pat a scout on the head who is the thief; he must walk once around the outside of the circle, go into the circle, get the keys and return to his place without being pointed at by the victim. A correct point means the victim stays on. An incorrect point means the pointed-at scout becomes the victim and you choose another thief.

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

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


name: Blind Victim
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 34
materials_list: Bunch of keys
keywords: blindfold, keys, circle
language: en
normalized_name: blind victim
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A blindfolded scout sits in the middle of a circle with a bunch of keys in front of them. A chosen thief must walk around the outside of the circle, retrieve the keys, and return to their place without being pointed at by the victim. Correct pointing means the victim stays; wrong pointing means that scout becomes the victim.

rules:
Put a bunch of keys in front of him. Pat a scout on the head who is the thief and who has to stand up, walk once around the outside of the circle, go into the circle where he was sitting, get the keys and return to his place without being pointed at by the victim in the middle. A correct point means the victim can stay on.

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

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


name: Blind Volleyball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 34-35
materials_category: equipment
materials_list: 1 volleyball, 1 volleyball net or length of rope, large tarpaulin
skills_developed: reflexes, teamwork, volleyball skills
difficulty_level: mediu
keywords: volleyball, blind, tarpaulin, net
tags: ["indoor", "outdoor", "sports", "ball game"]
language: en
normalized_name: blind volleyball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A volleyball variant where a tarpaulin over the net prevents the receiving team from seeing the ball until it is on its way over.

rules:
Put scouts into two or more teams and mark a playing area with the net in the middle. One scout starts by hitting the ball over the net. Points are scored when the ball touches the ground inside the other team's area, an opposing member hits the ball twice in a row, the ball is hit more than three times before coming back over the net, the ball doesn't go over the net, or the ball is hit out of the playing area. A tarpaulin is placed over the net/rope so the receiving team cannot see the ball until it is on its way over.

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


name: Blind Volleyball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 34-35
materials_list: 1 volleyball, 1 volleyball net or length of rope, large tarpaulin
keywords: volleyball, tarpaulin, net
language: en
normalized_name: blind volleyball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A volleyball variant where a tarpaulin is placed over the net (or a rope between two trees) so the receiving team cannot see the ball until it is already on its way over. Standard volleyball scoring rules apply. The tarpaulin adds a surprise element that keeps scouts alert.

rules:
Play starts with one scout hitting the ball over the net. To get a point the ball must touch the ground inside the other team's area or an opposing team member hits the ball twice or more in a row, or the ball is hit more than three times before it comes back over the net, or the ball doesn't go over the net, or the ball is hit out of the playing area. The tarpaulin is placed over the net so that the receiving team cannot see the ball until it is on its way over the net.

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


name: Blind Volleyball
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 57
materials_category: equipment
materials_list: 1 blanket, 1 volleyball or beach ball, 1 rope
skills_developed: coordination, teamwork, anticipation
difficulty_level: usor
keywords: volleyball, blanket, blind
tags: ["indoor", "active", "sitting"]
language: en
normalized_name: blind volleyball
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:
A blanket is hung over a volleyball net or rope as a solid divider so players cannot see each other. Players sit on the floor or chairs and play volleyball with a light ball (balloon, plastic bag, or beach ball).

rules:
Blanket divides the court. Players sit and cannot see the other side. Play as regular volleyball using a light ball.

source_excerpt:
Have a blanket hung over a volleyball net or rope forming a solid divider. The players must sit on the floor or on chairs. Have the divider low enough so that they can't see under it. Play as in regular volleyball but use something like a big, light, plastic bag, balloon, or beach ball.


name: Blindman's Circle
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 35
source_excerpt: He then moves to the circle and attempts to identify the scout in front of him by feel.
materials_category: scarves
materials_list: blindfold
skills_developed: touch, identification, concentration
difficulty_level: usor
keywords: blind, circle, identify, touch
tags: ["indoor", "blindfold", "circle game"]
language: en
normalized_name: blindman's circle
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A blindfolded scout in the centre of a circle stops the circling scouts, then tries to identify the nearest scout by touch.

rules:
Put all scouts in a circle and one scout goes in the middle blindfolded. Scouts walk round the circle until the blindfolded scout calls 'Stop!' He then moves to the circle and attempts to identify the scout in front of him by feel. If he gets it correct the identified scout becomes blindfolded; if he gets it wrong the incorrectly chosen scout is blindfolded. Have a leader on hand to ensure sensitive body areas are avoided.


name: Blindman's Circle
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 35
materials_list: Blindfold
keywords: blindfold, identification, circle
language: en
normalized_name: blindman's circle
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts walk in a circle while a blindfolded scout stands in the middle. When he calls 'Stop!' he moves to the circle and tries to identify the scout in front of him by touch. If correct, that scout becomes blindfolded; if wrong, the incorrectly-identified scout is blindfolded.

rules:
Put all the scouts in a circle and one scout goes in the middle blindfolded. The scouts walk round the circle until the blindfolded scout calls, 'Stop!' He then moves to the circle and attempts to identify the scout in front of him by feel. If he gets it correct the felt scout becomes the blindfolded one; if he gets it wrong the scout that he incorrectly chose is blindfolded.

source_excerpt:
The scouts walk round the circle until the blindfolded scout calls, "Stop!" He then moves to the circle and attempts to identify the scout in front of him by feel.


name: Blindman's Tag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 35
materials_category: scarves
materials_list: blindfold
skills_developed: spatial awareness, stillness
difficulty_level: usor
keywords: blind, tag, stationary, elimination
tags: ["indoor", "blindfold", "tag game"]
language: en
normalized_name: blindman's tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A blindfolded scout slowly moves around the hall tagging stationary scouts until one remains as the winner.

rules:
Best played indoors. One scout is blindfolded while the rest stand spread out in the hall. Once the game starts scouts mustn't move. The blindfolded scout moves around the hall slowly. Everyone he comes into contact with is out and goes and sits down. The last scout to be tagged is the winner and takes the blindfolded scout's place for a new game.

source_excerpt:
Once the game starts they mustn't move. The blindfolded scout moves around the hall slowly. Everyone that he comes into contact with is out and goes and sits down.


name: Blindman's Tag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 35
materials_list: Blindfold
keywords: blindfold, tag, indoors
language: en
normalized_name: blindman's tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Best played indoors. One scout is blindfolded and moves slowly around the hall. The other scouts spread out but must not move once the game starts. Everyone the blindfolded scout contacts is out and sits down. The last scout to be tagged wins and takes the blindfolded role for the next game.

rules:
One scout is blindfolded while the rest of the scouts stand spread out in the hall. Once the game starts they mustn't move. The blindfolded scout moves around the hall slowly. Everyone that he comes into contact with is out and goes and sits down. The last scout to be tagged is the winner.

source_excerpt:
Once the game starts they mustn't move. The blindfolded scout moves around the hall slowly. Everyone that he comes into contact with is out and goes and sits down.


name: Blow Balloon
variations: Play with all team members on the playing area. Play with more than one balloon.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 35-36
materials_category: balloons
materials_list: 1 balloon
skills_developed: lung capacity, coordination
difficulty_level: usor
keywords: blow, balloon, team, numbers
tags: ["indoor", "balloon", "team game"]
language: en
normalized_name: blow balloon
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two numbered scouts compete to blow a balloon onto the opposite wall; played by calling numbers from two teams.

rules:
Put scouts into two teams and number them. Put them at either side of the hall. Call out a number and the two scouts come to the centre. Throw the balloon in the air and scouts have to blow it onto the opposite wall for one team point. If still playing after one minute, award the point to the scout's team whose half the balloon isn't in. Likewise if the balloon falls to the floor. Repeat with all numbers. The team with more points wins.

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


name: Blow Balloon
variations: Play with all team members on the playing area. Play with more than one balloon.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 35-36
materials_list: 1 balloon
keywords: balloon, blowing, teams
language: en
normalized_name: blow balloon
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts are divided into two teams and numbered. Two scouts come to the centre when their number is called. A balloon is thrown in the air and the scouts must blow it onto the opposite wall for a team point. If not finished in a minute, the point goes to the scout in whose half the balloon isn't. If the balloon falls to the floor, the same rule applies.

rules:
Put the scouts into two teams and number them. Put them at either side of the hall. Call out a number and the two scouts come to the centre. Throw the balloon in the air and the scouts have to blow it onto the opposite wall for one team point.

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


name: Blow Football
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 36
source_excerpt: scouts attempting to score by blowing the ball through their straws.
materials_category: everyday objects
materials_list: table, books, ping-pong ball, drinking straws
skills_developed: lung capacity, coordination, aim
difficulty_level: usor
keywords: blow, football, straw, ping pong
tags: ["indoor", "table game", "breath"]
language: en
normalized_name: blow football
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams around a table blow a ping-pong ball through straws to score goals through gaps in books at the table's edge.

rules:
Set the table up with books all around the edge, with two gaps for the goals. Put scouts into teams and position two teams around the table with a straw each. Throw the ball into the middle of the table and scouts attempt to score by blowing the ball through their straws. The winning team scores the most goals.

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


name: Blow Football
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 36
materials_list: Table, books, ping-pong ball, drinking straws
keywords: straw, ping-pong, table game
language: en
normalized_name: blow football
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts are put into teams around a table with books around the edge forming walls, with two gaps as goals. Using straws, scouts blow a ping-pong ball to score goals through the gaps. The team that scores the most goals wins.

rules:
Set the table up with books all around the edge, with two gaps for the goals. Put the scouts into teams and position two teams around the table with a straw each. Throw the ball into the middle of the table and you're off with scouts attempting to score by blowing the ball through their straws.

variations:
Play with more teams and have a knockout. If your tables aren't particularly big, considering buying a piece of 4' x 8' chipboard and supporting it on a couple of tables. Try without the straws.

source_excerpt:
Throw the ball into the middle of the table and you're off with scouts attempting to score by blowing the ball through their straws. The winning team is the one that scores the most goals.


name: Blow Ping Pong
variations: Play with a straw each in the mouth to slow things down.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 36
materials_category: everyday objects
materials_list: 1 ping pong ball, 1 straw per scout, 1 wide table or sheet of 8' x 4' hardboard, chairs
skills_developed: lung capacity, coordination
difficulty_level: usor
keywords: blow, ping pong, table, elimination
tags: ["indoor", "table game", "breath"]
language: en
normalized_name: blow ping pong
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part02
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams sit on either side of a table and blow a ping pong ball over the opposing team's edge; losers are out and winners split for the next round.

rules:
Put scouts into two teams sitting on either side of a table. Put the ball in the middle and scouts blow the ball over the other team's edge. The team that loses is out and the winning team splits in half and another round is played. Eventually one winner remains.

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


name: Blow Ping Pong
variations: Play with a straw each in the mouth to slow things down a bit.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 36
materials_list: 1 ping pong ball, 1 straw per scout, 1 wide table, chairs
keywords: ping-pong, blowing, table game
language: en
normalized_name: blow ping pong
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams sit on opposite sides of a wide table and attempt to blow a ping-pong ball over the other team's edge. The losing team is eliminated and the winning team splits in half for the next round. Eventually one winner remains.

rules:
Put the scouts into two teams and put them sitting down either side of the table. Put the ball in the middle and the scouts have to attempt to blow the ball over the other team's edge. The team that loses is out and the winning team splits in half and another round is played.

source_excerpt:
Put the ball in the middle and the scouts have to attempt to blow the ball over the other team's edge. The team that loses is out and the winning team splits in half and another round is played.


name: Blow Ping Pong
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 26
materials_list: 1 ping-pong ball per patrol
skills_developed: swimming, breath control
difficulty_level: mediu
language: en
normalized_name: blow ping pong
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:
One boy per patrol blows a ping-pong ball ahead of him as he swims a given distance, without touching the ball with his body.

rules:
One boy per patrol blows a ping-pong ball ahead of him as he swims a given distance. He cannot touch the ball with his body.

source_excerpt:
One boy per patrol blows a ping-pong ball ahead of him as he swims a given distance. He cannot touch the ball with his body.


name: Body Tag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 36-37
keywords: tag, no equipment
language: en
normalized_name: body tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One scout is 'It' and tags another. The tagged scout becomes It but must keep one hand on where they were tagged and use the other hand to tag someone else. If they fail to tag someone within twenty seconds, they are out and 'It' passes back to the previous It. Last remaining scout wins.

rules:
One scout is 'It' and has to tag another scout. When tagged, that scout is It and has to put one hand on the part of his body where he was tagged and pursue the scouts with his other hand. If he fails to tag someone within twenty seconds he is out and goes and sits down whilst It passes back to the previous It.

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


name: Bomb Baloo
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 37
materials_list: 2 chairs, 2 large sponge balls, 1 soft toy, skittle or large plastic bottle
keywords: throwing, aiming, teams
language: en
normalized_name: bomb baloo
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams stand at either end of the hall. A soft toy or object is placed in the middle. Numbered scouts are called; each must grab their team's ball from a chair, stand on the chair, and throw the ball to knock over the toy. The successful thrower earns a team point. If both miss, they retrieve and try again.

rules:
Number the scouts so that you have a 1, a 2, a 3 etc in each team. Call out a number and that number from each team has to be the first to grab the ball, stand on their chair and throw the ball at Baloo or who/whatever to knock him/it over. The successful thrower gets one team point.

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


name: Bomb the Mug
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 37
materials_list: 1 mug per team, 1 or 2 clothes pegs per scout
skills_developed: aim, precision
keywords: pegs, mug, precision
language: en
normalized_name: bomb the mug
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts stand over a mug on the floor and drop a clothes peg from eye height, trying to get it into the mug. After all scouts have had a go, the team with the most pegs in their mug wins.

rules:
Put the scouts into teams and put one mug on the floor for each team. Scouts then have to stand over their mug, bring the clothes peg up to eye height and drop the peg into the mug. Once all the scouts have had a go, count the number of pegs in each team's mug.

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


name: Bombard!
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 37-38
materials_list: 1 football, a bucketful of tennis balls, chalk
keywords: throwing, football, tennis balls
tags: ["top fifty"]
language: en
normalized_name: bombard!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A Top Fifty game. Two teams stand behind lines at opposite ends of the hall. A football is placed in the middle. Each team throws tennis balls at the football to push it over the other team's line. Scouts can reuse tennis balls that come back over their line. Scouts who cross their line are out.

rules:
Put the scouts into two teams and put them at different ends of the hall behind two lines that are 5 metres apart. Put the football in the middle and give each team half the tennis balls. On 'Go!' scouts throw the balls at the football to try to get the ball over the other team's line. The first team to do so is the winner.

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

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


name: Bonkers Dodge Ball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 39
materials_list: 3 sponge balls
difficulty_level: dificil
keywords: dodge ball, sponge balls, active
language: en
normalized_name: bonkers dodge ball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An advanced version of dodge ball with multiple ways to get out. Scouts run around with three balls in play. Scouts can be out by being hit below the waist, being tagged, or throwing a ball that is caught before touching the ground. Sitting-down scouts can still tag, throw, or catch. Last scout standing wins.

rules:
Start the game by getting the scouts to run around, then throw the three balls into the game. If a scout picks up a ball, throws it and hits a scout below the waist then the hit scout has to sit down. If a ball touches a scout below the waist, however it came about, that scout has to sit down. If a scout tags another scout, the tagged scout has to sit down. If a scout catches a thrown ball before it's touched the ground then the thrower has to sit down.

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


name: Bottle Ball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 39
materials_list: 1 large sponge ball, 2 large plastic bottles, chalk
keywords: throwing, bottle, teams
language: en
normalized_name: bottle ball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams try to knock over a large plastic bottle placed in the centre of the hall by throwing a sponge ball. Each team defends a marked one-square-metre box at their end. No running with the ball, no entering the box, and no physical contact. First to ten 'bottles' or most within a time limit wins.

rules:
Each team has to try to knock the bottle over by throwing the ball. After a 'bottle' the bottle is reset and the ball is passed to the other team. Scouts cannot run with the ball, go into the box and no physical contact is allowed otherwise a foul is called and the other team takes free shot on bottle.

source_excerpt:
Each team has to try to knock the bottle over by throwing the ball. After a "bottle" the bottle is reset and the ball is passed to the other team for them to continue the game.


name: Bowler-free Cricket
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 40
materials_list: 1 cricket bat, 1 ball, stumps
keywords: cricket, bat, ball
language: en
normalized_name: bowler-free cricket
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A cricket variant with no bowler. The batsman balances the ball on a horizontal bat and flicks it up before hitting it. Various rules can be introduced such as mandatory running after a hit, being stumped, caught, or if the bat/ball hits the wicket.

rules:
Instead of having a bowler, the batsman starts by balancing the ball on a horizontal bat and flicking it up in the air before hitting it. Various rules can be introduced such as the batsman has to run if he hits the ball or after so many flicks. He may be stumped by anyone, or caught, or if the bat or ball hits the batman's wicket when he is attempting to hit the ball.

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


name: Brains, Brawn, Brake
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 40
skills_developed: listening, reaction
keywords: teams, running, reaction
language: en
normalized_name: brains, brawn, brake
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams named 'Brains' and 'Brawn' stand on either side of a line. When 'Brains' is called, Brains members run to the Brawns' wall without being tagged; tagged scouts join the other team. When 'Brawn' is called, the reverse occurs. When 'Brake' is called, anyone who moves even slightly must change sides. Game ends when all scouts are on one side.

rules:
When you shout 'Brains' team members have to get to the wall behind the Brawns without being tagged, otherwise the tagged Brains then have to join Brawns. Shout 'Brawn' and it's all the other way round. Shout 'Brake' and anyone who moves even a smidgen has to change sides.

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

source_excerpt:
Shout "Brake" and anyone who moves even a smidgen has to change sides. The game ends when all the scouts are Brains or Brawn.


name: Break Out
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 40-41
materials_list: Rope
skills_developed: strategy, teamwork
keywords: wide game, outdoor, cops and robbers
language: en
normalized_name: break out
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An outdoor wide game. Two scouts are cops, two are jailors, and the rest are robbers. Robbers hide, then cops hunt them. Tagged robbers go to a rope jail. If a free robber enters the jail untagged, they shout 'break out!' and all robbers escape and are safe for one minute. After twenty minutes, free robbers win.

rules:
On 'Go!' the robbers go and hide. A minute later set the cops off to find them. Every time a robber is tagged by a cop, the robber must go with the cop to the jail where he will be left. If a robber manages to get into the jail without being tagged that robber shouts 'break out!' and all the robbers can escape from the jail and cannot be tagged for one minute.

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

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


name: Breakout
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 41
materials_list: 2 different coloured labels – 1 per scout, torches
skills_developed: stealth, strategy
keywords: night game, torch, stealth
language: en
normalized_name: breakout
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A night game. Two teams have coloured stickers for identification and start at opposite ends of a playing area. Leaders patrol a four-metre-deep centre zone with torches. Scouts try to get to the other team's end without being caught by a torch in the centre zone. Team that gets more scouts across wins.

rules:
One team goes to one end, the other team to the other end, of the playing area. You and your fellow leaders patrol the centre area. Turn out the lights. On 'Go!' scouts try to get into the other team's area without you or your fellow leaders shining a torch on them whilst they are within a four metres deep centre area.

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


name: British Bulldog Game
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 41
keywords: running, physical, tag
language: en
normalized_name: british bulldog 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.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
All scouts gather at one end of the hall, with one chosen as British Bulldog. When they shout 'British Bulldog!', all others must run to the other end. If the Bulldog catches a scout, lifts them in the air and shouts 'British Bulldog, one, two, three' while still holding them, that scout also becomes a Bulldog. Play continues until the last scout is caught.

rules:
Scouts all gather at one end of the hall, with one chosen to be British Bulldog. When this scout shouts British Bulldog! all the others must run to the other end of the hall. If British Bulldog manages to catch a scout, lift him up in the air and shout, 'British Bulldog, one, two, three' whilst the captive is still being held in the air, then the captured scout becomes a bulldog too.

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


name: Bronco Tag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 42
keywords: tag, circle, chasing
language: en
normalized_name: bronco tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts form two concentric circles, each inner scout held at the waist by an outer scout. One pair is separated into 'It' and an escaping scout. It chases the escapee; if the escapee grabs an outer scout's waist, the corresponding inner scout becomes the new escapee. When the escapee is tagged, roles swap.

rules:
Divide the scouts into two teams and then put them into two circles, one outside the other. Outside scout puts his arms around the waist of the scout in front. Take one pair and make one scout 'It' who has to chase the other scout. If the escaping scout manages to get his arms round the waist of an outside scout, then the inside scout becomes the escaping scout.

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


name: Bucket Ball I
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 42
materials_list: 1 bucket, 1 small ball per team, paper and pen
skills_developed: aim, precision
keywords: throwing, bucket, accuracy
language: en
normalized_name: bucket ball i
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams are randomly arranged in a circle around a central bucket. Each scout tries to throw a different coloured ball into the bucket. Scoring: in and stays in = +1 point, in but bounces out = -1 point, missing completely = -2 points. After a set number of rounds, the team with the highest (or least negative) score wins.

rules:
Put the scouts into teams and then randomly in a circle. Put the bucket in the middle. Scouts take it in turns to attempt to throw the ball in the bucket. In (and stays in) scores one point, in but bounces out is minus one, and missing completely is minus two.

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

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


name: Bucket Ball II
variations: Don't stop after each goal - just keep playing.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 42-43
materials_list: 1 large ball, 2 chairs, 2 buckets or hoops
keywords: basketball, bucket, teams
language: en
normalized_name: bucket ball ii
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams play a basketball-style game where each team has a scout standing on a chair holding a bucket as the 'goal'. Teams try to throw a large ball into the opposing team's bucket. No running with the ball, no physical contact, exclusion zone around the bucket holders. First to ten or most goals in time wins.

rules:
Put a chair at either end for one of each team to stand on with a bucket. Have a one or two metre exclusion zone. Teams start play from the half of the hall that is further from their team member and their bucket. Scouts have to try to get their ball into the bucket (and stay in) or through a hoop. Bucket holders can move the bucket about to assist the thrower.

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


name: Bucket Line
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 43
materials_list: 2 buckets and a few plastic cups per team
skills_developed: teamwork, coordination
keywords: water, relay, teamwork
language: en
normalized_name: bucket line
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams line up between a full bucket of water and an empty bucket. Each scout passes a cup of water over their head down the line. The last scout tips the water into the empty bucket. The team that transfers the most water wins. Variations include multiple cups and time limits.

rules:
At 'Go!' he has to dunk the cup in the bucket of water and pass it backwards over his head to the next team player and so on down the line. The last scout in the line has to tip the water (if there's any left) into the empty bucket to start filling it up. The team with the most water successfully transferred is the winner.

variations:
You can use just one cup or have several in circulation. Alternatively the cups can be passed back up the line, over the heads again. You could also play with cups going down the line in the left hand and up the line in the right. Put a time limit on the game.

source_excerpt:
At "Go!" he has to dunk the cup in the bucket of water and pass it backwards over his head to the next team player and so on down the line.


name: Bucket Line
category: camp-outdoor
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 94
materials_category: equipment
materials_list: 2 buckets per team (one filled with water), supply of paper or plastic cups
skills_developed: coordination, teamwork, speed
difficulty_level: usor
keywords: water relay, bucket, camp, hot day
tags: ["outdoor", "water", "camp", "relay"]
language: en
normalized_name: bucket line
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part06
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A water relay game for hot camp days where teams pass cups of water over their heads from a full bucket at the front to an empty bucket at the rear.

rules:
Teams stand in lines. Full bucket at front, empty bucket at rear. Pass cups of water over heads to the person behind. Pass empty cups back to the front in the same way. Weigh buckets at start and finish to determine the least water lost. Penalty points for spillage.

source_excerpt:
The object of the game is to transfer the water from the front bucket to the rear bucket. To do this the team members must pass the cups of water over their heads to the person behind.


name: Bucketball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 43-44
materials_list: 2 buckets, 1 basketball, pen and paper
keywords: basketball, four teams, rotation
language: en
normalized_name: bucketball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Four teams play basketball-style with two buckets on the floor as goals. Two teams play on court, two wait off. When a team scores by getting the ball into the bucket, that team moves off and the team that has been off the longest comes back on. Scores are tracked; the team with most points after a set time or reaching ten wins.

rules:
Put the scouts into four teams, two on the court, two off and on either side. Put the buckets at either end on the floor. Play as per normal basketball except when one side scores by getting the ball in the bucket then that team moves off the court and the team that has been off the court longer comes back on.

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


name: Bugs and Ants
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 44
materials_list: 4 small tarpaulins, benches or hoops
skills_developed: teamwork, strategy
keywords: tag, rescue, teams
language: en
normalized_name: bugs and ants
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams of ants play, each with two bugs. Bugs tag opposing ants, who must lie on their backs with hands and feet in the air. Tagged ants are rescued by two teammates who carry them to an ant hill. Once on an ant hill, ants can resume playing (max 10 seconds per hill stay). Team with more ants standing after set time wins.

rules:
Two ants from each team are bugs. On 'Go!' the bugs have to tag ants from the other team. When tagged ants have to lie on their backs with their hands and feet in the air. They stay in that position until rescued by two of their team members who carry them by hands and feet to an ant hill. Once on an ant hill an ant can get back up and resume playing.

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


name: Buried Treasure
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 44-45
materials_list: 1 paddling pool, 100 x 1p coins, 50 x 2p coins, 4 plastic cups, 4 washing-up bowls, mud
keywords: mud, coins, relay
language: en
normalized_name: buried treasure
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Four teams race to a paddling pool filled with mud containing scattered coins. Each lead scout retrieves one coin at a time, shouts 'Buried Treasure!', and runs back to deposit it in their team's bowl before passing the cup to the next scout. Team with the highest coin value after a fixed time (or first to 20p) wins.

rules:
On 'Go!' the lead scouts run to the pool, put their hands into the mud and pull out one coin. They put it in their cups, shout, 'Buried Treasure!', run to their washing-up bowl, deposit it in the bowl and give the cup to the next scout who repeats the process.

variations:
Consider something not quite so bad, like baked beans, jelly or even consider hiring a foam machine. Add fifty 2p coins which count for twice as much.

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


name: Caged Tiger
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 45
keywords: circle, tag, daring
language: en
normalized_name: caged tiger
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts stand in a large circle with one inside who must stay inside. Other scouts may voluntarily enter the circle to torment the tiger. If the tiger tags a tormentor while still inside the circle, the tormentor becomes the new tiger and the old tiger joins the ring of scouts.

rules:
Scouts stand in a large circle with one inside (who has to stay inside). Brave or foolish scouts will venture into the circle to torment the tiger inside. If the tiger manages to tag a tormentor whilst inside the circle then the tormentor becomes the tiger and the tiger goes into the circle of scouts.

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


name: Call that Hiding?
category: camp-outdoor
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 45-46
materials_list: Torch
skills_developed: camouflage, stealth
keywords: hiding, outdoor, night, camouflage
language: en
normalized_name: call that hiding?
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts are sent along a path and given three minutes to hide within five metres of it. The leader then walks quietly along the path, looking and listening for scouts. When a scout is spotted, the leader shines a torch and declares 'Call that hiding?' — those scouts must come out and help find others. Winners are the scouts who aren't found.

rules:
Tell them they have three minutes to hide themselves, no more than five metres from the path. Walk quietly down the path without leaving the path - looking and listening for signs of scout. When you see or hear, shine or flash your torch in the direction of the scout and declare, 'Call that hiding?' Any scout that is 'hiding' in that immediate area will have to come out of hiding and can then help you find the others.

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


name: Camels
variations: Blindfold the head with the rider steering with his hands on the head's shoulders.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 46
materials_list: 1 marker cone, chalk, stopwatch
skills_developed: coordination, teamwork
keywords: relay race, teamwork, physical
language: en
normalized_name: camels
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams of three form a camel: one upright as the head, one bent over holding the head's waist as the body, and one riding on the body. The camel races around a marker cone and back. Fastest team wins. If the camel falls apart the team must reform from where they broke or from the start.

rules:
Put the scouts into teams of three. One stands up and is the head, the second puts his head down and holds onto the waist of the 'head' and is the body, and the third scout sits on the 'body' and is the rider. The camel then races, from the start line, round the marker cone and back over the line. The team that completes the circuit quickest is the winner.

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


name: Can Stack Relay
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 46-47
materials_list: 10 baked bean (or similar) cans per team, chalk
skills_developed: coordination, teamwork
keywords: relay, cans, stacking
language: en
normalized_name: can stack relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams relay cans one at a time to a far line and stack them (no more than four on the floor). After all ten are stacked, they return them one at a time and re-stack at the start. First team to complete the return stack wins. If any part of the stack falls, the whole team can help rebuild it.

rules:
On 'Go!' the lead scouts have to take one can and put it on the line at the other end of the hall, and run back. The cans have to be stacked up, one at a time, with no more than four cans on the floor. Once all ten have been successfully stacked up the relay continues with the cans being returned, one at a time, to the start line, and stacked again.

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


name: Candle Relay
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 47
materials_list: 1 candle and 1 box of matches per team, chalk
keywords: relay, candle, fire safety
language: en
normalized_name: candle relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams relay a lit candle from one end of the hall to the other and back. Each scout must light a match, then the candle, run to the far end and back for the next scout to repeat. If the candle goes out at any time, the scout must stop and relight it before continuing. First team to complete the relay wins.

rules:
On 'Go!' scouts have to light a match and then the candle, run to the other end of the hall with the candle and matches and back again for the next scout to repeat the exercise. If, at any time, the candle goes out, the scout holding it has to stop and relight it before he can continue.

source_excerpt:
If, at any time, the candle goes out, the scout holding it has to stop and relight it before he can continue.


name: Candle Relay
category: sports-active
subcategory: swimming
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 19
materials_category: swimming
materials_list: 1 candle, 1 book of matches per patrol
skills_developed: swimming, balance, teamwork
difficulty_level: dificil
keywords: candle, swimming, relay, pool
tags: ["patrol", "high activity", "swimming"]
language: en
normalized_name: candle relay
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 swimming relay where scouts swim with a lit candle up and down a pool, passing it to the next scout. Candle must stay lit throughout the relay.

rules:
Patrol lines up in pool. First man swims with lighted candle up and back the length of the pool and hands to next scout, repeat. First done and give yell, wins. Have candle lighters (Scoutmasters) along the edge of the pool.

source_excerpt:
First man swims with lighted candle up and back the length of the pool and hands to next scout...repeat. First done and give yell, wins.


name: Candle Relay
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 19
materials_list: 1 candle per patrol, 1 book of matches per patrol
skills_developed: swimming, balance
difficulty_level: dificil
language: en
normalized_name: candle relay
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:
A water relay in which each patrol member swims with a lighted candle up and back the length of the pool.

rules:
Patrol lines up in pool. First man swims with lighted candle up and back the length of the pool and hands to next scout...repeat. First done and give yell, wins. Have candle lighters (Scoutmasters) along the edge of the pool.

source_excerpt:
First man swims with lighted candle up and back the length of the pool and hands to next scout...repeat. First done and give yell, wins.


name: Cannons
variations: The ball is only live during each throw until it hits the ground. Play with two balls.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 47
materials_list: 1 large sponge ball, chalk or benches
keywords: throwing, dodgeball-style, teams
language: en
normalized_name: cannons
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams stand at either end of the hall with a line or benches across the middle. A sponge ball is thrown in and teams must throw it to hit opposing scouts. Hit scouts are immediately out. Scouts cannot move while holding the ball. Scouts who stray across the middle line are out. First team to lose all members loses.

rules:
Team members have to throw the ball into the other half to hit one or more of the other team's scouts. Scouts that are hit are out straightaway and must retire from the game. The ball can be passed around a team but scouts cannot move if they are holding the ball. Scouts who stray across the middle line are out.

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


name: Capture the Fort
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 48
materials_list: 1 x 12 metre and 1 x 25 metre lengths of rope, 1 football, 1 stopwatch
skills_developed: strategy, teamwork
keywords: fort, defending, attacking
tags: ["top fifty"]
language: en
normalized_name: capture the fort
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A Top Fifty game. Two teams play: defenders stand between two concentric rope circles with one scout inside the inner circle. Attackers stay outside the outer circle and try to get a football into the inner circle. The scout in the middle can catch or volley to prevent the ball touching the ground inside. Teams swap after the fort is captured; the longer-defending team wins.

rules:
The defending team stands anywhere between the two circles with one scout inside the inner circle. The attacking team have to stay outside the outer circle. On 'Go!' they have to get the ball into the inner circle, either by throwing it through the defenders or by throwing or kicking it over their heads. Once the ball touches the ground inside the inner circle the fort is captured and teams swap places.

source_excerpt:
Once the ball touches the ground inside the inner circle the fort is captured and teams swap places. Once teams have played as both attackers and defenders the winning team is the one that defended for longer.


name: Capture The Fort
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 43
materials_category: sports
materials_list: 1 soccer ball
skills_developed: teamwork, kicking accuracy
difficulty_level: usor
keywords: fort, soccer, defenders
tags: ["scouts", "outdoor", "team"]
language: en
normalized_name: capture the fort
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:
Defenders form a circle holding hands and facing outward, with their captain in the centre. Attackers surround the fort at ~8-10 paces and try to kick a soccer ball through the defenders' legs or over their heads. If it goes over their heads, the captain may catch it and throw it out. If the ball touches the ground inside the circle, the fort is captured and sides swap.

rules:
Defenders form a circle facing outward, captain in centre. Attackers kick ball to get inside. Ball through legs or bouncing inside circle captures the fort. Captain may catch overhead balls and throw them out. Sides switch when fort is captured.

source_excerpt:
Attackers surround the fort at about eight or ten paces distant. They try to kick a soccer ball into the fort; it may go through the legs of the defenders or over their heads.


name: Captured Message
variations: Give the secret message to more than one team member.
category: wide-games
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 48-49
materials_list: Named scarves, pen, paper and envelope
skills_developed: strategy, stealth
keywords: message, scarves, wide game
language: en
normalized_name: captured message
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Four teams each have a scout with a secret message in an envelope. They must deliver the message back to base without having their tucked-in scarf removed. Other scouts try to capture messengers by removing their scarves. Delivered uncaptured messages score 10 points, captured-and-still-delivered score 7, each captured scout scores 4 for their captor's team.

rules:
The scouts with the envelopes then read the message and tell no one. They then try to get their message to you back at base without being captured (by having their scarf removed). If their scarf is removed they have to give their message to their captor, they're out of the game and go back to base. The other scouts are attempting to capture the other scouts by removing their scarves.

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


name: Captured Message
variations: Give the secret message to more than one team member.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 49
skills_developed: strategy, stealth, teamwork
keywords: message, scarf, capture, points
tags: ["outdoor", "team", "running"]
language: en
normalized_name: captured message
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts with secret messages try to deliver them to base without having their scarf removed. Other scouts attempt to capture messengers by removing their scarves. Delivered messages score points for the relevant team.

rules:
Each scout tucks his scarf into the back of his trousers. Scouts with envelopes read the message and try to get it back to base without being captured (scarf removed). If captured, the message goes to the captor and the scout is out. Delivered uncaptured messages score 10 points, captured messages score 7 points, and each captured scout scores 4 points for their team. Team with most points wins.

source_excerpt:
The scouts with the envelopes then read the message and tell no one. They then try to get their message to you back at base without being captured (by having their scarf removed).


name: Car Race
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 49
skills_developed: memory, listening
keywords: relay, memory, movement
language: en
normalized_name: car race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams are numbered. A car type and number are called out (e.g. 'Mini 6'). The matching numbered scouts from each team must travel from one end to the other using the movement style associated with that car (e.g. Mini = tiptoe, Honda = backwards). First to the end wins a team point.

rules:
Call out a car and a number, e.g. 'Mini 6' and the number sixes have to get from one end of the hall to the other by the method they have been previously told. The first one to the end of the hall gets a team point. Caravan-Join hands with a scout next to you and run, Convoy-Whole team joins hands and goes together running, Ford-Skip, Honda-Backwards, Mini-Tiptoe, Skoda-Crawl, Toyota-Sideways, Vauxhall-Hop, VW-Backwards.

source_excerpt:
Call out a car and a number, e.g. "Mini 6" and the number sixes have to get from one end of the hall to the other by the method they have been previously told. The first one to the end of the hall gets a team point.


name: Car Race
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 49
skills_developed: memory, agility
keywords: cars, movement, relay, teams
tags: ["indoor", "active", "team"]
language: en
normalized_name: car race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts are put into teams and numbered. A car name and number are called out, and the matching numbered scout must travel across the hall using the movement style associated with that car.

rules:
Put scouts into teams numbered individually. Call out a car and a number. The matching scout must traverse the hall using the method associated with that car. First to the end scores a team point. Methods: Caravan-join hands and run, Convoy-whole team joins hands, Ford-Skip, Honda-Backwards, Mini-Tiptoe, Skoda-Crawl, Toyota-Sideways, Vauxhall-Hop, VW-Backwards. Wrong method = disqualified.

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


name: Cartwheel
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 50
materials_list: 1 tennis ball per team, 1 chair
skills_developed: coordination, teamwork
keywords: relay, running, teamwork
language: en
normalized_name: cartwheel
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams line up with a chair in the middle. The lead scout runs clockwise around the outside of the team line, returns, passes a tennis ball to the last scout who passes it forward to the new lead. The new lead must have their left hand on the chair before starting. The team whose final ball is placed on the chair first wins.

rules:
On 'Go!' the lead scouts run clockwise round the outside of the lines of scouts. When he gets back to his team, he gives the one at the back the tennis ball who passes it up the line to the new lead scout who should have his left hand on the chair. Once he has the ball in his hand he repeats the action of the first scout. This continues, finishing with the last scout who sends the ball up the line for the lead scout to put it on the chair.

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

source_excerpt:
When he gets back to his team, he gives the one at the back the tennis ball who passes it up the line to the new lead scout who should have his left hand on the chair.


name: Cartwheel
variations: On camp, play around a tree; omit putting the ball on the chair, patting the tree instead.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 50
materials_category: sport equipment
materials_list: 1 tennis ball per team, 1 chair
skills_developed: coordination, teamwork, speed
keywords: relay, running, ball, chair
tags: ["indoor", "team", "relay"]
language: en
normalized_name: cartwheel
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Teams race by having lead scouts run clockwise round their team's line, pass a tennis ball to the back, and repeat until the ball reaches the chair.

rules:
Teams line up behind lead scout with left hand on chair and tennis ball in right hand. Lead scout runs clockwise round the outside of their team line, returns, gives ball to scout at back, who passes it up to the new lead scout. Repeat until last scout sends ball to lead scout to place on chair. First team to place ball on chair wins.

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


name: Cat and Mouse
variations: If the mouse is too good, add an extra cat.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 51
source_excerpt: Both can go in and out of the circle but the circle's role is to help the mouse but hinder the cat.
materials_list: Chalk
keywords: cat and mouse, circle, tag
language: en
normalized_name: cat and mouse
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A circle is marked on the floor with scouts around it. One scout is the cat (starts outside) and another is the mouse (starts inside). Both can move in and out of the circle, but the circle helps the mouse and hinders the cat. When the cat tags the mouse, the mouse joins the ring, the cat becomes the mouse, and a new cat is chosen.

rules:
One scout is the cat and starts outside the circle. Another is the mouse and starts inside. The cat eats the mouse by tagging it. Both can go in and out of the circle but the circle's role is to help the mouse but hinder the cat. Once the mouse has been tagged the mouse returns to the circle, the cat becomes the mouse and a new cat is chosen.


name: Cat and Mouse
variations: If the mouse is too good, add an extra cat.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 51
materials_list: Chalk
skills_developed: agility, strategy, speed
difficulty_level: usor
keywords: tag, cat, mouse, circle
tags: ["indoor", "chase"]
language: en
normalized_name: cat and mouse
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A cat tries to tag a mouse around a chalked circle. The circle helps the mouse but hinders the cat. Both can go in and out.

rules:
Mark a circle. One scout is the cat (starts outside), another is the mouse (starts inside). Cat tags mouse. Both can go in and out of circle, but circle helps mouse and hinders cat. When tagged, mouse returns to circle, cat becomes mouse, a new cat is chosen.

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


name: Cat and Mouse
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 44
skills_developed: spatial awareness, agility
difficulty_level: usor
keywords: maze, chase, grid
tags: ["scouts", "indoor", "active"]
language: en
normalized_name: cat and mouse
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:
Players organise into a rectangular grid with arms spread to form rows. A 'cat' chases a 'mouse' through the maze. Players may only run along the lines of arms, not cross them. On the command 'Turn', everyone turns 90°, changing the maze from rows to columns. This can trap or free the mouse. When caught, a new pair begins or the old mouse 'grows' into the cat.

rules:
Players in a grid with arms spread to create rows. Cat chases mouse along the row lines. Leader shouts 'Turn' to change the maze direction. Cat and mouse may not cross arm lines. Game resets when mouse is caught.

source_excerpt:
Two players a 'cat' and a 'mouse' will run around the maze, the cat trying to catch and tag the mouse. They may run around the maze and along the lines of arms but must not pass or stretch across them.


name: Cat and Mouse
category: jocuri-cercetasesti
subcategory: tag games
content_type: joc
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 273
skills_developed: agility, coordination
difficulty_level: usor
keywords: cat, mouse, circle, tag
tags: ["tag games", "circle game", "classic"]
language: en
normalized_name: cat and mouse
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part17
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A circle game where one girl is the cat and another the mouse. The mouse can duck under the arms of circle members to evade the cat, while circle members try to stop the cat.

rules:
Girls stand in a circle holding hands. Two girls are chosen: one as 'cat' and one as 'mouse'. The cat tries to tag the mouse. The mouse can go under the arms of people in the circle. When the cat tries to follow, circle members try their best to stop the cat.

source_excerpt:
The girls stand in a circle, holding hands. Two girls are chosen -- one to be the "cat" and the other the "mouse". The cat must try to catch the mouse by tagging her.


name: Cat and Mouse
category: jocuri-cercetasesti
content_type: joc
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 273
skills_developed: agility, teamwork
difficulty_level: usor
keywords: cat, mouse, circle, chase, tag
tags: ["active", "circle-game", "tag"]
language: en
normalized_name: cat and mouse
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part18
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A circle game where girls hold hands in a ring while two players — a cat and a mouse — are chosen. The cat tries to tag the mouse, the mouse evades by going under the arms of the circle players, and the circle tries to block the cat.

rules:
The mouse may go under the arms of the people in the circle. Every time the cat tries to catch up, the girls in the circle must do their best to stop her.

source_excerpt:
The cat must try to catch the mouse by tagging her. The mouse must do her best to evade the cat! The mouse may go under the arms of the people in the circle


name: Cat and Mouse I
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 51
skills_developed: listening, reaction
keywords: cat and mouse, circle, commands
language: en
normalized_name: cat and mouse i
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One scout is the mouse and another is the cat. The remaining scouts form a circle and hold hands. The mouse and cat are outside the circle opposite each other. When 'Raise!' is called, scouts raise arms allowing cat and mouse to run under; 'Lower!' means arms go down and neither can pass under. When the mouse is caught, new scouts swap in.

rules:
The mouse and cat stand opposite each other outside the circle. On 'Go!' the cat has to attempt to catch the mouse by tagging. When you shout 'Raise!' the scouts must raise their arms whereupon the cat and mouse can run underneath. When you shout 'Lower!' the scouts must lower their arms whereupon neither cat or nor mouse can run underneath.

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


name: Cat and Mouse I
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 51
skills_developed: agility, reaction, teamwork
difficulty_level: usor
keywords: tag, circle, raise, lower
tags: ["indoor", "chase"]
language: en
normalized_name: cat and mouse i
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Cat tries to catch mouse with other scouts forming a circle holding hands. Leader shouts Raise or Lower to open or close the circle arms as obstacles.

rules:
One scout is mouse, another the cat. Rest form a circle holding hands. On 'Go!' cat chases mouse. 'Raise!' - scouts raise arms (cat and mouse can go under). 'Lower!' - scouts lower arms (neither can go under). When mouse is caught or time is up, swap with two new scouts.

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


name: Cat and Mouse II
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 51-52
skills_developed: spatial awareness, reaction
keywords: cat and mouse, grid, reaction
tags: ["top fifty"]
language: en
normalized_name: cat and mouse ii
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A Top Fifty game. The remaining scouts form a square grid (like noughts and crosses, e.g. 9, 25 etc. scouts) with arms outstretched touching fingertips. Cat and mouse are let loose in different parts of the square. They can run down rows but not under outstretched arms. When 'Change!' is called, all scouts turn 90 degrees clockwise, rotating the rows and disrupting the chase.

rules:
Scouts all face in the same direction and raise both arms so they're horizontal. They then space out so that finger tips are touching. Now let the cat and mouse loose in different parts of the square. Cat and mouse can run up and down the rows or round the outside of the square but not under the outstretched arms. When you shout 'Change!' all scouts must turn 90 degrees clockwise.

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

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


name: Cat and Mouse II
variations: Gaps placed in the rows add excitement. Use extra cat and/or mouse; play for team points.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 51-52
skills_developed: agility, strategy, spatial awareness
difficulty_level: mediu
keywords: grid, tag, change direction, rows
tags: ["indoor", "chase", "top fifty"]
language: en
normalized_name: cat and mouse ii
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Cat chases mouse through a grid of scouts with outstretched arms. Leader shouts 'Change!' causing all scouts to rotate 90 degrees, reshaping the corridors the cat and mouse can run through.

rules:
Scouts form a square grid with equal lines (like noughts and crosses). All face the same direction with arms horizontal, fingertips touching. Cat and mouse start in different parts. They run up and down rows but not under outstretched arms. On 'Change!' all scouts turn 90 degrees clockwise, reshaping the grid. When mouse is caught or time is up, swap with two new scouts.

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


name: Catch a P
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 52
materials_list: Plenty of 1p or 2p coins
skills_developed: coordination, dexterity
keywords: coins, coordination, dexterity
language: en
normalized_name: catch a p
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts roll up their sleeves, bend their elbows so fingertips almost touch the shoulder, and place a 1p coin on the elbow. They must quickly lower the elbow and scoop the palm forward to catch the coin. Those who succeed try with two coins stacked. The winner is the scout who catches the most coins.

rules:
Scouts roll up their sleeves, bend their elbows up so that their fingertips are almost touching their shoulder and put a 1p coin on the end of their elbow. Scouts then need to lower their elbow, whilst at the same time scooping the palm of their hand forward, round and down to catch the coin - very quickly!

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


name: Catch a P
category: altele
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 52
materials_category: coins
materials_list: Plenty of 1p or 2p coins
skills_developed: coordination, reflexes
difficulty_level: usor
keywords: coin, elbow, catch, balance
tags: ["indoor", "individual", "skill"]
language: en
normalized_name: catch a p
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts balance a coin on their bent elbow and then try to catch it as they lower their arm. Most coins caught wins.

rules:
Scouts roll up sleeves, bend elbows so fingertips nearly touch shoulder, place a 1p coin on the elbow. Then lower elbow while scooping palm forward to catch the coin. Successful scouts try two coins stacked. Continue to see who catches the most coins.

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


name: Catch the Snake
variations: To catch the snake the hunter has a large sponge ball that he has to throw at the head and hit it.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 52
materials_list: Sponge ball
skills_developed: teamwork, coordination
keywords: snake, tag, team
language: en
normalized_name: catch the snake
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams of six form a snake by holding the waist of the person in front (except the last). The head is at the front, the hunter at the back. The hunter must tag the snake's head while the body twists to protect it. When the head is tagged, the head becomes the new hunter and the old hunter joins the back.

rules:
Each team forms a line facing the back of the scout in front. Scouts grab the waist of the scout in front, except for the one at the back. The scout at the front is the snake's head and the scout at the back is the hunter. On 'Go!' the hunter has to grab the snake's head by tagging it. The scouts that form the scout's body have to twirl and squirm so that the hunter can't reach it.

source_excerpt:
The scouts that form the scout's body have to twirl and squirm so that the hunter can't reach it. When the hunter gets the head, the head becomes the hunter and the hunter joins the back of the snake ready for the next round.


name: Catch the Snake
variations: Hunter has a large sponge ball to throw and hit the head to catch it.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 52-53
materials_category: sport equipment
materials_list: Sponge ball
skills_developed: teamwork, agility, coordination
difficulty_level: usor
keywords: snake, hunter, tag, chain
tags: ["indoor", "team", "active"]
language: en
normalized_name: catch the snake
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Teams form a snake chain and the scout at the back (the hunter) tries to tag the scout at the front (the snake's head). The body scouts wriggle to protect the head.

rules:
Teams of six in a line, each scout grabs waist of scout in front except the back scout (the hunter). Hunter tags the head. Body scouts squirm to prevent it. When hunter tags head, head becomes hunter and hunter joins the back. Repeat.

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


name: Card War
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 49-50
materials_category: cards
materials_list: Pack of playing cards
skills_developed: chance, strategy
difficulty_level: usor
keywords: cards, teams, comparison
tags: ["indoor", "team"]
language: en
normalized_name: card war
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Two teams face each other and each scout has a playing card. Pairs reveal their cards and the higher card wins, taking the losing scout to its team. The team that accumulates all or most scouts wins.

rules:
Put scouts into two teams facing each other. Give each scout a playing card kept secret. First opposite pair shows cards; higher card's scout takes the lower card's scout to the end of the winner's line. Draw means both go to the end of their line. Winning team is the one that ends up with all or more scouts after a set time.

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


name: Castles
variations: Play with more balls than cans for a quicker game. The defender can obstruct balls.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 50-51
materials_category: sport equipment
materials_list: Up to 5 foam or tennis balls, up to 5 tin cans, chalk, pen and paper
skills_developed: aim, agility, strategy
keywords: cans, balls, defend, circle
tags: ["indoor", "individual", "timing"]
language: en
normalized_name: castles
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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 defends a castle of tin cans inside a circle from balls thrown by other scouts outside the circle. The goal is to knock all cans over simultaneously while the defender frantically rebuilds.

rules:
Mark a 7-metre diameter circle. One scout inside builds a castle with tin cans. Outside scouts throw balls trying to knock all cans over at the same time (defender cannot obstruct balls). Time how long the defender keeps all cans standing. Repeat with new defenders. Longest defence time wins.

source_excerpt:
On "Go!" scouts have to knock the castle over whilst the defender frantically rebuilds it. He cannot obstruct balls. Once all the cans are all over at the same time the game ends and the scout's time recorded.


name: Catch!
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 53
materials_category: sport equipment
materials_list: 1 tennis ball
skills_developed: catching, throwing, reaction
difficulty_level: usor
keywords: ball, catch, semi-circle
tags: ["indoor", "individual"]
language: en
normalized_name: catch!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scout 'It' throws a tennis ball to random scouts shouting 'catch!'. Scouts who drop it move to the right end of the semi-circle. If It drops, It moves to the end and a new scout becomes It.

rules:
Scouts form a semi-circle about 6 metres from 'It'. It throws ball to scouts calling 'Catch!' each time. If scout catches it, throws back. If scout drops it, goes to right end. If It drops it, goes to right end and leftmost scout becomes It. Play for ten minutes; the final It wins, others ranked from right end.

source_excerpt:
It throws the ball to scouts at random, calling, "catch!" each time. If the scout catches it cleanly he throws it back and It tries again with another scout.


name: Caterpillar Race
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 53-54
materials_list: Chalk
skills_developed: teamwork, coordination, balance
difficulty_level: mediu
keywords: caterpillar, race, ankles, team
tags: ["indoor", "team", "relay"]
language: en
normalized_name: caterpillar race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams race as a caterpillar, each scout stooping and grabbing the ankles of the scout in front, moving as one unit to the other end of the hall.

rules:
Teams line up behind a start line. Each scout except the lead stoops and grabs ankles of the scout in front. On 'Go!' they race to the other end of the hall or round a chair and back. First team completely over the line wins.

source_excerpt:
Each scout, apart from the lead scouts, stoops forward and grabs the ankles of the scout in front. On "Go!" scouts race in this position to the other end of the hall


name: Caterpillar Race
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 11
skills_developed: coordination, teamwork
difficulty_level: mediu
keywords: caterpillar, relay, teamwork, coordination
tags: ["patrol", "high activity"]
language: en
normalized_name: caterpillar 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.part01
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A fun relay race where the entire patrol connects together by grabbing the ankles of the person in front, then races up and around a chair as a unit.

rules:
Patrols line up single file behind line. Put chair about 25' in front of patrol. First scout puts hands on floor, others grab ankles of one in front of them. On signal they race up and around chair. First done wins.

source_excerpt:
First scout puts hands on floor, others grab ankles of one in front of them. On signal they race up and around c hair.


name: Caterpillar Relay
variations: Once the whole team has been through, scouts turn round and go back to the start.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 54
materials_category: cones
materials_list: Four marker cones
skills_developed: teamwork, agility, coordination
difficulty_level: mediu
keywords: caterpillar, crawl, relay, legs
tags: ["indoor", "team", "relay"]
language: en
normalized_name: caterpillar relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams race as a caterpillar by having the last scout crawl through everyone's legs to the front, then moving the whole chain forward.

rules:
Teams line up at start, each scout holds the waist of the scout in front with legs apart. On 'Go!' back scout crawls through all legs, pops up at front and holds waist. New back scout repeats. First caterpillar over the finishing line wins. Penalise surreptitious shuffling.

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


name: Caterpillar Relay
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 38
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: relay, chain, patrol
tags: ["scouts", "relay", "active"]
language: en
normalized_name: caterpillar relay
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part03
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
The first scout runs up the hall and back. He then puts his arm between his legs and grabs the second scout's hand, and they run up and back together. Each scout joins the chain until the whole Patrol is linked. First patrol to finish wins.

rules:
First scout runs, returns, then reaches arm between legs to join hands with next scout. Chain grows until whole patrol is linked. First to finish wins.

source_excerpt:
The first scout runs up the hall and back, he then puts his arm between his legs and grabs the 2nd scouts hand, they then run up the hall and back.


name: Centipede Caper
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 54
materials_category: cones
materials_list: Chalk, marker cones - 1 per team
skills_developed: teamwork, coordination
difficulty_level: mediu
keywords: centipede, ankles, relay, cones
tags: ["indoor", "team", "relay"]
language: en
normalized_name: centipede caper
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Teams move as a centipede — bent over holding the ankles of the scout in front — around a marker cone and back. Broken links must be repaired before continuing.

rules:
Teams line up behind a start line. Each scout bends over and holds ankles of scout in front. Lead scouts put hands on ground. On 'Go!' centipedes march up and round their cone and back. Broken 'legs' must be repaired before continuing. First centipede fully back over the line wins.

source_excerpt:
Scouts bend over and hold onto the ankles of the scout in front. The lead scouts put their hands on the ground. On "Go!" the centipedes have to march up and round their marker cone and back again.


name: Centipede Relay
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 54
materials_list: One broom stick per team, chalk, 1 marker cone per team
skills_developed: teamwork, coordination, speed
difficulty_level: mediu
keywords: broom, relay, cones, straddling
tags: ["indoor", "team", "relay"]
language: en
normalized_name: centipede relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams of typically nine or twelve use a broom stick to relay in groups of three, running up to a cone and back. If anyone drops the stick, they are sent back five paces.

rules:
Teams of 9 or 12. First three scouts in each team straddle the broomstick with left hand, at the start line. On 'Go!' they run up and round the cone and back, pass the stick to the next three. First team to complete relay wins. If a scout drops the stick, stop and send them back five paces.

source_excerpt:
The first three boys in each team straddle the broom stick behind the start line with the broom stick in their left hand. On "Go!" they run up and round the marker cone and back.


name: Centipede Relay
variations: Hold a pole instead of hands between legs.
category: jocuri-cercetasesti
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 68
skills_developed: teamwork, coordination, speed
difficulty_level: usor
keywords: centipede, relay, chain
tags: ["indoor", "active", "relay", "cubs"]
language: en
normalized_name: centipede relay
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Cub 1 runs up and back, then puts a hand between legs for Cub 2 to hold. They run together; Cub 3 joins the chain, and so on until all are connected. Team penalised if chain breaks — must start again.

rules:
First cub runs up and back. Each subsequent cub links onto previous cub's hand between legs. Chain grows each turn. Break = restart.

source_excerpt:
Cub 1 of the team runs up hall and back, he puts one hand between his legs for the cub 2 to hold. They run up hall and back together, cub 3 joins chain etc. Team penalised if chain breaks must start again.


name: Centipede Relay
variations: Instead of holding hands the team holds onto a pole.
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 68
skills_developed: teamwork, coordination
difficulty_level: mediu
keywords: centipede, relay, chain
tags: ["indoor", "physical", "team"]
language: en
normalized_name: centipede relay
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Cub 1 runs up and back, then each subsequent cub joins the chain by holding the hand between the previous cub's legs. Team is penalised if the chain breaks.

rules:
Cub 1 of the team runs up hall and back, he puts one hand between his legs for the cub 2 to hold. They run up hall and back together, cub 3 joins chain etc. Team penalised if chain breaks must start again.

source_excerpt:
Cub 1 of the team runs up hall and back, he puts one hand between his legs for the cub 2 to hold. They run up hall and back together, cub 3 joins chain etc.


name: Chain Circle
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 54-55
skills_developed: teamwork, coordination, communication
difficulty_level: mediu
keywords: circle, linked, stand up, team
tags: ["indoor", "team", "cooperative"]
language: en
normalized_name: chain circle
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams sit cross-legged in a circle with elbows linked and must stand up together without unlinking. First team up wins.

rules:
Each team forms a circle, sitting cross-legged with elbows linked. On 'Go!' scouts must stand up without unlinking. First team fully up wins. Any unlinking means the circle must sit down and start again.

source_excerpt:
each team forms a circle, sitting down cross-legged with elbows linked. On "Go!" scouts have to get up without unlinking. The first team up is the winner.


name: Chain Tag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 55
skills_developed: agility, speed, strategy
difficulty_level: usor
keywords: tag, chain, holding hands
tags: ["indoor", "chase"]
language: en
normalized_name: chain tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One 'It' tags scouts who join the chain by holding hands. The chain grows until only one scout remains untagged. Only end scouts can tag, and the chain must stay unbroken to tag.

rules:
All scouts run around the hall. It tags a scout who holds It's hands. They tag more scouts who join the end. Last scout to be tagged is the winner and becomes It. No tagging when chain is broken; only end scouts can tag.

variations:
Its hold the shoulder of the It to their left, allowing any of the Its to tag with their right hand.

source_excerpt:
When It tags another scout he holds It's hands and off they go, tagging more and more scouts who join an end each time. The last scout to be tagged is the winner


name: Chain Tag
category: sports-active
subcategory: outdoor
content_type: joc
source_file: big-book-of-games-scouts.pdf
source_files: ["big-book-of-games-scouts.pdf"]
page_reference: page 56
skills_developed: running, cooperation, strategy
difficulty_level: usor
keywords: chain, tag, outdoor, elimination
tags: ["outdoor", "tag game", "boy scouts"]
language: en
normalized_name: chain 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.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
An outdoor tag game where each tagged player joins hands with 'It', forming an ever-growing chain that tries to catch remaining free players.

rules:
First man tagged joins hands with 'It'. Each subsequent boy tagged is added to the chain. Only the end players of the chain can make tags. Last free player wins.

variations:
Can be varied by having a home base; untagged boys can break the chain, forcing chain members to run back to home base to reform.

source_excerpt:
In this tag game the first man tagged joins hands with the boy who is "It" and later as each boy is tagged he is added to the chain.


name: Chair Shoe
variations: Play with four chairs and four scouts and a maximum of thirteen shoes. Play without blindfolds.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 55
materials_list: 2 chairs with legs, 2 blindfolds
skills_developed: spatial awareness, touch, strategy
difficulty_level: mediu
keywords: blindfold, shoe, chair, top fifty
tags: ["indoor", "blindfold", "top fifty"]
language: en
normalized_name: chair shoe
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Two blindfolded scouts on chairs try to locate shoes from a pile in the middle and place them under their chair legs. First to put four shoes under four chair legs while sitting wins.

rules:
Scouts form a large circle. Two chairs inside, facing each other. Scouts remove shoes. Blindfold two scouts and sit them on the chairs. Place seven shoes in a pile between the chairs. On 'Go!' each blindfolded scout locates one shoe at a time and places it under a free chair leg. Shoes can come from the pile or the other scout's chair (if they're not sitting on it). First to get four shoes under four legs while seated wins.

source_excerpt:
Blindfold two scouts and sit them on the chairs. Take seven shoes and put them in a pile between the two chairs. On "Go!" the blindfolded scouts have to locate one shoe at a time and put it under a free leg of their chair.


name: Change Place Circle Tag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 55-56
skills_developed: reaction, speed, awareness
difficulty_level: usor
keywords: circle, numbers, swap, tag
tags: ["indoor", "circle game"]
language: en
normalized_name: change place circle tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts stand in a numbered circle with 'It' in the middle. It calls two numbers and those scouts must swap places while It tries to take one of the vacated spots.

rules:
Number each scout and put them in a circle. One scout is 'It' in the middle. It calls two numbers; those scouts swap places. It tries to take one of the gaps. If unsuccessful, It calls new numbers. If successful, the scout without a place becomes It.

source_excerpt:
He then calls out two numbers and the two scouts so numbered have to change places. Whilst they are changing places, It has to try to get into one of their gaps.


name: Channel Tag
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 56
materials_category: sport equipment
materials_list: Large sponge ball
skills_developed: agility, reaction, coordination
difficulty_level: usor
keywords: ball, circle, legs, pass
tags: ["indoor", "circle game"]
language: en
normalized_name: channel tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts in a circle facing right with legs apart pass a ball along the chain. The 'It' in the middle tries to touch or grab the ball. When It succeeds, the nearest scout to the ball becomes the new It.

rules:
Scouts form a large circle facing right with legs apart. One scout is 'It' in the middle. On 'Go!' scouts pass ball with their hands between their legs, forwards or backwards, as It tries to touch/grab it. When It succeeds, the scout nearest the ball swaps with the scout in the middle.

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


name: Chatterbox
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 56
skills_developed: communication, fluency, confidence
difficulty_level: usor
keywords: talk, pairs, fast, knockout
tags: ["indoor", "verbal"]
language: en
normalized_name: chatterbox
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Pairs of scouts talk at the same time as fast as possible. The first to hesitate, stop, or giggle is out. Knockout rounds continue until two finalists remain.

rules:
Pair scouts and have them face each other. Both talk simultaneously as fast as possible. First to hesitate, stop, or giggle is out. Winners advance in a knockout until two remain for the final with different subjects.

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


name: Chieftain Coup
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 56-57
materials_list: Chalk, 1 blindfold, small paper discs (1 per scout) and pen, 1 chair
skills_developed: stealth, listening, spatial awareness
difficulty_level: mediu
keywords: blindfold, creep, chieftain, enemy
tags: ["indoor", "blindfold", "stealth"]
language: en
normalized_name: chieftain coup
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
A blindfolded 'chieftain' in the centre must detect an enemy scout creeping towards them. If the chieftain correctly points at the enemy, they are pushed back. If the enemy taps the chieftain, the enemy wins.

rules:
Scouts form a large circle. One blindfolded scout in middle is chieftain. Leader taps a scout (the enemy). On 'Go!' enemy creeps towards chieftain to tap them. If chieftain shouts 'Halt!', enemy stops; chieftain points to where they think the enemy is. If correct, enemy places a disc at their nearest foot and returns to circle. If incorrect, enemy becomes chieftain. If enemy taps chieftain, enemy becomes chieftain. After several rounds with no success, nearest marker wins.

source_excerpt:
On "Go!" the enemy has to creep towards the chieftain and tap him on the shoulder. If he succeeds the enemy becomes the chieftain and the chieftain goes back into the scout circle.


name: Chinese Handball
variations: Play in teams or with more than one ball. Have various numbers of lives.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 57
materials_category: sport equipment
materials_list: Tennis ball
skills_developed: aim, agility, strategy
difficulty_level: mediu
keywords: flick, ball, knee, out
tags: ["indoor", "elimination"]
language: en
normalized_name: chinese handball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts scatter in the playing area. One scout flicks a tennis ball against another scout below the knee to get them out. A scout can also be out if they flick the ball above waist height and it is caught.

rules:
Scouts scatter in the playing area. One scout flicks the ball at others below the knee. Hit scout is out. A scout is also out if they flick the ball above waist height and it's caught. The same scout cannot touch the ball twice in a row (out if they do). Last scout remaining wins.

source_excerpt:
He then has to flick the ball against another scout - below the knee. If he succeeds the hit scout is out. A scout can also be out if he flicks the ball above waist height and the ball is caught.


name: Chinese Ladders
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 57
skills_developed: agility, speed, coordination
difficulty_level: mediu
keywords: ladder, jump, legs, relay
tags: ["indoor", "team", "relay"]
language: en
normalized_name: chinese ladders
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Two teams sit facing each other with legs out and touching. Lead scouts jump over all legs, run to the wall and back, then sit at the end. Second part has scouts run in reverse direction.

rules:
Two teams face each other, sit with legs straight so pairs of feet touch. On 'Go!' lead scout from each team jumps up, runs between team legs without missing any (penalty: redo), runs to far wall and back, and sits at the end. Next scout leads. When all have gone, reverse direction. Winning team finishes first.

source_excerpt:
At "Go!" the lead scouts jump up, run between the legs of their teammates without missing any out (otherwise call them back to redo the run), run to the far wall, come back to the end of the line and sit down.


name: Chinese Ladders
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 44
skills_developed: agility, coordination
difficulty_level: usor
keywords: relay, legs, race
tags: ["scouts", "indoor", "relay"]
language: en
normalized_name: chinese ladders
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:
Boys sit in two lines facing their partners with feet touching. Starting at the top, one boy at a time jumps up and runs down the hall over the legs of teammates (who cannot move their legs), touches the end wall, runs back around the outside, touches the top wall, and returns to their place. A race between two groups. Obstacles can be added along the outside edges.

rules:
Each boy must run over their teammates' legs without moving them, touch both end walls, and return to their place before the next goes. Must sit down beyond the next person to prevent early starting.

variations:
Can add obstacles around the two outside edges such as tyres, benches to walk along, or chairs to go under.

source_excerpt:
Starting at the top end of the diagram, upon command, the boys jump up, and run down the hall over the legs of their team (who may not move those legs!)


name: Chinese Laundry
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 57-58
materials_list: Items that can be found where you are located
skills_developed: observation, speed, teamwork
difficulty_level: usor
keywords: fetch, items, runner, scavenger
tags: ["indoor", "outdoor", "team"]
language: en
normalized_name: chinese laundry
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Two teams race to find specific items or perform specific actions when called by the leader. The runner from the first team to bring the correct item scores a point.

rules:
Teams have a designated runner each. Leader calls for items or actions. Runners (only runners) bring the items to the leader. First team to succeed scores one point. Most points after set time or items wins.

variations:
Call for actions as well as items. Items: scout hut items (flag, cup, fire extinguisher, rope, string, woggle, etc.). Camp items (acorn, pine cone, rabbit dropping, etc.). Actions: whistle a tune, handstand, forward roll, splits, one-arm press-up, touch nose with tongue, wiggle ears.

source_excerpt:
Call for certain items in turn and the teams have to find the correct item and the runners, and only the runners, bring them to you. The first team to succeed scores one point.


name: Chinese Whispers
variations: Make it a long sentence or a tongue-twister.
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 58
materials_list: Pen and paper
skills_developed: communication, listening, memory
difficulty_level: usor
keywords: whisper, sentence, relay, listening
tags: ["indoor", "verbal", "team"]
language: en
normalized_name: chinese whispers
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts in a team relay a whispered sentence down the line. The last scout writes it down, and the closest to the original wins.

rules:
Teams in well-spaced lines. Each team has a leader. At 'Go!' the leader whispers a sentence to the first scout who passes it down the line. Last scout writes it down and brings it to the leader. The team with the closest sentence to the original wins.

source_excerpt:
At "Go!" the leader whispers a sentence to the first scout who then has to repeat it to the next scout and so on down the line. The last scout has to write it down and bring the sentence to you.


name: Chislehurst Caves
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 58-59
materials_category: sport equipment
materials_list: Large sponge ball
skills_developed: aim, reaction, strategy
difficulty_level: usor
keywords: caves, roll, legs, teams
tags: ["indoor", "team"]
language: en
normalized_name: chislehurst caves
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Two teams with numbered scouts face each other with legs apart. The scout who answers first when a number is called gets to roll a ball trying to get it through any pair of opposing legs (a 'cave'). Scouts who are hit sit out.

rules:
Two teams face each other with feet touching, legs about 50cm apart. Call a number; first scout to answer gets first throw, followed by the other. Roll ball at opposing team trying to get through someone's legs (they cannot block). Scout whose cave is penetrated sits down; team shuffles to close gap. Continue until one team or one scout remains.

source_excerpt:
The scout rolls the ball at the other team and tries to get it between the legs of any one of the opposing team, who can't block the ball. If he succeeds that cave is out and goes and sits down


name: Chislehurst Couriers
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 59
materials_category: cards
materials_list: 4 boxes, pack of cards, marker pen
skills_developed: speed, sorting, teamwork
difficulty_level: usor
keywords: cards, suits, relay, delivery
tags: ["indoor", "team", "relay"]
language: en
normalized_name: chislehurst couriers
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Teams race to deliver playing cards to the correct box (marked with card suits). Each runner turns over a card and runs it to the matching suit box, then returns for the next scout.

rules:
Four boxes labeled heart, spade, club, diamond at one end. Teams at the other end with three times as many cards as scouts. On 'Go!' lead scout turns over first card, runs to appropriate box, returns. Next scout goes. First team to deliver all cards wins.

variations:
Give each scout five cards; all scouts go simultaneously, causing mayhem. One winner is the new Chislehurst Courier.

source_excerpt:
On "Go!" the lead scout from every team turns over the first card and runs to the appropriate box being the post box for Spade Nursery, Chislehurst Golf Club, Chislehurst Diamond Mine or Chislehurst Lonely Hearts.


name: Chislehurst's Burning
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 59-60
materials_list: 1 very full bucket of water per team, 4 marker cones, ruler
skills_developed: balance, speed, teamwork
difficulty_level: mediu
keywords: bucket, water, relay, balance
tags: ["outdoor", "team", "relay"]
language: en
normalized_name: chislehurst's burning
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams relay a full bucket of water across a course without spilling more than 2 centimetres. The team that finishes first with less than 2cm lost wins.

rules:
Teams line up behind cones at least 10 metres from full buckets. On 'Go!' lead scout runs to bucket, picks it up, runs back to second scout who runs back to position then returns. Third scout fetches it and so on. All scouts run up and down once. First team to finish having lost less than 2cm of water wins.

source_excerpt:
On "Go!" each lead scout has to run to the bucket, pick it up and run back to the second scout. He runs it back to its original position then runs back.


name: Choosing Teams
category: team-building
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 60-62
materials_list: Blindfolds and benches (optional)
skills_developed: communication, teamwork, organisation
difficulty_level: usor
keywords: teams, lineup, height, blindfold, age
tags: ["indoor", "organisational", "team-building"]
language: en
normalized_name: choosing teams
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
A set of activities for organising scouts into teams by lining them up in order by a specific criterion (height, age, shoe size, etc.), sometimes blindfolded or in silence, then splitting the line for teams.

rules:
Use any one of the following criteria to line scouts up: height, age, shoe size, number of siblings, letters in their name, letters in road name, birthday date, house number, surname alphabetically, or animal height. Can be done blindfolded or in silence. Split the line in half to form two teams, or number them 1-2-1-2.

variations:
Woof, Neigh, Meow: Scouts pick an animal name from a bag and line up by animal height (no talking, animal noises only). Blindfolded height line-up is great fun.

source_excerpt:
Skip sometimes uses one of these games, using all the scouts in one line, to get a different team mix, splitting the eventual line in half or numbering the scouts "1, 2, 1, 2...", then making one team of ones and one of twos.


name: Christmas Card Pairs
variations: Play as a team aggregating scores. Put all cards face down. Cut cards into quarters.
category: altele
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 63
materials_list: 5+ Christmas cards per scout
skills_developed: observation, matching, memory
difficulty_level: usor
keywords: Christmas, cards, matching, pairs
tags: ["indoor", "Christmas"]
language: en
normalized_name: christmas card pairs
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scout cards are cut in half and halves scattered. Scouts find the matching half of their card. The scout with the most complete matched pairs wins.

rules:
Cut backs off Christmas cards and cut pictures in half (various cuts). Keep one half of all cards. Scatter other halves in playing area. Give one half to each scout. On 'Go!' they find the matching other half. When correct pair brought, give another half. Play until all halves distributed. Winner is scout with most complete cards.

source_excerpt:
Cut the backs off the cards and cut the pictures in half. Make some cuts across the middle, some at an angle and so on. Keep one half of all of the cards and scatter the other halves around the playing area.


name: Christmas Dinner
category: altele
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 63
materials_list: 1 pen and paper per scout / team
skills_developed: vocabulary, lateral thinking
difficulty_level: usor
keywords: Christmas, acrostic, dinner, food
tags: ["indoor", "Christmas", "writing"]
language: en
normalized_name: christmas dinner
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts write words starting with each letter of CHRISTMAS that relate to things you would expect on a Christmas Dinner table.

rules:
Give each scout/team a sheet with CHRISTMAS written vertically. On 'Go!' scouts write Christmas dinner table words for each letter. Stop when the first scout/team finishes. First reads list. Deduct points for irrelevant answers. Scout/team with most points wins.

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


name: Christmas Message
category: creative-stem
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 63-64
materials_list: Pen and paper per scout
skills_developed: creativity, writing, humour
difficulty_level: usor
keywords: Christmas, acrostic, message, creative writing
tags: ["indoor", "Christmas", "creative"]
language: en
normalized_name: christmas message
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts write a creative message to a named person using the letters of CHRISTMAS as the start of each line. Funniest/most original wins.

rules:
Give each scout a sheet and pen. Write 'To CHRISTMAS' vertically. Give five minutes to compose a message to a named person using those letters as the start of each line. Could be on a specific topic like scouting. Scouts read out their compositions. Funniest/most original/cleverest wins.

source_excerpt:
Get them to write "To CHRISTMAS" vertically down the sheet. Give them five minutes to compose a message to a named person using these letters.


name: Christmas Tree
variations: Scouts could draw a Nativity scene.
category: creative-stem
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 64
materials_list: 1 pen and paper plate per scout
skills_developed: coordination, creativity, drawing
difficulty_level: usor
keywords: Christmas tree, drawing, plate on head, balance
tags: ["indoor", "Christmas", "creative"]
language: en
normalized_name: christmas tree
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts balance a paper plate on their head and draw a Christmas tree with decorations using a pen. Points are awarded for elements touching correctly (tree on floor, star on tree).

rules:
Each scout holds a paper plate on head with a pen in the other hand. Draws floor line, tree, star, and decorations. Optional: fireplace, stocking, Father Christmas, relatives arguing. Points awarded for best picture and extra points for elements correctly touching. Scout with most points wins.

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


name: Christmas Tree Decorating
category: creative-stem
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 64
materials_list: 1 sheet of paper, pen and table per team, chalk
skills_developed: teamwork, creativity, speed
difficulty_level: usor
keywords: Christmas tree, drawing, relay, team
tags: ["indoor", "Christmas", "creative", "relay"]
language: en
normalized_name: christmas tree decorating
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Teams race to draw a complete Christmas tree relay-style, each scout adding one element to the drawing before running back for the next team member.

rules:
Teams behind a line. At the other end: a sheet of paper and pen per team. On 'Go!' scouts run in turn to add one element: tree base, tree, presents, ornaments, candles, fire extinguisher, fairy/star, then 'Happy Christmas' at top. First team back doesn't automatically win; quality of drawing is judged.

source_excerpt:
On "Go!" the lead scouts run to their sheet of paper, draw a tree base and run back. The next scouts draw a tree, the next draw some presents under the tree


name: Chubby Bunny
category: altele
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 64-65
materials_list: Large marshmallows
keywords: marshmallow, mouth, dangerous, deadly
tags: ["indoor", "WARNING: dangerous"]
language: en
normalized_name: chubby bunny
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts stuff as many marshmallows as possible into their mouths and try to say 'Chubby bunny'. WARNING: This is noted as a deadly game due to suffocation risk.

rules:
Scouts take turns stuffing as many marshmallows as possible into their mouths. Winner is who stuffs most and can say 'Chubby bunny'. CAUTION: This is listed as one of the deadly games that leaders should be aware of; marshmallows do not break down quickly and the game can lead to suffocation.

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


name: Cinnamon Challenge
category: altele
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 65
materials_list: 1 spoon per scout, cinnamon
keywords: cinnamon, swallow, dangerous, deadly
tags: ["WARNING: dangerous", "do not play"]
language: en
normalized_name: cinnamon challenge
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts each take a spoonful of cinnamon and try to swallow it without drinking water. WARNING: This is listed as a deadly game that should never be attempted.

rules:
Scouts take a spoonful of cinnamon and put it in their mouths. First to swallow without drinking water wins. CAUTION: This is a deadly game that should NEVER be attempted. Cinnamon dries out the mouth; children have needed ventilators after getting cinnamon in their windpipe. If any scout suggests this game, do not let them.

source_excerpt:
This is one of the deadly games that should never be attempted, but sometimes is. As cinnamon dries out the inside of the mouth it is almost impossible to swallow it.


name: Cinnamon Challenge
category: altele
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 65
materials_list: 1 spoon per scout, cinnamon
keywords: cinnamon, challenge, dangerous
tags: ["dangerous", "indoor"]
language: en
normalized_name: cinnamon challenge
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts each take a spoonful of cinnamon and put it in their mouths all at the same time. The first to swallow without drinking water wins. The book flags this as dangerous and advises leaders never to allow it.

rules:
Each scout takes a spoonful of cinnamon simultaneously; first to swallow without water wins. Leaders are instructed not to let this game happen.

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


name: Circle Bean Bag
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 65
materials_category: sport equipment
materials_list: Bean bag
skills_developed: agility, teamwork, strategy
difficulty_level: usor
keywords: bean bag, circle, kick, holding hands
tags: ["indoor", "circle game", "elimination"]
language: en
normalized_name: circle bean bag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts in a circle holding hands try to kick a bean bag out through each other's legs. A scout whose legs the bag passes through is out.

rules:
Scouts form a circle with a bean bag in the middle, holding hands. Scouts attempt to kick the bean bag out of the circle. Scout whose legs it goes between is out (or both scouts if between two). Any pair who lets go is out. Kicking another scout is out. Scouts may pull others over the bag.

variations:
Try with a large sponge ball. A tennis ball can be used but not for kicking; touching the tennis ball is out.

source_excerpt:
The scouts must now attempt to kick the bean bag out of the circle. The scout whose legs the bean bag goes between is out, or both scouts if the bean bag passes between two of them.


name: Circle Bean Bag
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 65
materials_list: Bean bag
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: circle, bean bag, kick
tags: ["indoor", "circle-game"]
language: en
normalized_name: circle bean bag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts stand in a circle holding hands with a bean bag in the middle. They attempt to kick the bean bag out of the circle through another scout's legs. Scouts whose legs the bag passes through are out, as are any pair who let go of hands.

rules:
Scouts hold hands in a circle; kick bean bag to make it exit between another scout's legs. Scout whose legs the bag passes between is out; any pair letting go is also out. Anyone kicking another scout is out.

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

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


name: Circle Chair Dodge
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 65-66
materials_list: Chair
skills_developed: agility, strength, strategy
difficulty_level: mediu
keywords: circle, chair, push, pull, dodge
tags: ["indoor", "circle game", "physical"]
language: en
normalized_name: circle chair dodge
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts in a circle holding hands push and pull to force other scouts into the chair in the middle. Any scout who hits the chair or pair that lets go is out.

rules:
Scouts form a circle holding hands with a chair in the middle. Scouts push and pull to make others hit the chair. Any scout who hits the chair, or pair that lets go, is out and leaves the circle. Last scout left wins. Leaders should moderate physical contact.

source_excerpt:
On "Go!" the scouts must push and pull to try to get the other scouts to hit the chair. Any scout that hits the chair, or any pair that let go of each other, is out and must leave the circle.


name: Circle Chair Dodge
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 65-66
materials_list: Chair
skills_developed: balance, coordination
difficulty_level: usor
keywords: circle, chair, push, pull
tags: ["indoor", "circle-game"]
language: en
normalized_name: circle chair dodge
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts stand in a circle holding hands with a chair in the middle. They push and pull each other trying to force someone to hit the chair. Any scout hitting the chair or any pair letting go is out.

rules:
On 'Go!' scouts push and pull to force others to touch the chair. Scout who hits the chair is out; pair who let go of hands is out. Last scout left wins.

source_excerpt:
Put the scouts into a circle, holding hands, with a chair in the middle. On "Go!" the scouts must push and pull to try to get the other scouts to hit the chair.


name: Circle Cricket I
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 66
materials_category: sport equipment
materials_list: Tennis ball
skills_developed: speed, teamwork, throwing
difficulty_level: usor
keywords: circle, cricket, running, passing
tags: ["indoor", "team"]
language: en
normalized_name: circle cricket i
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One team forms a circle and passes a ball around it five times. Meanwhile the other team runs around the circle. The team with more perimeter runs while the ball completes five circuits wins.

rules:
Two teams. One team forms a circle with a tennis ball. Other team forms a line. On 'Go!' circle passes ball round 5 times; line scouts run around circle one at a time. When circle finishes 5 passes, 'Stop'. Record perimeter runs. Swap teams. Team with more perimeter runs wins.

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


name: Circle Cricket I
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 66
materials_list: Tennis ball
skills_developed: teamwork, running, passing
difficulty_level: usor
keywords: circle, cricket, relay
tags: ["indoor", "teams"]
language: en
normalized_name: circle cricket i
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams: one forms a circle passing a tennis ball around five times, while the other team runs around the outside circle in turn. Number of laps completed by running team is recorded when ball completes five circuits. Teams swap and the team with more perimeter runs wins.

rules:
Circle team passes ball round five times; line team runs around the outside in turn. Record perimeter runs on completion of five circuits. Swap teams; team with more runs wins.

source_excerpt:
Put the scouts into two teams. One team forms a circle, the other a line. Give the circle scouts the tennis ball. On "Go!" the circle scouts pass the ball round the circle five times.


name: Circle Cricket II
variations: Every time the ball is dropped, the number of runs resets to zero.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 66
materials_category: sport equipment
materials_list: Tennis ball
skills_developed: speed, teamwork, throwing, catching
difficulty_level: usor
keywords: circle, cricket, throw, catch, runs
tags: ["indoor", "team"]
language: en
normalized_name: circle cricket ii
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One team forms a circle with a middle scout throwing to each circle scout. The other team runs around the circle. Runs accumulate per successful catch; perimeter runs determine the winner.

rules:
Two teams. One team forms circle with one scout in the middle. Other team is a line. On 'Go!' middle scout throws to each circle scout in turn who throws back (scores 1 run). Line scouts run around circle one at a time. When all line scouts have run, 'Stop'. Record circle team's runs. Swap teams. Team with more runs wins.

source_excerpt:
the middle scout throws the ball to each of the circle scouts in turn, who must throw it back to score one run. Whilst they are doing that, the line scouts have to run once around the circle in turn.


name: Circle Cricket II
variations: Every time the ball is dropped, the number of runs is reset to zero.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 66
materials_list: Tennis ball
skills_developed: throwing, catching, teamwork
difficulty_level: usor
keywords: circle, cricket, throwing
tags: ["indoor", "teams"]
language: en
normalized_name: circle cricket ii
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams: one forms a circle with a scout in the middle throwing ball to each circle scout who must return it; the other team runs around the outside. Runs are counted when line team completes all their runs. Teams swap; most runs wins.

rules:
Middle scout throws to each circle scout who returns it for one run. Line scouts run round the circle in turn. When all line scouts have run, count runs scored by circle team. Swap and repeat.

source_excerpt:
Put the scouts into two teams. One team forms a circle with one scout in the middle with the ball, the other a line. On "Go!" the middle scout throws the ball to each of the circle scouts in turn, who must throw it back to score one run.


name: Circle Dodge Ball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 66
materials_category: sport equipment
materials_list: 1 sponge ball
skills_developed: agility, dodging, awareness
difficulty_level: usor
keywords: dodge ball, perimeter, elimination
tags: ["indoor", "elimination"]
language: en
normalized_name: circle dodge ball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts run around the perimeter of the hall while the leader throws a ball to hit them. If hit, they are out. Last one in wins.

rules:
Scouts run around the perimeter in one direction. Leader throws ball to try to hit them on any part of their body. If hit, out. Last one in wins.

variations:
Leader can vary movement style: walking, walking/running backwards, hopping, skipping, jumping, on all fours, or kneeling.

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


name: Circle Dodge Ball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 66
materials_list: 1 sponge ball
skills_developed: agility, dodging
difficulty_level: usor
keywords: dodge ball, circle, elimination
tags: ["indoor"]
language: en
normalized_name: circle dodge ball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts run around the perimeter of the hall in one direction while the leader throws a sponge ball to hit them. Scouts hit on any body part are out; last one in wins.

rules:
Scouts run round hall perimeter; leader throws ball to hit scouts. Hit scouts are out. Last scout remaining wins.

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

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


name: Circle Dodge Ball I
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 67
materials_category: sport equipment
materials_list: Large sponge ball
skills_developed: aim, dodging, teamwork
difficulty_level: usor
keywords: dodge ball, circle, teams, elimination
tags: ["indoor", "team", "elimination"]
language: en
normalized_name: circle dodge ball i
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One team forms a circle and throws a ball at the other team who stands inside. Scouts hit below the knee are out. The team that eliminates the other quicker wins.

rules:
Two teams. One team forms a large circle, other stands inside. Circle team throws ball at inner team below the knee. When hit, inner scout leaves. When all inner scouts are out, teams change. Team that eliminates the other faster wins.

source_excerpt:
The circle team attempts to hit the other team by throwing the ball which must hit below the knee to count. When a scout is hit he must leave the circle.


name: Circle Dodge Ball I
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 67
materials_list: Large sponge ball
skills_developed: throwing, dodging, teamwork
difficulty_level: usor
keywords: dodge ball, circle, teams
tags: ["indoor", "teams"]
language: en
normalized_name: circle dodge ball i
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One team forms a large circle while the other stands inside. The circle team throws a ball to hit the inner team below the knee. When a scout is hit they leave. Once all inner scouts are out, teams swap. Team that clears the other out faster wins.

rules:
Circle team throws ball to hit inner team below the knee. Hit scouts leave. Once all hit, teams change places. Faster team wins.

source_excerpt:
Put the scouts into two teams. One team forms a large circle, the other team stands inside the circle. The circle team attempts to hit the other team by throwing the ball which must hit below the knee to count.


name: Circle Heads
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 67
materials_category: sport equipment
materials_list: Large sponge ball
skills_developed: reaction, attention, coordination
difficulty_level: usor
keywords: catch, head, opposite, elimination
tags: ["indoor", "circle game", "attention"]
language: en
normalized_name: circle heads
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Leader throws a ball to scouts in a circle calling 'Catch' or 'Head'. Scouts must do the opposite or they are out.

rules:
Scouts form circle with leader in middle. Leader throws ball to random scouts saying 'Catch' or 'Head'. Scouts must do the opposite. If they do what was called, they are out and sit down. As fewer scouts remain, any wrong move is out.

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


name: Circle Heads
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 67
materials_list: Large sponge ball
skills_developed: concentration, reaction
difficulty_level: usor
keywords: circle, reactions, opposite
tags: ["indoor", "circle-game"]
language: en
normalized_name: circle heads
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts stand in a circle with the leader in the middle. The leader throws a ball to random scouts saying 'Catch' or 'Head'. Scouts must do the opposite. Those who do the wrong action are out; last scout in wins.

rules:
Leader throws ball saying 'Catch' or 'Head'; scouts must do the opposite. Wrong action means out. Last scout standing wins.

source_excerpt:
Put the scouts in a circle with you in the middle. Throw the ball to random scouts and say, "Catch" or "Head". Scouts have to do the opposite or else they're out and have to sit down.


name: Circle Juggling
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 67
materials_category: sport equipment
materials_list: Tennis balls
skills_developed: coordination, catching, throwing, concentration
difficulty_level: mediu
keywords: juggling, circle, numbers, multiple balls, top fifty
tags: ["indoor", "circle game", "top fifty"]
language: en
normalized_name: circle juggling
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts in a circle pass tennis balls by number pattern. Multiple balls are gradually added while the pattern continues. Anyone who keeps dropping balls is out.

rules:
Scouts form a circle, numbered alternating backwards and forwards across the circle. Ball passed from 1 to 2 to 3 etc. Last number throws back to 1. While ball circulates, another ball is given to 1. With practice, several balls can be going at once.

source_excerpt:
Give a ball to "One" who throws it to "Two" and so on. The last numbered scout throws it to "One" and off you go again. Whilst the ball is doing the rounds, give another ball to number "One" to throw.


name: Circle Juggling
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 67
materials_list: Tennis balls
skills_developed: coordination, concentration, catching
difficulty_level: mediu
keywords: juggling, circle, throwing
tags: ["indoor", "top-fifty", "circle-game"]
language: en
normalized_name: circle juggling
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts stand in a circle numbered alternately across the circle. A ball is thrown in sequence by number. Additional balls are gradually introduced. Anyone who keeps dropping is out. Listed as a Top Fifty game.

rules:
Scouts numbered across the circle; ball passed in numerical order. Additional balls added while first is in play. Scout dropping repeatedly is out.

source_excerpt:
Put the scouts into a circle. Number them one, two, three, four etc. Alternate the numbering backwards and forwards across the circle. Give a ball to "One" who throws it to "Two" and so on.


name: Circle Jump
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 67
materials_list: Rope with weight (rolled up sock) attached
skills_developed: jumping, timing, agility
difficulty_level: usor
keywords: rope, jump, spin, circle
tags: ["indoor", "active"]
language: en
normalized_name: circle jump
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts jump a spinning rope being swung by the 'It' in the centre. Any scout hit by the rope becomes It.

rules:
Scouts form a circle with plenty of room. 'It' stands in the middle spinning a rope with a weighted end just off the ground. On 'Go!' scouts move within reach of the rope and jump over it as it comes round. Each time a scout is hit, that scout becomes It.

source_excerpt:
'It' stands in the middle with the rope stretched out and the scouts beyond and starts to spin it so that the end is just off the ground. At "Go!" scouts move into the circle so that they are within the reach of the rope and jump as the rope comes round.


name: Circle Jump
rules: It spins rope at ground level; scouts jump it as it passes. Being hit by rope means becoming It.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 67
materials_list: Rope with weight (rolled up sock) attached
skills_developed: agility, jumping, timing
difficulty_level: usor
keywords: circle, jump, rope
tags: ["indoor", "active"]
language: en
normalized_name: circle jump
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts stand in a circle with 'It' in the middle spinning a rope with a weight on the end just off the ground. Scouts move in and must jump over the rope as it comes round. Each time a scout is hit by the rope they become It.

source_excerpt:
"It" stands in the middle with the rope stretched out and the scouts beyond and starts to spin it so that the end is just off the ground. At "Go!" scouts move into the circle so that they are within the reach of the rope and jump as the rope comes round.


name: Circle Pull
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 67-68
materials_list: Chalk
skills_developed: strength, balance, strategy
difficulty_level: usor
keywords: circle, pull, inner circle, elimination
tags: ["indoor", "circle game", "physical"]
language: en
normalized_name: circle pull
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts in a circle holding hands pull neighbours into a smaller inner circle. Any scout who steps into the inner circle is out. Last scout standing wins.

rules:
Scouts form circle holding hands. A smaller circle is drawn inside. On 'Go!' scouts pull neighbours into the smaller circle. Any scout who steps inside is out and leaves. Play continues until one scout is left as the winner. Redraw smaller circle as numbers decrease if needed.

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


name: Circle Pull
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 67-68
materials_list: Chalk
skills_developed: strength, balance, strategy
difficulty_level: usor
keywords: circle, pull, elimination
tags: ["indoor", "circle-game"]
language: en
normalized_name: circle pull
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts form a circle holding hands with a smaller inner circle drawn on the ground. Scouts pull neighbours trying to make them step into the inner circle. Anyone stepping in is out. Last scout left wins.

rules:
Scouts hold hands in circle; pull neighbours into the smaller inner circle. Anyone stepping into the small circle is out. Play continues until one scout remains.

source_excerpt:
Scouts form a circle and hold hands. A smaller circle is drawn on the ground inside the scout circle. On "Go!" scouts have to pull their neighbours into the smaller circle.


name: Circle Race
variations: Occasionally shout 'Reverse!' - everyone stops, turns around, and runs in the other direction.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 68
skills_developed: speed, endurance, strategy
difficulty_level: usor
keywords: circle, race, overtake, running
tags: ["indoor", "running", "elimination"]
language: en
normalized_name: circle race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
All scouts run around the circle to the right and try to overtake the scout in front. When overtaken, the passed scout is out. Last scout in the circle wins.

rules:
Scouts form a large circle. On 'Go!' all run to the right and try to overtake the scout in front. When overtaking, pat the overtaken scout on the shoulder. Patted scout is out and leaves. Last scout in circle wins (may take top three before all collapse).

source_excerpt:
At "Go!" all the scouts run round in a circle to the right and attempt to overtake the scout on the outside in front of them. Every time that this is successful the overtaking scout pats the overtaken scout on the shoulder.


name: Circle Race
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 68
skills_developed: running, agility
difficulty_level: usor
keywords: circle, race, running
tags: ["indoor", "active"]
language: en
normalized_name: circle race
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts form a large circle and all run to the right, trying to overtake the scout ahead of them. Overtaking scout pats the overtaken scout who is then out. Last scout in the circle wins.

rules:
All scouts run clockwise; overtaking scout pats the overtaken who then leaves. Circle gets faster then slower as scouts reduce. Last scout wins.

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

source_excerpt:
Scouts form a large circle. At "Go!" all the scouts run round in a circle to the right and attempt to overtake the scout on the outside in front of them. Every time that this is successful the overtaking scout pats the overtaken scout on the shoulder.


name: Circle Skittles
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 68
materials_list: 12 plastic bottles
skills_developed: strength, balance, strategy
difficulty_level: mediu
keywords: skittles, bottles, circle, push, pull
tags: ["indoor", "circle game", "physical", "elimination"]
language: en
normalized_name: circle skittles
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts in a circle grip the left wrist of the scout to their right and push/pull to force others onto plastic bottles in the middle. Any scout who knocks a bottle over or breaks grip is out.

rules:
Arrange 12 plastic bottles in a triangle in the middle. Scouts form a circle, each gripping the left wrist of the scout to their right with their right hand. Scouts push and pull to force others onto the bottles. Knocking a bottle over or breaking grip = out. When all bottles knocked over, reset and continue until one scout left as winner.

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


name: Circle Skittles
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 68
materials_list: 12 plastic bottles
skills_developed: balance, strength, strategy
difficulty_level: usor
keywords: circle, skittles, bottles
tags: ["indoor", "circle-game"]
language: en
normalized_name: circle skittles
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Twelve plastic bottles arranged in a triangle in the hall centre. Scouts in a circle each grip the left wrist of the scout to their right. Scouts push and pull others onto the bottles; knocking a bottle or breaking grip means out. Last scout in wins.

rules:
Scouts grip wrists in circle; push/pull others onto bottles. Knocking a bottle or breaking grip = out. Reset bottles and continue until one scout remains.

source_excerpt:
Arrange twelve plastic bottles in a triangle on the floor in the middle of the hall. Put the scouts in a circle around the bottles. Rather than hold hands get each scout, with his right hand, to grip the left wrist of the scout to his right.


name: Circle Tag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 68
skills_developed: agility, speed
difficulty_level: usor
keywords: tag, circle, escape
tags: ["indoor", "chase"]
language: en
normalized_name: circle tag
extraction_confidence: low
source_id: 4a765782_1000_fantastic_scout_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:
An 'It' chases an escaping scout around a circle of scouts. The escaping scout is safe once they join the circle.

rules:
Scouts form a circle with 'It' and an escaping scout. As soon as the escaping scout joins the circle they are safe.

source_excerpt:
Put the scouts into a circle and have an "It" and an escaping scout. As soon as the escaping scout can get to be part of the circle the


name: Circle Tag
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 68-69
skills_developed: agility, strategy, awareness
difficulty_level: usor
keywords: tag, circle, chase
tags: ["indoor", "circle-game"]
language: en
normalized_name: circle tag
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
One scout is 'It' and another is the escaping scout. When the escaping scout joins the circle, the scout to their left becomes the new escaping scout who must go in and out of the circle before trying to rejoin. When tagged, the escaping scout becomes It.

rules:
It chases escaping scout; escaping scout joins circle to pass role to left neighbour. New escaping scout must enter/exit circle before rejoining. Tagged escaping scout becomes It.

source_excerpt:
Put the scouts into a circle and have an "It" and an escaping scout. As soon as the escaping scout can get to be part of the circle the scout immediately to his left becomes the escaping scout.


name: Circle Tag
category: sports-active
content_type: joc
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 497
skills_developed: running, teamwork, spatial awareness
difficulty_level: usor
keywords: tag, circle, running, hands
tags: ["active", "circle", "outdoor", "no-equipment"]
language: en
normalized_name: circle tag
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part31
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A large-space tag game played in a circle where all players hold hands except two who are 'it'. The 'it' pair runs around the circle, tags a pair of hands, and both pairs race in opposite directions to claim the open spot.

rules:
Arrange girls in a circle holding hands, except for two who are 'it'. The 'it' pair runs around the circle and tags a pair of joined hands. The tagged pair exits and runs in the opposite direction, racing to return to their spot before the 'it' pair. The losing pair becomes 'it'. All must keep holding hands.

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


name: Circle Tag
category: icebreakers
content_type: joc
source_file: dragon.sleepdeprived.ca
source_files: ["dragon.sleepdeprived.ca"]
page_reference: page 497
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: circle, tag, running, icebreaker
tags: ["circle-game", "outdoor", "guiding"]
language: en
normalized_name: circle tag
extraction_confidence: high
source_id: 87850302_dragon_sleepdeprived
source_ids: ["87850302_dragon_sleepdeprived"]
chunk_key: 87850302_dragon_sleepdeprived.part32
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A large-group circle game where everyone holds hands in a circle except two players who are 'it'. They run around the circle and tag a pair of joined hands; the tagged pair must run in the opposite direction to reclaim their spot before the first pair does.

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

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


name: Clap....p!
variations: If left with some really good clappers introduce two or three claps.
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 69
skills_developed: concentration, reaction
difficulty_level: usor
keywords: clap, reaction, elimination
tags: ["indoor", "no-equipment"]
language: en
normalized_name: clap....p!
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts must clap only when the leader claps. Last to clap each time is out. Scouts who clap before the leader are also out. Leader can fake claps to catch scouts out.

rules:
Scouts clap only after the leader; last to clap is out. Clapping before the leader = out. Leader may start a clap and not finish it.

source_excerpt:
Hold your hands out in front of you and tell scouts that they have to clap when you do. Last one to clap each time is out until you have a winner. Scouts can't start to clap until you have clapped.


name: Clap & Catch
variations: Introduce 'kneel on one knee' as an interim action.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 69
materials_list: Large sponge ball
skills_developed: coordination, concentration, catching
difficulty_level: usor
keywords: clap, catch, ball
tags: ["indoor", "circle-game"]
language: en
normalized_name: clap & catch
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts stand in a large circle while the leader in the middle throws a ball to each scout who must clap before catching it. Missing or failing to clap results in progressive penalties (one leg, kneeling, out). Last scout in wins.

rules:
Scout must clap before catching thrown ball. Drop or failure to clap: stand on one leg. Repeat failure: kneel. Another failure: out.

source_excerpt:
Scouts stand in a large circle and you're in the middle. Throw the ball to one of the scouts who must clap before catching it. If he drops the ball or fails to clap then he has to stand on one leg.


name: Clap
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 69
skills_developed: reaction, concentration
difficulty_level: usor
keywords: clap, reaction, follow
tags: ["indoor", "no-equipment"]
language: en
normalized_name: clap
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts must clap above their heads when the leader does. Last to follow is out; clapping when leader doesn't = out. Leader can stop clap just before finishing to catch scouts. Last out wins.

rules:
Clap above head only when leader does; last to clap is out. Clapping when leader doesn't = out. Leader can fake the motion.

source_excerpt:
Scouts are told that when you clap your hands above your head they have to follow and the last to do so will be out. Scouts will also be out if they clap when you don't.


name: Clap Challenge
rules: Teams form circles; send clap round circle one scout at a time. Fastest team wins.
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 69-70
skills_developed: teamwork, speed
difficulty_level: usor
keywords: clap, team, speed
tags: ["indoor", "teams"]
language: en
normalized_name: clap challenge
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts in teams form circles. On 'Go!' each team sends a clap around their circle. The team that completes it fastest wins.

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


name: Clappers - Clappy
rules: One scout starts clapping; each passes it to the right. Try to go as fast as possible.
variations: Try sending more than one clap round. Scouts have to shout 'Clappy!' as they make their clap.
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 70
skills_developed: reaction, coordination
difficulty_level: usor
keywords: clap, circle, speed
tags: ["indoor", "circle-game"]
language: en
normalized_name: clappers - clappy
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts sit in a circle. One starts clapping and the clap is passed to the right continuously round the circle, faster and faster. Can also be played as a timed team challenge.

source_excerpt:
Put the scouts in a circle. One starts by clapping, followed by the scout to their right all the way round, and round, and round. Try to get the scouts to clap as quickly as they can.


name: Clappers – Table
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 70
materials_list: Tables and chairs
skills_developed: concentration, reaction
difficulty_level: mediu
keywords: clap, table, reaction
tags: ["indoor", "camp", "evening-game"]
language: en
normalized_name: clappers – table
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts sit round a table with arms overlapping neighbours' wrists. A hand starts by slapping the table and play continues clockwise by each hand in turn. Double slap reverses direction. Hesitation or wrong slap = hand out. Out hands stay in place. Last hand in wins.

rules:
Arms overlapping at table; slap travels clockwise hand by hand. Double slap reverses. Hesitation or wrong order = hand out but stays in place. Last hand wins.

source_excerpt:
One scout starts by keeping his wrist resting on the table, raising one of his hands and slapping the table. Play continues clockwise, with the next hand (not necessarily the next scout) slapping the table. When a hand slaps twice, the direction is reversed.


name: Clapping Hot and Cold
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 70-71
skills_developed: observation, communication, guessing
difficulty_level: usor
keywords: hot and cold, clapping, mime, guessing
tags: ["indoor", "guessing-game"]
language: en
normalized_name: clapping hot and cold
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
One scout leaves the room while the others are assigned an action (e.g. frying an egg). The scout returns and tries to guess the action by performing it. Remaining scouts clap slower or faster to guide how close the guess is. Scout must guess within one minute.

rules:
Scout outside; group given action. Scout returns and performs actions; others clap speed as feedback. One minute to guess correct action.

source_excerpt:
One scout goes out of the room and you give the remaining scouts an action, e.g. writing a letter, reading a book, frying an egg, buttering some toast, driving a car.


name: Clock Balloon
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 71
materials_list: 1 x 2 metre stick per team, 1 balloon per team
skills_developed: coordination, teamwork, timing
difficulty_level: mediu
keywords: balloon, clock, team
tags: ["indoor", "top-fifty", "teams"]
language: en
normalized_name: clock balloon
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Teams of five with two scouts holding a stick at shoulder height. Scouts take turns patting a balloon over the stick and rotating positions in a clockwise fashion. Each successful pat over the stick scores a point. First team to a set score or most points in time wins. Listed as a Top Fifty game.

rules:
Scouts numbered 1-5 in clockwise order; No. 1 pats balloon over stick, takes No. 2's place; others rotate. Lowering stick or dropping = point deducted. Points for successful pats.

source_excerpt:
One holds the balloon and on "Go!" has to pat it over the stick. Once he has successfully done so he takes Two's place. Two waits until Three has successfully patted it back over before taking his place.


name: Clothes Peg Clip
variations: Use coloured pegs and play in teams.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 71-72
materials_list: 6 clothes pegs per scout, pen and paper
skills_developed: strategy, agility
difficulty_level: usor
keywords: clothes peg, clip, chase
tags: ["indoor"]
language: en
normalized_name: clothes peg clip
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Each scout gets six clothes pegs. On 'Go!' scouts clip their pegs onto other scouts' shirt hems while avoiding having their own clipped. Once all pegs are placed, scouts are scored by the number of pegs on their shirt. Lowest score wins.

rules:
Clip pegs onto others' shirts; avoid having own clipped. Peg is lost if falls or pulled off (counts against clipper). Scout with lowest peg count wins.

source_excerpt:
Give each scout six clothes pegs. Make sure that scouts all have their shirts hanging out at the back as this game is the one when they probably won't have. On "Go!" scouts have to successfully clip their clothes pegs onto the shirt hem of the other scouts whilst avoiding having their own shirts clipped.


name: Clothes Peg Relay
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 72
materials_list: 50 clothes pegs, length of string, chalk
skills_developed: agility, teamwork
difficulty_level: usor
keywords: clothes peg, relay, teeth
tags: ["indoor", "relay"]
language: en
normalized_name: clothes peg relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Clothes pegs are clipped along a string stretched across the hall. Teams line up and in relay fashion each scout runs to unclip a peg with their teeth, then returns to tag the next. Team with most pegs when all are removed wins.

rules:
Lead scout runs to string, unclips one peg with teeth, returns and tags next. Repeat until all pegs gone. Team with most pegs wins.

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


name: Clothes Peg Relay
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 68
materials_category: household
materials_list: 1 clothes peg per team, 1 bottle per team
skills_developed: accuracy, speed
difficulty_level: usor
keywords: clothes peg, bottle, relay
tags: ["indoor", "relay", "accuracy"]
language: en
normalized_name: clothes peg relay
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part04
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Relay race where each team member runs to a bottle and tries to drop a wooden clothes pin into it. One attempt per player. Run back to tag next player. Team with most pins in bottle wins.

rules:
Run to bottle. One attempt to drop clothes pin in. Run back to tag next player. Most pins in bottle wins.

source_excerpt:
Each team member must run from the starting line to a team bottle placed a distance away, attempt to drop a wooden clothes pin into the bottle (Each boy has only one attempt to get the clothes pin in the bottle) and run back to tag the next team member.


name: Clothes Peg Relay
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 68
materials_category: equipment
materials_list: clothes peg per team, bottle per team
skills_developed: precision, coordination
difficulty_level: usor
keywords: clothes peg, relay, aim
tags: ["indoor", "physical"]
language: en
normalized_name: clothes peg relay
extraction_confidence: high
source_id: 62152ad8_nmc_top100_scout_games
source_ids: ["62152ad8_nmc_top100_scout_games"]
chunk_key: 62152ad8_nmc_top100_scout_games.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Each team member runs to their bottle, drops a clothes peg into it with one attempt, then tags the next player. Team with the most pegs in their bottle at the end wins.

rules:
Each team member must run from the starting line to a team bottle placed a distance away, attempt to drop a wooden clothes pin into the bottle (Each boy has only one attempt) and run back to tag the next team member.

source_excerpt:
Each team member must run from the starting line to a team bottle placed a distance away, attempt to drop a wooden clothes pin into the bottle (Each boy has only one attempt to get the clothes pin in the bottle) and run back to tag the next team member.


name: Clothes Peg Unclip
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 72-73
materials_list: 6 clothes pegs per scout, pen and paper
skills_developed: agility, strategy
difficulty_level: usor
keywords: clothes peg, unclip, strategy
tags: ["indoor", "top-fifty"]
language: en
normalized_name: clothes peg unclip
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Each scout has six pegs clipped to the back of their shirt. On 'Go!' scouts try to unclip as many pegs as possible from others while keeping their own intact. Score one point per unclipped peg plus two points per peg remaining on own shirt. Highest score wins. Listed as a Top Fifty game.

rules:
Unclip pegs from other scouts; protect own. Score 1 per peg unclipped, 2 per peg still on own shirt. To avoid gaming, scouts initial their pegs before play.

source_excerpt:
Give each scout six clothes pegs and clip them on the back of their untucked-in shirts. On "Go!" scouts have to unclip as many pegs as they can from other scouts' shirts whilst leaving their own intact.


name: Clove Hitch - Human
rules: Scouts hold hands in a line and must tie a clove hitch around a tree without releasing hands.
category: jocuri-cercetasesti
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 73
skills_developed: knots, teamwork, problem-solving
difficulty_level: mediu
keywords: clove hitch, knot, human
tags: ["outdoor", "knots"]
language: en
normalized_name: clove hitch - human
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts stand in a long line holding hands and attempt to tie themselves into a clove hitch around a tree without letting go. Requires enough scouts and natural leadership.

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


name: Clove Hitch - Quarantined
category: jocuri-cercetasesti
content_type: activitate
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 73
materials_list: 1 long length of rope per pair, 1 tree per pair
skills_developed: knots, problem-solving
difficulty_level: mediu
keywords: clove hitch, knot, rope, tree
tags: ["outdoor", "knots"]
language: en
normalized_name: clove hitch - quarantined
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts in pairs each given a length of rope must tie a clove hitch round a tree without getting closer than one pace to the tree. First pair to succeed wins.

rules:
Pairs must tie clove hitch round a tree while staying at least one pace away. First pair to succeed wins.

source_excerpt:
Put the scouts into pairs and give each pair a length of rope. Tell them that each pair must tie a clove hitch round a tree without getting any nearer than one pace to the tree.


name: Clucky Wucky Ducky
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 73
skills_developed: self-control, fun
difficulty_level: usor
keywords: duck, quack, no-smile
tags: ["indoor", "no-equipment", "icebreaker"]
language: en
normalized_name: clucky wucky ducky
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
One scout is 'It' and goes behind other scouts saying 'Ducky', 'Clucky Ducky', or 'Clucky Wucky Ducky'. The addressed scout must respond with one, two, or three quacks without smiling. Smiling = becomes It.

rules:
'It' says phrase; scout responds with correct number of quacks without smiling. Smiling = scout becomes It. No smile means It moves on.

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


name: Cock Fight
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 73-74
materials_list: One stick per scout
skills_developed: balance, strength
difficulty_level: usor
keywords: stick, balance, bump
tags: ["indoor", "active"]
language: en
normalized_name: cock fight
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts crouch with elbows under knees and a stick threaded over elbows and under knees. From this position scouts bump others to knock them off balance. No grabbing allowed. Last one standing wins.

rules:
Crouch with stick over elbows and under knees; bump others off balance. No grabbing. Last scout in crouched position wins.

source_excerpt:
Scouts crouch down with their elbows bent below their knees on the outside. Feed a stick (half a broom stick works well) over the elbows and under the knees. From this position scouts have to bump the other scouts off balance.


name: Cockles, Cockerels and Cockroaches
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 74
materials_list: 6 marker cones
skills_developed: agility, reaction, running
difficulty_level: usor
keywords: cockles, cockerels, tag, chase
tags: ["indoor", "outdoor", "teams"]
language: en
normalized_name: cockles, cockerels and cockroaches
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Two teams face each other near a centre line. Leader calls a team name - that team must run to their baseline before being tagged by the other. Tagged scouts switch teams. 'Cockroaches' call means any movement is penalised. Game ends when one team has no one left.

rules:
Called team runs to baseline; other team chases and tags. Tagged scout moves to other team. If 'Cockroaches' called, any movement = change team. Anyone who changes sides twice is out.

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


name: Coin Target
variations: Scouts have to flick their coin off the back of their thumbnail. Play in teams.
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 74
materials_list: 1 x 1p or 2p coin per scout, chalk, washing-up bowl, cup, marker pens, pen and paper
skills_developed: aim, coordination
difficulty_level: usor
keywords: coin, target, throwing
tags: ["indoor"]
language: en
normalized_name: coin target
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts stand around a large chalk circle, each holding an initialled coin. In the middle is a washing-up bowl with a cup inside. Scouts throw their coin aiming for the cup (2pts) or bowl (1pt). Multiple rounds; highest scorer wins.

rules:
Throw coin: in cup = 2 pts, in bowl = 1 pt, elsewhere = 0. Several rounds; highest total score wins.

source_excerpt:
Scouts now have to throw their coin, aiming for the cup. Coins in the cup score 2, in the bowl score 1 and 0 for everyone else.


name: Collapsing Crabs
variations: Play in teams so that scouts can work together.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 74-75
skills_developed: balance, strength, coordination
difficulty_level: usor
keywords: crab, balance, push
tags: ["indoor", "active", "no-equipment"]
language: en
normalized_name: collapsing crabs
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts get into the crab position (hands and feet, bottom underneath). On 'Go!' scouts push each other trying to make others touch their bottom to the floor. Last scout with bottom off the floor wins.

rules:
All in crab position; push others to make them touch bottom to floor. Out when bottom touches floor. Last one in position wins.

source_excerpt:
Scouts all get into the crab position. This is on hands and feet with bottom underneath. On "Go!" scouts push each other to try to get others to put their bottoms on the floor.


name: Collapsing Ladder
variations: Any scout stepping on a peg has to go back to the start of his go.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 75
materials_list: 12 tent pegs per team, chalk
skills_developed: agility, balance, teamwork
difficulty_level: usor
keywords: ladder, hop, relay, tent pegs
tags: ["indoor", "relay"]
language: en
normalized_name: collapsing ladder
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Tent pegs are laid out like a ladder in front of each team. Lead scout hops over all pegs, picks up the last, and hops back. Next scout repeats. Teams continue passing pegs back until all are collected. First team done wins.

rules:
Hop over all tent pegs; pick up last peg; hop back with it to next scout. Stepping on a peg = go back to start of your turn. First team to collect all pegs wins.

source_excerpt:
On "Go!" the lead scouts have to hop over the tent pegs in turn. Once they've hoped over the last peg they pick it up and hop back to their second scout who repeats the exercise.


name: Compass Freeze
category: orientare
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 75
materials_list: 1 compass
skills_developed: navigation, compass reading, concentration
difficulty_level: mediu
keywords: compass, directions, freeze
tags: ["indoor", "navigation"]
language: en
normalized_name: compass freeze
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts spread around the hall; walls labelled with cardinal points. Leader calls compass directions including intercardinal and finer divisions. After each direction, 'Freeze!' is called. Scout furthest from correct direction is out. Last scout wins.

rules:
Face correct compass direction on call; freeze on command. Scout furthest from correct direction is out. Use all 16 compass divisions.

source_excerpt:
Name the four hall walls with the cardinal points - north, south, east and west. Get all the scouts to face north. Then call out compass points, not just cardinals but also the four intercardinal directions, plus eight further divisions such as north north west.


name: Compass Putting
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 76
materials_list: 1 tin can, 4 tent pegs, 1 mallet, 4 putters, 4 golf balls, pen and paper
skills_developed: aim, concentration
difficulty_level: usor
keywords: putting, compass, golf, teams
tags: ["outdoor", "top-fifty", "teams"]
language: en
normalized_name: compass putting
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Four teams (north/south/east/west) take turns putting a golf ball into a sunken tin can from their respective compass positions. Two points for sinking; one point for closest ball in each round. Team with highest score after all have putted wins. Listed as Top Fifty.

rules:
Each scout putts from their team's compass peg position. Sunk ball = 2 pts; nearest not-sunk = 1 pt. Play until all have putted; highest team score wins.

source_excerpt:
Sink the tin can into the ground and with the tent pegs mark north, south, east and west about three metres out from the tin can. Put the scouts into four teams, name them north, south, east and west and give one scout from each team a putter, a ball and one of the compass positions.


name: Conker Relay
variations: Use ping pong balls, lemons, limes, potatoes, hard boiled eggs. Instead of a stick use a broom.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 76-77
materials_list: 1 stick per team, 1 marker cone per team, 3 conkers per team, chalk
skills_developed: coordination, teamwork
difficulty_level: usor
keywords: conker, relay, stick, push
tags: ["indoor", "relay"]
language: en
normalized_name: conker relay
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Scouts in teams use a stick to push three conkers up and around a marker cone and back over the start line. Each team member does the same in relay fashion. First team to finish wins.

rules:
Push conkers with stick round cone and back; tag next team member. First team where all members complete wins.

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


name: Connect the Dots
category: altele
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 77
materials_list: Paper and pen
skills_developed: strategy, planning
difficulty_level: usor
keywords: dots, paper, strategy, table game
tags: ["indoor", "camp", "evening-game"]
language: en
normalized_name: connect the dots
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts pass a grid of dots (10x10) and pen around a table, each drawing one connecting line. When a scout completes the fourth side of a box, they initial it and draw again. Scout with most boxes at end wins.

rules:
One line per turn; complete a box = initial it and take another turn. Most boxes wins. Variation: fewest boxes wins.

variations:
Have more dots for longer game, fewer for shorter. Alternatively, winner is the scout with the fewest boxes completed.

source_excerpt:
Make a square grid of dots. Ten dots by ten dots is a good start. Scouts sit round a table and pass the grid and pen round, each time drawing one line, joining two dots.


name: Connect the Dots
category: escape-room-puzzle
content_type: joc
source_file: Resource Pack_ Learning By Playing (Catalunya)-20181011T113930Z-001.zip
source_files: ["Resource Pack_ Learning By Playing (Catalunya)-20181011T113930Z-001.zip"]
page_reference: page 322
materials_category: stationery
materials_list: Sheets of paper with the dot pattern, one per participant
skills_developed: creativity, problem solving, lateral thinking, open-mindedness
difficulty_level: mediu
keywords: dots, puzzle, brainteaser, creativity
tags: ["opener", "energizer", "puzzle"]
language: en
normalized_name: connect the dots
extraction_confidence: high
source_id: c3162825_resource_pack__learning_by_playing_catalunya_20181011t113930
source_ids: ["c3162825_resource_pack__learning_by_playing_catalunya_20181011t113930"]
chunk_key: c3162825_resource_pack__learning_by_playing_catalunya_20181011t113930.part20
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A brainteaser opener using a 9-dot pattern. Participants must draw a single straight line through all dots. The solution involves folding the paper so dots align, then drawing the line — demonstrating the importance of an open mind and creative problem solving.

rules:
Give each participant a sheet of paper with nine evenly spaced dots. Participants must draw a line through all nine dots using only one straight line. The solution is to fold the paper over onto itself toward the center (so one-half of each dot from the left aligns with one-half from the right), then draw a line down through the aligned dots.

source_excerpt:
Draw a dot pattern (shown below) on a sheet of paper (make dots at least ¼ inch diameter). Then tell participants that if they are creative, they can draw a line through all the dots with only one line.


name: Connect the Dots
category: team-building
subcategory: brainteaser / creative thinking
content_type: joc
source_file: Resource Pack_ Learning By Playing (Catalunya)-20181011T113930Z-001.zip
source_files: ["Resource Pack_ Learning By Playing (Catalunya)-20181011T113930Z-001.zip"]
page_reference: page 322
materials_category: paper
materials_list: Sheets of paper with dot pattern (one per participant)
skills_developed: creative thinking, open-mindedness, problem solving
difficulty_level: mediu
keywords: dots, brainteaser, creative, problem solving
tags: ["opener", "energizer"]
language: en
normalized_name: connect the dots
extraction_confidence: high
source_id: c3162825_resource_pack__learning_by_playing_catalunya_20181011t113930
source_ids: ["c3162825_resource_pack__learning_by_playing_catalunya_20181011t113930"]
chunk_key: c3162825_resource_pack__learning_by_playing_catalunya_20181011t113930.part21
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
A brainteaser activity where participants are given a sheet of paper with nine evenly-spaced dots and challenged to draw a single straight line through all the dots. The solution involves folding the paper so dots align and drawing a line through them, demonstrating the importance of creative, open-minded problem solving.

rules:
Give each participant a sheet of paper with nine evenly spaced dots. Tell them to draw a straight line through all the dots using only one line. The solution: fold the paper over onto itself toward the center so one-half of each dot from the left connects with one-half from the right, then draw a line down through the aligned dots.

source_excerpt:
Draw a dot pattern (shown below) on a sheet of paper (make dots at least ¼ inch diameter). Then tell participants that if they are creative, they can draw a line through all the dots with only one line.


name: Cops and Robbers
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 77
materials_list: 1 bean bag
skills_developed: observation, agility, mirroring
difficulty_level: mediu
keywords: cops, robbers, mirror, tag
tags: ["indoor", "teams"]
language: en
normalized_name: cops and robbers
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Two numbered teams face each other. A number is called; the robber moves freely while the cop must copy all robber's movements. When robber grabs the bean bag, cop must tag robber before robber returns to team (after copying all prior movements). Points scored for successful tags or escapes.

rules:
Cop mirrors robber's movements; once robber grabs bean bag, cop must replicate all prior moves before tagging. Successful tag = cop's team point; escape = robber's team point.

source_excerpt:
Call a number and the robber starts moving. The cop has to copy him in everything he does, be it a twirl, a hop, lifting a leg etc. When the robber grabs the bean bag the cop needs to tag him before the robber gets back to his team.


name: Copy Cat Cub
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 77-78
skills_developed: observation, deduction, acting
difficulty_level: usor
keywords: copy cat, leader, observation
tags: ["indoor", "guessing-game", "no-equipment"]
language: en
normalized_name: copy cat cub
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts scatter in the hall; one scout waits outside. A secret leader is chosen who starts actions everyone must copy. The outside scout returns and tries to identify the leader. Correct identification = pair swap roles.

rules:
Outside scout identifies who is leading actions. When correct scout is guessed, the pair swaps; new leader is chosen while old leader waits outside.

source_excerpt:
Whilst out you chose a scout to be leader. This leader is has to instigate an action which everyone else must copy. This could be patting his head with one hand or both hands, patting his backside with one or two hands, rubbing his tummy etc.


name: CopyCub
rules: Action passed clockwise round circle. Smiling, giggling or laughing = out. Last scout in wins.
category: icebreakers
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 78
skills_developed: self-control, fun
difficulty_level: usor
keywords: copy, circle, no-smile
tags: ["indoor", "circle-game", "no-equipment"]
language: en
normalized_name: copycub
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Scouts sit or stand in a circle. First scout performs an action on the scout to their right (e.g. pinches nose, pats head). This action is passed round the circle. Anyone who smiles, giggles or laughs is out. Last scout remaining wins.

source_excerpt:
Scouts stand or sit in a large circle. The scout who starts turns to the scout on his right and does something to them, e.g. pinches their nose or ear, holds their hand, pats them on the head etc. This action is then passed from scout to scout round the circle.


name: Cossack Conquest
variations: The winner stays and plays a three-way round thereinafter.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 78
skills_developed: balance, strength
difficulty_level: usor
keywords: cossack, hop, bump, balance
tags: ["indoor", "no-equipment", "active"]
language: en
normalized_name: cossack conquest
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Two teams numbered; a number is called and the two matching scouts approach each other hopping with arms folded. They bump to push the other over or make them put the other foot down. Loser is out and a new number is called. Alternatively winner stays for three-way rounds.

rules:
Hop with arms folded; bump opponent to make them topple or put other foot down. First to do so loses. New number called.

source_excerpt:
Call a number at random and the two so-numbered scouts must approach each other hopping and with their arms folded. They need to bump into each other to try to push the other over or get them to put the other foot down.


name: Cotton Reel Construction
category: team-building
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 78
materials_list: Loads of cotton reels
skills_developed: teamwork, dexterity, balance
difficulty_level: usor
keywords: cotton reel, construction, balance, tower
tags: ["indoor", "teams"]
language: en
normalized_name: cotton reel construction
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Teams given eight cotton reels each. Members must stand reels on end and balance one on top of the next to build a tower of eight. If tower collapses, restart. First team to stack all eight wins.

rules:
Stack cotton reels on end, one at a time. Collapse = start again. First team to stack all eight wins.

source_excerpt:
On "Go!" the first team members must put one cotton reel on its end on the floor. Then the second team members have to balance a second cotton reel on top of the second and so on.


name: Cotton Wool Collection
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 78-79
materials_list: Loads of cotton wool balls, 1 spoon per scout
skills_developed: dexterity, teamwork, coordination
difficulty_level: usor
keywords: cotton wool, spoon, collection
tags: ["indoor", "teams"]
language: en
normalized_name: cotton wool collection
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Four teams with a large pile of cotton wool balls in the centre. Teams transport balls using spoons to their team corner. Hands cannot be used once ball is on spoon; dropped balls must be picked up by spoon. Team with most balls in their corner wins.

rules:
Use spoon only to transport one ball at a time from centre pile to team corner. No hands once on spoon. Team with most balls wins.

source_excerpt:
Four teams, one great big pile of cotton wool balls in the middle of the hall. On "Go!" teams have to get the balls from the centre to their corner using just their spoons.


name: Count to Ten
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 79
materials_list: 1 sponge ball
skills_developed: passing, teamwork, strategy
difficulty_level: mediu
keywords: count, ball, passing, interception
tags: ["indoor", "teams"]
language: en
normalized_name: count to ten
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams spread around a playing area passing a ball among their own team, counting throws. If the other team intercepts, count resets. First team to count ten successive passes wins. Ball carrier given one metre space and cannot move.

rules:
Pass ball to teammates counting 1-10. Interception resets count to one. Ball carrier has 1m space and cannot move. No physical contact. First to ten wins.

source_excerpt:
Scouts have to throw the ball to members of their team counting "one," "two," etc with each throw. If another team member intercepts or catches it they do the same. Each time the other team gets the ball, counting starts again at one.


name: Cowboys and Indians
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 79
materials_list: 4 marker cones
skills_developed: running, agility, teamwork
difficulty_level: usor
keywords: cowboys, indians, chase, tag
tags: ["indoor", "outdoor", "teams"]
language: en
normalized_name: cowboys and indians
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Two teams advance toward each other by the leader's commands (forward/back). Leader announces one team to attack; that team chases the other back to their baseline, tagging scouts to switch sides. Team with more members after a set time or that converts all opponents wins.

rules:
Named team chases other to baseline; tagged scouts switch sides. Repeat. Winner is team with more members after time limit, or that absorbs all of other team.

source_excerpt:
Get the two teams within a few paces of each other by saying, [Name of team], forward three paces, or back two paces etc., etc. This helps build up the tension. Then announce, "[Name of team] - attack!"


name: Crab Balloonball
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 79-80
materials_list: 2 tables, 1 balloon
skills_developed: coordination, teamwork, balance
difficulty_level: mediu
keywords: crab, balloon, football, teams
tags: ["indoor", "teams", "active"]
language: en
normalized_name: crab balloonball
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Two teams in crab position (on backs, raised on hands and feet). Tables used as goals. Teams use feet to score goals with a balloon. Sitting to kick allowed; hands not allowed. First to set number of goals or most in time wins.

rules:
Stay in crab position; use feet to score. Sitting to kick is allowed. Hands = against rules. First to target goals or most in time wins.

source_excerpt:
Scouts have to form the crab position (on their backs, then raised off the ground on hands and feet). On "Go!" scouts have to use their feet, whilst remaining in the crab position, to score a goal.


name: Crab Crawl Tea-Break
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 80
materials_list: 1 tennis ball per team, 4 marker cones or chalk
skills_developed: balance, coordination, teamwork
difficulty_level: mediu
keywords: crab crawl, relay, balance
tags: ["indoor", "relay", "active"]
language: en
normalized_name: crab crawl tea-break
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Teams in relay; lead scout assumes crab position with a tennis ball balanced on chest/stomach. Crawls to far line, then picks up ball and runs back. Next scout repeats. First team to complete is winner.

rules:
Crab position with ball on chest; crawl to far line. Dropped balls must be replaced. First team done wins.

variations:
Try getting scouts to push up first and then someone puts the ball on them. Or use teacakes, which won't roll off so easily.

source_excerpt:
The lead scouts assume the crab position which is lie on the back and push up with arms and legs. Before pushing up they need to put the tennis ball on their chest or stomach.


name: Crab Football
variations: Use hands, but no picking-up or scooping.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 80
materials_list: 1 large sponge ball, 2 tables
skills_developed: coordination, teamwork, agility
difficulty_level: usor
keywords: crab, football, teams
tags: ["indoor", "teams", "active"]
language: en
normalized_name: crab football
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_games_john_hemming_clark
source_ids: ["4a765782_1000_fantastic_scout_games_john_hemming_clark"]
chunk_key: 4a765782_1000_fantastic_scout_games_john_hemming_clark.part05
created_at: 2026-05-29 18:59:40
updated_at: 2026-05-29 18:59:40
description:
Two teams play football in sitting/kneeling position using only feet. Tables on their sides are goals. Hands or standing = free goal to opponents. First to five or ten goals, or most after time, wins.

rules:
Sit on bottom or knees; use only feet. Tables as goals. Hands, standing, or crouching = free goal to other team.

source_excerpt:
Scouts have to play by sitting on their bottoms or knees and hands. Only feet can be used. Any hands, standing or crouching will result in a free goal to the opposing team.


name: Crab Football
category: sports-active
content_type: joc
source_file: nmc-top100-scout-games.pdf
source_files: ["nmc-top100-scout-games.pdf"]
page_reference: page 45
materials_category: sports
materials_list: 1 ball, 4 chairs
skills_developed: coordination, teamwork, physical fitness
difficulty_level: mediu
keywords: football, crab position, indoor
tags: ["scouts", "indoor", "active"]
language: en
normalized_name: crab football
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:
A version of football played indoors using chairs as goalposts. Rules are the same as normal football except all players must be in the crab position (on hands and feet with back facing the ground). An additional rule may prevent the goalkeeper from throwing the ball too far.

rules:
Play football while in crab position (hands and feet, back to the ground). Chairs serve as goalposts. Optional: ball must bounce at least once on goalkeeper's side before being thrown far.

source_excerpt:
This is a version of football which can be played indoors using chairs as goal posts. The rules are much the same as normal football with the exception that players must be in the crab position.


name: Crab Scuttle
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 80-81
materials_list: Chalk
skills_developed: coordination, teamwork, agility
difficulty_level: mediu
keywords: crab, scuttle, relay, chain
tags: ["indoor", "relay", "active"]
language: en
normalized_name: crab scuttle
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Teams in a line; lead scout grabs second scout's hand passed between legs. Pair runs to far end and back, then third scout joins. Chain builds until whole team linked and crosses far line. First team to complete wins.

rules:
Lead scout passes left hand between legs; next scout grabs it with right hand. Pairs scuttle to line, return, add next scout. Broken hand links must be fixed before continuing.

source_excerpt:
On "Go!" the lead scout puts his left hand between his legs and the second scout grabs it with his right hand. The pairs then run up to and over the line at the end of the room.


name: Crack the Cream Crackers
category: jocuri-cercetasesti
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 81-82
materials_list: Broom stick or stave, 4 x 2m lengths of string, 24 cream crackers
skills_developed: agility, teamwork
difficulty_level: usor
keywords: cracker, relay, mouth, messy
tags: ["indoor", "relay", "top-fifty", "messy"]
language: en
normalized_name: crack the cream crackers
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Cream crackers strung on four lengths of string hung from a broomstick. Teams in relay: each scout removes a cracker from their string using mouth only with hands behind back. First team to clear all crackers wins. Listed as a Top Fifty and 'messiest game'.

rules:
In relay; use mouth only to remove one cracker from string. Hands behind back. First team to fully clear their string wins.

variations:
Scouts must remove crackers in a certain order. Bring cheese to break over floor at end — scouts eat the scattered mess.

source_excerpt:
the lead scouts come forward and, using their mouths only (with hands behind their backs), remove one cracker from their string. (They don't have to eat it!)


name: Crack the Cream Crackers
category: jocuri-cercetasesti
subcategory: relay
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: page 81
materials_category: food
materials_list: Broom stick or stave, 4 x 2m lengths of string, 24 cream crackers
skills_developed: coordination, teamwork
difficulty_level: mediu
keywords: relay, crackers, mouths, teams
tags: ["messy", "top-fifty", "indoor"]
language: en
normalized_name: crack the cream crackers
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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 relay game where scouts use only their mouths to remove cream crackers threaded on strings hanging from a broomstick, without using their hands.

rules:
Make holes in crackers and tie them to strings attached to a broomstick, 15cm apart. Scouts line up in four teams. Lead scouts come forward and, with hands behind their backs, remove one cracker using only their mouth. Once the cracker is fully removed, they run back and tag the next scout. The team that completely clears their string first wins.

variations:
Scouts have to destroy crackers in a certain order - going up or down the string. Bring some cheese and break it up over the floor at the end.

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


name: Crash, Bang, Wallop
variations: With fewer scouts, three teams round a triangle; each scout can turn in either direction.
category: sports-active
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 81-82
materials_list: 4 empty baked bean cans, 4 wooden spoons
skills_developed: running, teamwork, agility
difficulty_level: usor
keywords: crash, bang, relay, noisy
tags: ["indoor", "outdoor", "relay", "noisy"]
language: en
normalized_name: crash, bang, wallop
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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:
Four teams line up at four sides of a square with baked bean cans in the corners. Two teams go clockwise, two anticlockwise. Lead scouts run the square banging each can with a wooden spoon, then pass it on. First team to have all members complete the square wins.

rules:
Run clockwise/anticlockwise; bang each can audibly with wooden spoon. Pass spoon to next; first team where all complete wins. Inaudible hit = redo that can.

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


name: Crash, Bang, Wallop
category: jocuri-cercetasesti
subcategory: relay
content_type: joc
source_file: 1000 Fantastic Scout Games! - John Hemming-Clark.pdf
source_files: ["1000 Fantastic Scout Games! - John Hemming-Clark.pdf"]
page_reference: pages 81-82
materials_category: equipment
materials_list: 4 empty baked bean cans, 4 wooden spoons
skills_developed: coordination, speed
difficulty_level: usor
keywords: relay, cans, spoons, noisy
tags: ["indoor", "outdoor"]
language: en
normalized_name: crash, bang, wallop
extraction_confidence: high
source_id: 4a765782_1000_fantastic_scout_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 noisy relay game where scouts run around a square of cans, banging each can with a wooden spoon as they pass.

rules:
Put cans in the four corners of a square at least 2 metres apart. Four teams line up in a '+' formation between the cans. Lead scouts get a wooden spoon and run round the square (two teams clockwise, two anti-clockwise) banging the cans. They return and pass the spoon to the next scout. First team to finish wins. You must hear the can being hit or the scout is sent back.

variations:
With fewer scouts, play with three teams round a triangle, each scout allowed to turn in either direction.

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


