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122 lines
5.9 KiB
Plaintext
122 lines
5.9 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/Activities and Games Scouts NZ/Scouts Thinking Games.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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SCOUTS – Thinking Games
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Thinking Games
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Introduction
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These game sheets have been developed to support the National Programmes. The games are from the “Fun
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and Games” book written by Jack Dowling and first printed by The Scout Association of New Zealand in 1972
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and “Fun and Games 2” for all sections, edited by Diana Balham in 1987. More recent games have been added
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as well.
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There are many more games listed on the internet that may be used if desired. The games have been sorted
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into categories and are listed alphabetically.
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The mental (intellectual) development of our Scouts is as important as the physical and emotional aspects, so
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these games can be very useful. An ideal time to play some of them is around the embers of the cooking fire at
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camp before supper is served.
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Christmas
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Equipment
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Pencil and notebook
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Method
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The aim is to make as many words as possible out of the word Christmas.
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If run around a fire with a small group, have them try and remember so many words each.
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Grand Mogul
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Equipment
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Nil
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Method
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Sit the Scouts on a circle. One is appointed the Grand Mogul.
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The Grand Mogul says ”I have an aversion to cars with a ‘D’ in the name” or something similar
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such as a company name, a mountain, or food item etc.
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The Scouts around the circle have come up with the names of cars without a D in it.
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The Scouts have three lives. If the hesitate too long, or give a name with a D in it they lose a
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life, and are eventually out.
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The next round starts with the person next to the Grand Mogul becoming the Grand Mogul.
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Noses
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Equipment
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Six or more small plastic bottles with sealable lids. Each is filled with a substance with a strong
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smell. E.g. vinegar, ammonia, raspberry essence, vanilla essence, kerosene, turpentine, acrylic
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paint, nail polish etc.
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Method
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Blindfold the Scouts if it is light. May not be necessary if sitting around embers in the dark.
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Each Patrol then confers and lists the smells in the order they received them.
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The Patrol who identifies the smells correctly and gets them in order wins.
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Check Scouts for allergies before playing this game.
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July 2015 Scouts Thinking Games.doc
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--- PAGE 2 ---
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Pandora’s Box
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Equipment
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A small box with about 20 different items in it. e.g. comb, plastic knife, fork spoon, matches,
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marble, lotto ticket, rubber band, string, bandaid etc.
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Method
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A Scout reaches into the box and pulls out three items. He or she then has 1 minute to concoct
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and tell a story involving the three items.
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If the Scout succeeds a point is awarded.
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The items are not returned to the box until the game is finished.
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Red Letter
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Equipment
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Pencil and paper for each Patrol.
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Method
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Write letters of the alphabet on slips of paper and put in a container.
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Each Patrol draws a letter of the alphabet from the container.
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The Patrol has to write down as many words as possible starting with that letter.
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Can be names of people, objects, cars, mountains, companies, aircraft etc.
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Patrol with the longest list wins.
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Sherlock Holmes
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Equipment
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About 10 or 12 small items such a small pocket knife, watch, playing card, pen, pencil,
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matches, a key ring with a door key and a logo on it, peppermint, coin, photo of children etc.
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Method
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The objective of the game is look at the items and try to remember them.
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The leader explains that the items came from a person found unconscious earlier today. What
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can the Scouts work out about the person?
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Each Patrol is allowed to handle and look at the items and then collectively in 10 minutes
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deduct what they can about the person.
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Each Patrol is then asked to tell the other Scouts what they have deducted about the person
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from the items shown to them.
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In the report they should mention each item. Other than the list of items there are no correct
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answers.
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Shopping
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Equipment
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Nil
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Method
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One Scout leaves the Troop while they decide what job the person is to be doing.
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The Scout returns and asks each person in the circle what he should buy when shopping.
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After asking everyone (or say 8 people) the Scouts has two chances to guess what the job is.
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E.g. The Troop may choose “Policeman” as the Job. The shopping list could include handcuffs,
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flackjacket, powerful torch, boots, blue shirt, dark glasses etc.
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Sounds
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Equipment
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Use a cell or smart phone and record sounds such as a door shutting, wood chopping, water
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boiling, sweeping the floor, footsteps, light switch, car starting etc.
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SCOUTS - Thinking Games SCOUTS New Zealand Page 2
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--- PAGE 3 ---
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Method
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Play the sounds one at a time to the Patrols and then give them 1 to 2 minutes to identify it and
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note it down.
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At the end of the recording, get the Patrols to read out what they think the sounds were.
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Points for each correct answer.
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Twenty Questions
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Equipment
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Nil
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Method
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One Scout thinks of a person or an object and then answers up to 20 questions from the other
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Scouts by saying “yes” or “no”.
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After Twenty Questions, the same person has to think of another object.
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If the object is identified before reaching 20 questions the person guessing correctly thinks of a
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new object.
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Word Building
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Equipment - nil
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Method
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This game is particularly suitable for playing at a campfire with a small numbers of Scouts.
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The first Scout calls out a letter of the alphabet. E.g. W
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The second Scout thinks of a word starting with that letter and calls out the next letter of the
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word. E.g. H
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The next Scout builds on the three letters and might call out A and so on.
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The challenge is to build a word as long as possible. E.g. “whatsoever”.
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When the word is complete, start the game again with the next person in line.
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SCOUTS - Thinking Games SCOUTS New Zealand Page 3
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