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685 lines
45 KiB
Plaintext
685 lines
45 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/WDS-Beaver-Games-Book.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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101
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Games for
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Beaver
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Scouts
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--- PAGE 2 ---
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In order to play the games in this book your Games Box should consist of the following:
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Cardboard tubes
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Empty Matchboxes
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Pieces of card
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Felt Pens
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Large Dice (enough to have one for each Lodge)
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Whistle
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Tennis Balls
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Large Soft Ball
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Bean Bags
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Empty Pop Bottles
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Newspaper(s)
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Chalk
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String
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Plastic Cups
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Plastic Plate
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Paper and Pencils
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For the games more suited to a party you will also need:
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Smarties
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Spaghetti (cooked)
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Chocolate Buttons
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Straws
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Balloons
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There are also games for use with a parachute
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--- PAGE 3 ---
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Games
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The Lost Boys
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This game can be played as a whole Colony, or in smaller groups. The one who is (cid:147)it(cid:148) leaves
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the room. Everyone changes places and one child is chosen to be covered with a blanket.
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When (cid:147)it(cid:148) returns he/she has to guess who is under the blanket.
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Crocodiles
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Four Beaver Scouts are chosen to be crocodiles and the rest choose an animal they wish to
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be. Everyone circulates and, at a signal, the crocodiles seize their prey. The Leader calls out
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the name of an animal and if that animal is captured by the crocodile, they then become
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another crocodile.
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Sticky Toffee
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This is a game of tag. Everyone runs off and (cid:147)it(cid:148) chases them. As soon as (cid:147)it(cid:148) touches one of
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them they join hands and both try to catch the other players. Each time someone is touched
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they join the line, the chain becomes long and the last player is the new (cid:147)it(cid:148).
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Rainbow Game
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Have a collection of cards all colours of the rainbow, and put them on the walls around the
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room. The Leader then calls out an item and the children have to run to the card of that
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colour, for example, Leader calls (cid:147)grass(cid:148) and they all run to green, (cid:147)sunshine(cid:148) and they all run
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to yellow and so on.
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The last person to reach that colour is out for one go and gets to call the next colour, then
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rejoins the game.
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Sammy Smartie Game
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Each lodge has a saucer with about six smarties on it. One player leaves the room and the
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remaining players select a specific smartie to be Sammy. The player then returns to the room
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and starts to eat the smarties, one at a time. When he/she touches the chosen smartie the
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others call out (cid:147)Sammy Smartie(cid:148) and the game stops. Start the game again until everyone
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has had a turn.
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Build a Tower
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Each lodge has a selection of identical objects, for example, cardboard tube, matchbox, piece
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of card and so on, and a dice. Shake the dice in turns and each time a six is thrown, an
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object can be selected and used to build a tower. The Beaver Scouts will learn that care is
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more important than speed.
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Caterpillar Crawl
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Leader calls out instructions and players respond to commands for example: Caterpillars
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crawl (cid:150) the players all crawl, Butterflies (cid:150) the players (cid:147)fly(cid:148) around the room arms out, Pupate
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(to become a chrysalis) - stop and curl up in a ball on floor and stay perfectly still.
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Alarm
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All the Beaver Scouts lie at one end of the room in one big line. Then they take off their
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shoes and neckerchiefs and woggles and place them at the top of their head. The Leader
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blows a whistle and each Beaver Scout must jump up, put on his/her belongings and run to
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the other end of the room as quickly as possible.
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Skittles
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The Beaver Scouts all stand in a line against a wall and the leader bowls a ball at them to try
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and hit them on the legs (Soft Ball). The Beaver Scouts have to jump to avoid being hit. No-
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one is out whether hit or not.
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Clap and Catch
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The leader is in the centre of the circle throwing the ball to each beaver Scout in turn. As the
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ball is thrown a number is called out and the Beaver Scout has to clap that number of times
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before catching the ball. If the ball is dropped the Beaver Scout has to run round the outside
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of the circle and back to their place.
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--- PAGE 4 ---
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Pasta Relay
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You need a bowl of cooked spaghetti for each lodge and a fork or implement of some kind to
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pick up the spaghetti. On the word (cid:147)GO(cid:148), one team member at a time goes to the bowl of
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spaghetti and has to unravel one strand of the pasta and carry it back to their team without
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dropping it, but holding onto it is not allowed. To make the game more interesting, when
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cooking the spaghetti add a little food colouring to the water and you will end up with coloured
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spaghetti.
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Bean Bag Balance
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Use chairs or empty lemonade bottles and make an obstacle course for each lodge. The
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Beaver Scouts must balance a bean bag on their head and weave in and out of the course. If
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they drop the bean bag they have to go back to the beginning and start again. Winners are
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the first lodge with all Beaver Scouts back.
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Hot potatoes
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Sit down in a circle with one person in the middle, who is blindfolded. A hot potato (Bean bag
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or ball) is passed around the circle from one person to the next until the person in the middle
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yells out (cid:147)hot potato(cid:148) and a number up to twenty. The potato is passed along, with the players
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counting softly until the chosen number is reached. Then they all yell (cid:147)hot potato(cid:148) and
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whoever has the potato in their hands takes the place of the person in the middle, and the
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game continues.
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Lot of Bottle
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Players form a circle within which stands the bottles. A brave player is chosen to guard the
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bottles and he/she also stands inside the circle. On the word (cid:147)GO(cid:148), the football is thrown into
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play. The players outside the line must try to knock over the bottles which the chosen player
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may defend. See how long the defender succeeds before choosing a new one.
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Newspaper Line Tear
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Each player has a piece of newspaper and on the word (cid:147)GO(cid:148), they must try to tear as long a
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strip of paper as possible in the given time. See who can tear the longest unbroken strip in,
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say four minutes.
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Blanket Volleyball
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Teams of four to six players hold a blanket each. The team with the ball tosses the ball from
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their blanket to another team(cid:146)s blanket. A point is only scored if the other team catches the
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ball on their blanket
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Sharks (parachute game)
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Hold canopy and start waving it like a gentle sea. A Beaver Scout is the chosen to be (cid:147)IT(cid:148).
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He/she starts to wave with one hand over their head like a sharks fin under the canopy. The
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shark swims for a while and then grabs someone and pulls them under. That person
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becomes the shark and the old shark, takes their place holding the parachute.
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Alligator Sweep (parachute game)
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Like sharks but the players sit down on the floor with their legs stretched out under the
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canopy. At the start the alligator pulls the victim under the canopy by the legs. The two
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alligators then look for more victims, until everyone is under the canopy.
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Escape
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Beaver Scouts stand in a circle a little distance apart from each other. One Beaver Scout is
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chosen to be the escaper and one the jailer. The jailer sits in the middle of the circle. At the
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word (cid:147)GO(cid:148) the escaper runs in and out of the circle before returning to his/her place and then
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reaching the safety of the chair. During this time the jailer is trying to catch him/her by
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following them by the same route. If the escaper is captured a new escaper is chosen and, if
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the escaper is not captured they swap places for the next turn. The game continues until
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everyone has had a go.
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--- PAGE 5 ---
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Skittle Game
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You need around 12 skittles (empty lemonade bottles will do). Split the colony into two
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teams, who are each placed behind a base line at opposing ends of the room. In front of
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each team base line, six or more skittles are placed at irregular intervals across the room. A
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large soft ball is supplied and given to the team which wins the toss. The ball must be thrown
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at the opposing teams skittles in an effort to knock them over. The opponents retrieve the ball
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and throw it at their opponents(cid:146) skittles. This continues until all the skittles belonging to one
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team are demolished. If the game gets too easy with a large ball, try a smaller ball.
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Moon Rock
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Give each Beaver Scout a mat or a piece of paper to put on the floor, then they blast off into
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space, by running round the room. Leaders remove one mat. Beavers then return to their
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mats when the whistle is blown. This should leave one Beaver Scout out each time. The
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Beaver Scout who is out then blows the whistle for blast off and goes to stand on a mat.
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He/she then blows the whistle again for returning to the base. The next Beaver left out is
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given the whistle and the game begins again.
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Beaver Pond
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You will need four fairly large signs reading: Dam, Lodge, Cottage, Forest and they you will
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need to put them where they can be seen. The leader calls out one of the four names and all
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Beaver Scouts run to the correct sign and do the appropriate action.
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Dam (cid:150) bend over one behind the other to represent a dam
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Lodge- form a circle with arms above heads to represent a lodge
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Cottage (cid:150) stand in a square linking arms
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Forest (cid:150) stand in a circles swaying back and forth to represent trees
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When the leader calls DANGER, the Beaver Scouts all slap their hands on the floor to
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represent danger. Instead of eliminating Beaver Scouts, the last one down on the call
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DANGER could be the caller next time.
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Mr Beaver
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Beaver Scouts join hands and make a circle with one sitting in the middle. The Beaver
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Scouts march round him/her saying (cid:147)Hey Mr/Mrs Beaver sitting on a log, you can(cid:146)t catch me(cid:148).
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They then break hands and run away until one is caught by the Beaver Scout sitting in the
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middle. The one caught becomes Mr/Mrs Beaver and the game continues.
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Heads and Tails
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Divide the Beaver Scouts into two teams. Each Beaver Scout grasps the waist of the person
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in front. The (cid:147)HEAD(cid:148) (first in the team) has to catch the (cid:147)TAIL(cid:148) (last in the opposing team), by
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dragging everyone with him/her. Anyone letting go of the chain becomes the (cid:147)TAIL(cid:148). If the
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(cid:147)HEAD(cid:148) touches the (cid:147)TAIL(cid:148) that team wins a point and all players change places until
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everyone has had the chance of becoming a (cid:147)HEAD(cid:148) or a (cid:147)TAIL(cid:148).
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Sweet Pick Up
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Line the Beaver Scouts up in their lodges, give each a plastic straw. At the end of the hall pile
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chocolate buttons on a plate, one pile for each lodge. Each Beaver Scout must take it in turns
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to run up to the plate and pick up a button with the straw. He/she must run back to his/her
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team line and the next one can go. Once he/she has returned, they can eat their button. This
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continues until all buttons on the plate have gone.
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Beavers
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All the Beaver Scouts have a straw and a paper Beaver about 30cm long. They all line up in
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their lodges at one end of the room. When the whistle is blown they first one in the line must
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go down on all fours and with the straw, blow the paper Beaver up to the other end of the
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room and back again. This continues until all Beavers in the lodge have had a turn.
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Birthday Cake
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Give each Beaver Scout the name of an ingredient of a cake (Fruit cake is good as it has
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many ingredients). The leader reads out a story of someone making a cake and each time an
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ingredient is read out the Beaver Scout with that name runs to the opposite end of the room
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--- PAGE 6 ---
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and back again. When the leader calls out (cid:147)CAKE(cid:148) all Beaver Scouts runs to the end of the
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room and back again.
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Train Game
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Make a circle of chairs facing out, with one chair for each Beaver Scout, less one. The
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Beaver Scout without the chair is the engineer. He/she runs round the circle and taps Beaver
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Scouts on the shoulder, at random, who must join the train until they are all up. Then the
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leader calls out various instructions to them: SLOW TRAIN (cid:150) they all walk slowly, FAST
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TRAIN (cid:150) they all run, REVERSE they all walk backwards, STATION (cid:150) they sit on the chairs.
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The one left standing is the new engineer and off they go again.
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Stop the Ball
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Divide your hall into for quarters, by chalk lines or rope on the floor. Divide the Beaver Scouts
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into four teams, and put each team into (cid:147)their corner(cid:148). Enter with a soft ball and each team
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has to try to (cid:147)stop the ball(cid:148) landing in their corner.
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Secret Weapon
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All the Beaver Scouts are divided into two teams and given numbers. A secret weapon (a
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ball, bean bag etc) is placed in the middle of the floor. When a number is called the two
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Beaver Scouts with this number have to run up and try to get the secret weapon to prevent it
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falling into enemy hands. Ensure no pushing and fighting takes place, the first one to the
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secret weapon takes it back to their team. A simple points score can be given.
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Fishing for Dinner
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Cut a number of fishes sufficient to give one to each person and place them around the hall,
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whilst the Beaver Scouts are out of the room enjoying another activity. Before allowing them
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back into the room explain that they must catch as many fishes as possible to feed to their
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lodge. After a short time blow whistle and count how many each lodge have caught.
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Balloon Sweeping
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Two teams are formed who are lined up at one end of the room. Then place a line of four or
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five chairs down which each team will have to pass, manoeuvring in between the chairs,
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rather like an obstacle course. Each player at the front has a broom and the balloons are put
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down on the floor in front of them. At the word (cid:147)GO(cid:148) both players must sweep their balloons to
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the end of the room, round the chairs and back up to their team where the broom is handed to
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the next player who repeats the circuit etc. until all team members have had a turn. The first
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team to get the last player back with a balloon is the winner. (Have a few spare balloons
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blown up (cid:147)just in case(cid:148)).
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Jingle Bells
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In Jingle Bells all but one Beaver Scout is blindfolded and the odd one out is given a bell. The
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blindfolded players try to catch the player with the bell by listening to where the sound is. The
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first person to catch the one with the bell changes places and the game begins again. No
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running only walking allowed and make sure there are no obstacles around which those
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blindfolded call fall over.
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King/Queen of the Castle
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Place a newspaper on the floor (the castle) then one player is selected and made King/Queen
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of the Castle. He/she then stands on one leg and folds their arms and challenges by shouting
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(cid:147)I(cid:146)m the King/Queen of the Castle(cid:148). The Leader selects players one at a time to try and knock
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the King/Queen from their castle- the challenger must also only stand on one leg and only
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push gently with arms folded. Best done on a crash mat to save bruises. Let everyone have a
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go at being the King/Queen.
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Back to Front Race
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The players divide into two teams and stand sideways on a line. The leaders of the teams
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have at their feet two saucers, one empty and the other containing 12 objects. On the word
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(cid:147)GO(cid:148) the leader picks up one object at a time and passes it down the line of players. When
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the object reaches the back it is passed back up to the leader, only this time it has to be
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passed behind the players(cid:146) backs. While the game is in progress, then, objects are being
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--- PAGE 7 ---
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passed up and down the line at the front and back and every player will be passing two
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objects at the same time. When the leader receives the objects back to them, they place
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them in the empty saucer. When all the objects are back the leader shouts (cid:147)FINISHED(cid:148). The
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first team to do this is the winner.
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Squeak Piggy Squeak
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One player is blindfolded and stands in the middle of the room. The others sit round in a
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circle cross-legged. Spin the blindfold player three times. He/she must then walk towards the
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edge of the circle (leader to help guide them) and when he/she reaches one of the players
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he/she must kneel in front of that player and say (cid:147)SQUEAK PIGGY SQUEAK(cid:148). The player
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now squeaks back disguising his/her voice as much as possible to prevent the blindfolded
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player from guessing who it is. If he/she guesses correctly the players change places. If not,
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the blindfolded player must get up and find somebody else. This continues until everyone has
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had a go at being blindfolded or until time runs out.
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Hopping Home
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Two homes are marked out at each end of the room and a small area is marked between
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them as the CASTLE. All players but one must stand in one of the homes, the odd one is the
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King/Queen who must stand in the castle. On the word (cid:147)GO(cid:148) the players have to hop across
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the room to the opposite home, whilst the King/Queen hops after them trying to catch them.
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Any player caught becomes a soldier and has to help catch the other players. Players who let
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both their feet touch the ground as they hop from one home to the other, becomes soldiers
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too, but if the King/Queen lets both his/her feet touch the ground while trying to catch the
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others he/she must go back to the Castle before setting off again to catch the other players.
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The game ends when all players have become soldiers.
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North, South, East and West
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Before play starts mark out the four compass points on the ground with chalk. Group all the
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players in the centre and call out one of the compass points, to which all players must run.
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The last player there calls another compass point and so on, with the players dashing to and
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fro across the compass frequently swapping the role of the caller as they go.
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Hunt the Alphabet
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In this game the Beaver Scouts get into their lodges, to work together to find objects that
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represent each letter of the Alphabet. They must start with something for the letter A, then B
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then C and so on. In some cases they may not be able to find an object for a letter. If this
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happens they are allowed to improvise with what objects are available. For example a couple
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of pencils used as sticks played against a glass jar represent a xylophone for the letter X
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Catch the Meteorite
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Beavers sit in a circle. One Beaver Scout stands in the middle on a chair and holds a balloon
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(meteorite) up in the air. As he/she does so, he/she calls out a space name (in other words
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the name of another Beaver Scout there). The chosen one has to catch the balloon before it
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hits the ground. If successful that Beaver Scout takes the place of the one on the chair and
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the process is repeated. If the balloon is caught that Beaver Scout sits down, the balloon
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passed back to the Beaver Scout on the chair and another name is called.
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Space Walking
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Demonstrate to the Beaver Scouts how a spaceman would walk on the moon where there is
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no gravity. Using suitable space music play a version of musical statues where the Beaver
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Scouts walk around in space until the music stops and they have to freeze.
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Rocket round the moon
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Put Beaver Scouts into their lodges and put them in different places around the room. Draw a
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circle in the middle of the room with a piece of chalk. Start the game by counting down (cid:147)5-4-
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3-2-1 blast off(cid:148) and the first member of each team runs up to the circle, goes round it in a
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clockwise direction (explain this to them before you start) then back to their place.
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--- PAGE 8 ---
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Land on the moon
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Beavers are divided into two teams and form circles at opposite ends of the room. One circle
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is the moon the other is the earth. A leader stands in the middle of the earth circle and throws
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a ball to each Beaver Scout in turn counting each catch as they go round. Meanwhile the first
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one in the moon team races round the earth circle and back to their place. When all those in
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the moon team have run round the earth circle, the last one shouts (cid:147)LANDED(cid:148) and the leader
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stops throwing the ball. Then the teams swap over and the team with the highest catch score
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wins.
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Whirling stars
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All sit in a circle, facing outwards and are given the names of stars, for example, Plough.
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Orion, Taurus and Gemini. When the leader calls out one of the star names, they run round
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the outside of the circle and back to their places. The last one back sits inwards, but remains
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in the game. This continues until there is only one out of each star remaining facing
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outwards.
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Rocket Relay
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The Beaver Scouts line up in their lodges. When the leader shouts (cid:147)BLAST OFF(cid:148) the first one
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in the lodge runs off round the room and touches three different walls. He/she then returns to
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the lodge and the next player sets off. The first team to complete all team members is the
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winner.
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Musical Chairs
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Play as normal except that as the chairs are removed the Beaver Scouts without a chair sits
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on someone(cid:146)s lap. Eventually the whole Colony will be sitting on one chair.
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Chair Exchange
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One chair is given to every two or three players. Once everyone is perched on a chair a
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series of exchanges are called out for example: (cid:147)Everyone who has a dog move one chair(cid:148),
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(cid:147)Everyone with fair hair move two chairs(cid:148). Everyone must move in a clockwise direction. The
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game continues until you run out of ideas or out of time.
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Spin the Plate
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Players should sit or kneel in a circle. One stands in the centre and spins a plate on the floor.
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At the same time he/she calls out the name of any of the other Beaver Scouts who has to
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catch the plate before it stops spinning. As soon as the spinning commences the spinner
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returns to his/her seat. The person whose name was called becomes the next spinner.
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Defend your Goal
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The Beaver Scouts stand in a circle with their legs apart. One stands in the middle with a
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football, he/she is trying to score a goal by getting the ball between the legs of the other
|
|
Beaver Scouts. The one in the circle have to defend their goal by jumping their feet together
|
|
or bringing their knees together. They are not allowed to use their hands.
|
|
Big Ben
|
|
The Beaver Scouts stand in a circle and are numbered 1 (cid:150) 5 around the circle. One Beaver
|
|
Scout stands in the middle holding his/her neckerchief out at arms length. Then he/she calls
|
|
a number (cid:150) all the ones with that number run round the edge of the circle and enter into the
|
|
middle through their own gap to try and catch the neckerchief. The one who catches the
|
|
neckerchief first is the winner and goes into the middle.
|
|
Balloon Busters
|
|
Insert pieces of paper with simple instructions e.g. (cid:147)Pretend to be a dog(cid:148), (cid:147)Sing a Song(cid:148). (cid:147)Do 3
|
|
bunny jumps(cid:148) etc. inside inflated balloons. The Beavers sit in a circle and pass the balloon
|
|
around until the Leader shouts (cid:147)STOP(cid:148). The Beaver Scout holding the balloon bursts it and
|
|
carries out the instruction written on the paper.
|
|
Dice Chase
|
|
The Beaver Scouts sit in a circle and are numbered from 1 (cid:150) 6. The first one to play (or the
|
|
Leader) rolls the dice. All the Beaver Scouts who have that number jump up and run around
|
|
|
|
--- PAGE 9 ---
|
|
the outside of the circle back to their place and into the middle of the circle to try and capture
|
|
the dice. The one who grabs the dice gets to roll it next time, and so on(cid:133)(cid:133)(cid:133).
|
|
Dracula(cid:146)s Gate
|
|
The Beaver Scouts stand in a circle with one in the middle, those in the circle chant (cid:147)Dracula(cid:146)s
|
|
Gate goes Clickety Clickety(cid:148) (cid:150) the one in the middle suddenly shouts (cid:147)CALCK(cid:148). They all fall
|
|
down to the floor and the one in the middle tries to catch as many as possible before they
|
|
reach the floor.
|
|
Baked Beans
|
|
Draw or place circles of various sizes on the floor. The Beaver Scouts walk quickly around the
|
|
room avoiding the circles. The Leader shouts commands and the Beavers move accordingly:
|
|
e.g. Jumping Beans (cid:150) Jump, Runner Beans (cid:150) Run, String beans (cid:150) Skip, Broad Beans (cid:150) Walk
|
|
Backwards. On the command (cid:147)Baked Beans(cid:148) they all run to the circles, anyone who does not
|
|
cram onto a circle has to call out the commands for the next round.
|
|
Frost and Sun
|
|
One Beaver Scout wears something white (Frost) and another wears something yellow (Sun).
|
|
The other Beaver Scouts run round but if Frost touches them they freeze (Stand Still) until
|
|
Sun comes along and defrosts them (touches them) and sets them free.
|
|
Snowballs
|
|
The Beaver Scouts run round the room and at the blow of a whistle they must move in a
|
|
different direction in a different manner. The Leader calls out a number and they have to form
|
|
groups of that number (snowflakes). If a Leader calls out (cid:147)snowballs(cid:148) they all have to join up
|
|
together to form one big (cid:147)ball(cid:148).
|
|
Traffic Lights
|
|
The Beaver Scouts run round the room, a leader calls out the colours of traffic lights and they
|
|
perform the actions as detailed below:
|
|
Red (cid:150) Stop, Amber (cid:150) Find a partner, do piggy back and freeze, Green (cid:150) run, Car Crash (cid:150) all
|
|
fall down shouting (cid:147)BANG(cid:148).
|
|
Tunnel Tag
|
|
Two are chosen to be (cid:147)IT(cid:148) and they run around and try to catch the others. When someone is
|
|
caught they stand still with their legs apart to make a tunnel. Beaver Scouts who are free can
|
|
release the Beaver Scouts who have been caught by crawling through the tunnel.
|
|
Frozen Bean Bag
|
|
Each Beaver Scout has a Bean Bag balanced on their head and moves around the room
|
|
slowly and gently to get used to balancing. Then the Leader calls out actions e.g. Hop, Skip,
|
|
Walk Backwards etc. If a Beaver Scout drops their bean bag they must freeze (Stand Still).
|
|
To be defrosted another Beaver Scout has to pick up the bean bag from the floor and place it
|
|
on the (cid:147)frozen(cid:148) Beaver(cid:146)s head (cid:150) without dropping their own bean bag.
|
|
Mystery Containers
|
|
Equipment needed: 8 containers, rice, peas, spaghetti, paper clips, used matches, currants,
|
|
sand and cornflakes (cid:150) or any other items you can think of. Put one sort of item into each of
|
|
the 8 containers, seal them and number each one. Tell the Beaver Scouts what is in the
|
|
boxes and they have to discover it by shaking each one.
|
|
Bleep Bleep
|
|
Beaver Scouts are paired off and they decide upon a signal between themselves. They are
|
|
then blindfolded and scattered around the room. Then they have to try and find their partner
|
|
by using the signal they have chosen. (This could be whistle, brum brum, peep peep, woof
|
|
woof or almost anything at all!).
|
|
Laughing Handkerchief
|
|
|
|
--- PAGE 10 ---
|
|
Leader or chosen Beaver Scout throws the handkerchief in the air as high as possible. When
|
|
it starts to fall everyone must laugh but the moment it lands there must be instant silence.
|
|
Anyone who is still laughing must sit out one turn.
|
|
Blindfold Fly
|
|
A Beaver Scout is blindfolded and turned round several times. The others have to move
|
|
round making a (cid:147)zzzzzzzzzzzzzz(cid:148) sound like a Bluebottle. When the blindfolded Beaver
|
|
Scout catches one of the flies he/she has to guess the name of the captured Beaver/fly.
|
|
Squirrels in the Trees
|
|
Divide the Beaver Scouts intro groups of three plus two odd ones. Two in each group make
|
|
an arch using their arms and the third one crouches beneath the arch as a squirrel. The two
|
|
odd ones are a fox and a squirrel and they start at opposite ends of the room. The fox chases
|
|
the squirrel in an attempt to capture it. The squirrel can rest in any of the arches by going
|
|
behind the crouched squirrel and pushing him/her out of their hole, he/she is now the squirrel
|
|
to be chased. If the fox catches the squirrel they change places.
|
|
Lions and Tigers
|
|
The Beaver Scouts are divided into two teams and stand at opposite ends of the room, one
|
|
team is called (cid:147)Lions(cid:148) the other called (cid:147)Tigers(cid:148), before the game starts decided which one are
|
|
to be the catchers. The Leader gives the instructions e.g. (cid:147)Lions move two steps forward(cid:148),
|
|
(cid:147)Tigers move three steps forwards(cid:148) Lions move one step forward(cid:148), (cid:147)Tigers move two steps
|
|
back(cid:148) and so on until they are close together. The Leader then shouts (cid:147)Lions catch the
|
|
Tigers(cid:148). The catchers then chase the opposing team. They try to apprehend as many of the
|
|
other team as possible before they reach the safety of the other end of the room again.
|
|
Those who are caught join in with the other side. The game continues until all of one side is
|
|
caught.
|
|
Beaver Hockey
|
|
The Beaver Scouts are divided into two teams, standing down each side of the room, facing
|
|
each other and numbered off from opposite ends of the room. The Leader calls a number and
|
|
the two with that number hop forwards, with their arms folded and try to knock their opponent
|
|
off balance without putting down their spare foot.
|
|
Trains
|
|
The Beaver Scouts are split into two equal groups. The first one at the end of the room (the
|
|
engine) runs back to pick up a carriage (the next one in the line) and hangs onto the other
|
|
one around the waist. The (cid:147)Engine(cid:148) and (cid:147)Carriages(cid:148) keep returning until all the (cid:147)Carriages(cid:148)
|
|
have been picked up. The full train then runs up to the end of the room and the first train past
|
|
the post is the winner.
|
|
Jumping Beavers
|
|
Divide the Beaver Scouts up into their lodges. Place a football between the knees of the first
|
|
one in the team. Each Beaver Scout has to bounce to the end of the room, touch the wall and
|
|
return back to his/her team then hand over the ball to the next in line. This continues until
|
|
everyone in the team has had a turn.
|
|
Build a Tower
|
|
The Beaver Scouts are divided into two teams and sit down on the opposite sides of the
|
|
room. They are numbered off with team numbers sitting diagonally opposite each other. The
|
|
bricks (cardboard boxes) are placed in a hoop (or a circle) in the middle with another hoop (or
|
|
circle) at each end for the team. When a number is called out the Beavers with that number
|
|
run to pick up a (cid:147)brick(cid:148) and balance it in their home (cid:147)hoop(cid:148). If the bricks fall, then that team
|
|
has to start again. The (cid:147)winners(cid:148) are the team who has built the highest tower at the end of
|
|
the game.
|
|
Welly relay
|
|
The Beaver Scouts are divided into their lodges and then each lodge is split into two. Half the
|
|
lodge stand at one end of the room and the other half stand at the opposite end. The first one
|
|
in each lodge puts on the wellies and hurries to the other end of the room and takes them off.
|
|
|
|
--- PAGE 11 ---
|
|
The second one puts them on and hurries back to the third and so on until all Beaver Scouts
|
|
have had a turn. Make sure wellies are big enough for all of them to get their feet inside.
|
|
Puff
|
|
For this game you will need a plastic cup with a small hole in the bottom and a length of string
|
|
for each lodge. Thread the string through the hole in the bottom of the plastic cup and tie
|
|
each end of the string to two chairs, spaced apart. One for each lodge.
|
|
Divide into their lodges and stand them at the end of the room away from the line. On the
|
|
word (cid:147)GO(cid:148) the first one in each lodge runs up to the string and tries to blow the cup to the end
|
|
of the line, then returning it with his/her hand ready for the next Beaver Scout to have their
|
|
turn.
|
|
Clumsy Chocolate
|
|
For this game you need a large bar of chocolate, a knife and fork, a plastic plate, a pair of
|
|
gloves, a scarf, a woolly hat and a dice.
|
|
Beaver Scouts sit in a circle with everything above in the middle. The dice is passed round
|
|
the circle until the first Beaver Scout rolls a six, he/she then runs to the middle of the circle,
|
|
puts on the clothing and tries to eat the chocolate with the knife and fork before the next one
|
|
gets a six. Each time a six is thrown that Beaver Scout runs to the middle and takes over
|
|
dressing-up and eating the chocolate until all the chocolate is eaten.
|
|
Easter Egg Relay
|
|
The Beaver Scouts are divided up into their lodges and stand in a line at the end of the room.
|
|
Immediately in front of each lodge is a bowl and at the other end of the room is one bowl full
|
|
of little eggs (make sure there is one for each Beaver Scout). On the word (cid:147)GO(cid:148) the first one
|
|
in each lodge takes the spoon, runs to the bowl of eggs and takes one out with the spoon.
|
|
He/she then races back to his/her lodge, places the egg in the bowl and passes the spoon
|
|
onto the next player. If anyone drops an egg when running back to their lodge, the egg must
|
|
be picked up and put back into the bowl and the Beaver Scouts runs back to their lodge
|
|
before starting again. The game continues until all Beaver Scouts have had a turn, then they
|
|
are allowed to eat their own egg.
|
|
Potato Head
|
|
Items needed for each Lodge:
|
|
1 head drawn on paper
|
|
2 eyes drawn on separate pieces of paper
|
|
1 nose drawn on a separate piece of paper
|
|
1 mouth drawn on a separate piece of paper
|
|
2 Ears drawn on separate pieces of paper
|
|
Some hair drawn on a separate piece of paper
|
|
A dice
|
|
Each lodge will have the items above and they take it in turn to throw the dice, each time they
|
|
get the right number they can add a piece to the head. To be able to start they must throw a
|
|
six to get the head and then they add the pieces as they get the right number (each piece is
|
|
worth a different number)
|
|
Head (cid:150) 6
|
|
Eye (cid:150) 5
|
|
Other Eye (cid:150) 5
|
|
Nose (cid:150) 4
|
|
Mouth (cid:150) 3
|
|
Hair (cid:150) 2
|
|
Ears - 1
|
|
The winners are the first lodge to complete their head.
|
|
Puddle Race
|
|
You need a sheet of paper for each Beaver Scout and another for each lodge. The first
|
|
Beaver Scout has two puddles, he/she places a puddle (paper) on the floor and stands on it.
|
|
He/she places the spare puddle in front of him/her and moves onto it. The second Beaver
|
|
Scout moves onto the empty puddle left by the first one, then passes his/her puddle to the
|
|
|
|
--- PAGE 12 ---
|
|
Beaver in front, he/she puts it onto the floor and moves onto it followed by the second Beaver.
|
|
This is then repeated by the whole lodge in turn. When the whole lodge has done this there
|
|
will be an empty puddle at the back of the lodge, this is then passed forward to the leader and
|
|
the whole lodge moves on again. This is repeated until the whole lodge has reached the
|
|
finishing line.
|
|
Stepping Stones
|
|
Spread sheets of old newspaper out randomly as stepping stones across the room. Beaver
|
|
Scouts must attempt to cross the room by jumping from stepping stone to stepping stone
|
|
without touching the ground.
|
|
Fishes
|
|
All the Beaver Scouts sit in a circle and are given the names of different types of fish such as
|
|
Cod, Herring, Plaice and Salmon. When the leader calls out the name of a fish all those
|
|
Beavers with that fish name start running round the outside of the circle and follow commands
|
|
which are given by the leader. Tides turning (cid:150) Beavers turn round and run the opposite way,
|
|
Sharks coming (cid:150) Beavers stop running and freeze, Fisherman(cid:146)s coming (cid:150) Beavers run quickly
|
|
back to their places. The next lot are called and it continues until you run out of time.
|
|
Noughts and Crosses
|
|
Set up nine chairs, three across and three down (Like a noughts and crosses
|
|
Board). Put the Beaver Scouts into two separate teams, one is the noughts team the other
|
|
the crosses team. Then ask the Beavers in turn any question
|
|
(have some questions prepared before the start of the meeting) the one who gets it right sits
|
|
on a chair the idea to get a line of noughts or crosses.
|
|
Where do animals live
|
|
Label four different pieces of paper with the names, NEST, BURROW, FARM and ZOO.
|
|
Then put them up on four different walls of the room. The leader calls out the names of
|
|
animals and the Beaver Scouts run to where they think that animal lives. The last one there
|
|
or the one that gets the place wrong is out for one go and then gets to call the name of the
|
|
animal. Animals such as: Robin, Mouse, Pig, Lion, Pigeon, Rabbit, Cow, Camel, Swan, Mole,
|
|
Horse, Elephant, Blackbird, Fox, Sheep, Monkey, Polar Bear, Chicken.
|
|
Poison Mat
|
|
Place a mat or a small blanket in the middle of the room. Everyone then links hands to make
|
|
a circle round the mat. The object of the game is for everyone to pull everybody, without
|
|
breaking the circle and try to get and many out as possible by making them touch the mat.
|
|
Hat Relay
|
|
You need two hats per lodge, sewn together with a short length of elastic. Divide the Colony
|
|
into two teams, sub-dividing each team into pairs. On your command, each pair runs to a
|
|
given point and runs back, wearing the joined hats to the next player and so on until the team
|
|
has finished. No one can run without wearing a hat. They have a tendency to fall off if the
|
|
pair do not work together.
|
|
Dolphins Versus Fishermen
|
|
One Beaver Scout is a dolphin and two are fishermen. The fishermen are identified by
|
|
wearing their neckers the wrong way round. The remainder of the Colony are fish. The
|
|
fishermen chase the fish, touch them, thereby (cid:147)freezing(cid:148) the fish. The fish freeze until they
|
|
are set free by the dolphin crawling through their legs. Change leading character frequently.
|
|
Changing Weather
|
|
Beavers have to do the appropriate action when a leader calls out the weather forecast
|
|
Rain (cid:150) stand still with arms in the air as if holding an umbrella
|
|
Snow (cid:150) freeze into a snowman with arms at their sides
|
|
Wind (cid:150) run round the room howling
|
|
Fog (cid:150) crawl around on their hands and knees
|
|
Storm Approaching (cid:150) crouch into a ball on the floor
|
|
Sun (cid:150) jump up and down on the spot with arms outstretched
|
|
|
|
--- PAGE 13 ---
|
|
Raisin Relay
|
|
Divide the Beavers Scouts into lodges and give each Beaver Scout a drinking straw. At a
|
|
distance on a plate place a number of raisins or dried fruit. On command a Beaver Scout
|
|
runs to the plate and sucks up a raisin on the end of the straw and promptly eats it. Continue
|
|
the game until all raisins have been eaten
|
|
Find the Bomb
|
|
Cut black paper bombs with short lengths of string for fuses. Scatter them around the meeting
|
|
place hidden or at least difficult to find. Divide the Beaver Scouts into their lodges and in
|
|
each lodge one is chosen to be the Bomb Disposal Expert. The ones that are chosen have to
|
|
sit on a chair at one end of the room while the rest of the lodge go to find the bombs. When
|
|
they find one they have to come back to the Bomb Disposal Expert to collect it and carefully
|
|
carry it back to the chair. The winners are the lodge with most bombs.
|
|
The Rattlesnake
|
|
One child is the snake and (cid:147)rattles(cid:148) with a key ring or something similar. Everyone else is
|
|
dancing around the room. The snake taps someone on the shoulder , that person is then
|
|
(cid:147)eaten(cid:148) by the snake (that is the captured one crawls beneath the snakes legs and becomes
|
|
part of the snake by holding onto his/her middle). The chase continues with each successive
|
|
captured Beaver Scout having to crawl through more pairs of legs to join the snake. Carry on
|
|
until all are caught.
|
|
Farm Visit
|
|
Beaver Scouts sit in a circle, except for one who is blindfolded. He/she is the farmer inside the
|
|
circle. He/she stops in front of anyone and says the name of an animal found on the farm.
|
|
The Beaver Scout chosen has to make the sound of that animal. If the farmer guesses the
|
|
name of the child making the noise they swop places otherwise the farmer goes onto the next
|
|
one in the ring and tries again. Don(cid:146)t allow the farmer to have more than three attempts
|
|
before giving a new Beaver Scout the chance to be farmer.
|
|
Sticky Popcorn
|
|
On the word (cid:147)GO(cid:148) everyone jumps (pops) about. As contact is made with other they link up
|
|
and stick together. Continue with the game until everybody is part of a popcorn bunch or,
|
|
even better, every Beaver Scout is part of one single Colony-sized bunch of sticky popcorn all
|
|
popping in unison.
|
|
Hello
|
|
This is played in a circle formation, starting with one Beaver Scout in the middle. He/she goes
|
|
to one of the Beaver Scouts in the circle, shakes hands and says (cid:147)Hello, my name is(cid:133)..(cid:148) and
|
|
states his/her name. They both run round the circle, one each way and race to the vacant
|
|
space. The last one to arrive goes on to shake another players hand.
|
|
Hands or Feet
|
|
Have some lively music playing to encourage the Beaver Scouts to move around. When the
|
|
music stops each Beaver Scout finds a partner and they decide whether to stand hands
|
|
together or feet together. When everyone has decided and taken position the leader calls out
|
|
wither (cid:147)hands(cid:148) or (cid:147)feet(cid:148). Whichever is called, all the pairs in that position sit down on the spot
|
|
for the next go and join in again after the next call.
|
|
Tommy Tucker
|
|
Form the Colony into a circle with one Beaver Scout in the centre as Tommy Tucker. He/she
|
|
walks quickly round the circle and stops suddenly in front of two players at whom he/she
|
|
points and says (cid:147)Tommy Tucker says run for supper(cid:148). On the word (cid:147)supper(cid:148) (cid:150) and not before
|
|
(cid:150) the two players run round the circle in opposite directions and one place is taken by
|
|
Tommy. The first runner back, goes through the vacant space to the centre and becomes the
|
|
next Tommy Tucker.
|
|
|
|
--- PAGE 14 ---
|
|
Alphabet Steps
|
|
All the Beaver Scouts stand in a line at one end of the room and a leader stands at the other
|
|
end with a bag of letters. The leader takes one letter at a time out of the bag and calls it out
|
|
and any child who has that letter in his/her name takes one step forward. If the letter occurs
|
|
twice, then he/she takes two steps and so on. The first Beaver Scout to reach the Leader is
|
|
the winner. It may help if all Leaders know how to spell all the names or if each Beaver Scout
|
|
has his/her own name written on a piece of paper so he/she can check when to step.
|
|
Boats
|
|
The Beaver Scouts run around while listening for the following commands:
|
|
Rowing Boat (cid:150) sit down and row
|
|
Submarines- lie flat on the floor
|
|
Speed Boats (cid:150) run fast with noise effect
|
|
Wind Surfer (cid:150) stand holding an imaginary sail and wobble like a wind surfer
|
|
Canoe (cid:150) sit down and paddle.
|
|
Give the Dog a Bone
|
|
The Beaver Scouts are divided into two teams facing each other and numbered. In between
|
|
the two teams is a rope made into a circle, by tying a knot with both ends, this is the bone.
|
|
Two lines are drawn a little way apart on the floor. When a number is called, the object is for
|
|
that Beaver Scout to run and pick up the rope and pull his opponents feet over the line (as in
|
|
a tug of war) and to gain that bone. Depending on the size of the rope and the Beaver
|
|
Scouts, another (cid:147)dog friend(cid:148) could come along and help.
|
|
All Change
|
|
For this game the Beaver Scouts need to be in a circle. A leader gives each person the name
|
|
of one of four different fruits. One player stands in the middle and calls one of the fruit
|
|
names. All those players with that particular fruit name must get up and change places with
|
|
one of the other fruits of the same name. The player in the centre must also attempt to find a
|
|
space and a new player will be on for the next go.
|
|
Dodge Ball
|
|
Divide the Beaver Scouts into groups. One group must make a large circle and the other
|
|
group goes into the centre of that circle. The circle players are given a soft ball to throw at the
|
|
group in the circle. The centre Beavers must dodge but cannot leave the circle. When a
|
|
Beaver is hit, he/she and the thrower must change places. Continue with the game until all
|
|
Beaver Scouts have had a turn.
|
|
Card Relay
|
|
You will need two sets of playing cards, two hats and two chairs.
|
|
Line the Beaver Scouts up in two equal lines. At the top of the room, place a chair and in
|
|
front of this about six feet away place a hat. On the floor in front of the chair put a set of
|
|
cards. On the word (cid:147)GO(cid:148) the first Beaver Scout in each team, runs up to the chair, picks up
|
|
one playing card sits down and tries to toss the card into the hat. When he succeeds he/she
|
|
runs back and tags the next player in the team. He/she then runs up to the chair and repeats
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|
the action. This continues until all playing cards are in the hat or until time runs out.
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Secret Service
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Sit all the Beavers in a circle. The leader goes to the first Beaver and whispers a message
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such as (cid:147)It(cid:146)s a nice day if it doesn(cid:146)t rain(cid:148). That Beaver will pass the message to the next
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Beaver in a whisper so that it goes round the circle. They are only allowed to say it once and
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then wait to see what the message sounds like when the last Beaver Scout says the message
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out loud. The leader then says what the message was at the start. Continue as long as you
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have time.
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The Pond
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Sit all Beaver Scouts in the middle of the room. They must imagine that they are in a big
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lodge. When the leader shouts (cid:147)There is a leak in the front of the lodge(cid:148) all Beaver Scouts
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run to the front of the room and fix the leak by pretending to hammer something in place. The
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location can be changed each time and the leak can be anywhere in the lodge.
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--- PAGE 15 ---
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Guide Dog Trail
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Set out some obstacles such as chairs around the room. Put the Beaver Scouts into pairs.
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One is blindfolded and the other is their guide dog. The guide dog leads the blind person
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round the obstacles and back to the start without letting the blind person bump into the
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obstacles, when they get back they change places.
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Beaver Promise
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Print out all the words of the Beaver Promise enough for each lodge. Put these into a bag for
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each lodge and tip them on the floor in each lodge area. Get the Beaver Scouts to put the
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words of the Beaver Promise in the correct order. The first lodge to complete this correctly is
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the winner.
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