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2381 lines
133 KiB
Plaintext
2381 lines
133 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/big-book-of-games-scouts.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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The MacScouter's
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Big Book of Games
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Volume 2: Games for Older Scouts
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Compiled by Gary Hendra and Gary Yerkes
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www.macscouter.com/Games
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--- PAGE 2 ---
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Table of Contents
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Title Page Title Page
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Introduction 1 Radio Isotope 11
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Introduction to Camp Games for Older Rat Trap Race 12
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Reactor Transporter 12
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Scouts 1
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Tripod Lashing 12
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Camp Games for Older Scouts 2
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Map Symbol Relay 12
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Flying Saucer Kim's 2 Height Measuring 12
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Pack Relay 2 Nature Kim's Game 12
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Sloppy Camp 2 Bombing The Camp 13
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Tent Pitching 2 Invisible Kim's 13
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Tent Strik'n Contest 2 Kim's Game 13
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Remote Clove Hitch 3 Candle Relay 13
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Compass Course 3 Lifeline Relay 13
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Compass Facing 3 Spoon Race 14
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Map Orienteering 3 Wet T-Shirt Relay 14
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Flapjack Flipping 3 Capture The Flag 14
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Bow Saw Relay 3 Crossing The Gap 14
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Match Lighting 4 Scavenger Hunt Games 15
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String Burning Race 4
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Scouting Scavenger Hunt 15
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Water Boiling Race 4
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Demonstrations 15
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Bandage Relay 4
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Space Age Technology 16
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Firemans Drag Relay 4
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Machines 16
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Stretcher Race 4
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Camera 16
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Two-Man Carry Race 5
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One is One 16
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British Bulldog 5
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Sensational 16
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Catch Ten 5
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One Square 16
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Caterpillar Race 5
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Tape Recorder 17
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Crows And Cranes 5
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Water Games 18
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Elephant Roll 6
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A Little Inconvenience 18
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Granny's Footsteps 6
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Slash hike 18
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Guard The Fort 6
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Monster Relay 18
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Hit The Can 6
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Save the Insulin 19
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Island Hopping 6
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Marathon Obstacle Race 19
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Jack's Alive 7
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Punctured Drum 19
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Jump The Shot 7
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Floating Fire Bombardment 19
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Lassoing The Steer 7
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Mystery Meal 19
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Luck Relay 7
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Operation Neptune 19
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Pocket Rope 7
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Pyjama Relay 20
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Ring On A String 8
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Candle Race 20
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Shoot The Gap 8
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Spoon Race 20
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Sleeping Indian 8
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Newspaper Race 20
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Sleeping Pirate 8
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Blow Ping Pong 20
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Spud 8
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Underwater Knotting 20
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Standing Jump Relay 9
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Match Race 20
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This Is The Moon 9
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Obstacle Relay 20
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Three-Man Tug-O-War 9
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Human Chain 20
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Tiger In A Cage 9
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Mounted Wrestling 20
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Transport 9
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Greased Watermelon 20
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Tug-O-War 10
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Water Tug 'o War 21
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Tugowar-Steal-Bacon 10
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Candy Dive 21
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Hot Isotope 10
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Jaws 21
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Knot Relay 10
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Carnival Day at Camp 22
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Knot Trail (Kim's) 10
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Log Raising Relay 10 Sponge Toss 22
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One Hand Knots 11 Darts 22
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Pony Express Race 11 Penny Toss 22
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Chariot Races 11 Knock 'Em Over 23
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Cross The Pit 11 Douse the Candle 23
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Flagpole Raising 11 Fish Pond 23
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--- PAGE 3 ---
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Table of Contents
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Title Page Title Page
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Guess How Many 23 All Aboard 37
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Fortune Teller 23 Giant Clove Hitch 37
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House of Horrors 23 Traffic Jam 37
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Evening Games and Wide Games 25 A A A A B B B B 37
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Capture the Flag 25 Bowline Stroll 37
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Smugglers and Spies 26 The Monster 37
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Whistle tag 26 Other Team Games 38
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Light - No light 26 Richmond Hill Hand Ball 38
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Find the Bell 27 Metro Medley 38
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Triad 27 Tight Rope Walk 38
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Frontiers Game 27 Balloon Baseball 38
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Brass Rubbing Race 27 Nuclear Reactor Game 39
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Double Your Money 27 Hoot Hoot Hoot 40
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Elephant Hunt 28 Knot Games 42
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Face Paint 28 A Knot Tying Contest 42
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Game Of Life 28 A Knot Relay 42
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Haggis Hunt 28 Bowline/Sheet-bend Draw 43
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Hunt & Chase 28 Knot Relay (timed variation) 43
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Jail Break 29 Games for Older Scouts 44
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Kim's Wide Game 29
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Blind Compass Walk 44
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Lamp Chicane 29
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Remote Knotting 44
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Long Distance Chinese Whispers 29
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Snapper Fishing 44
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Merchants 29
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Tripod Lashing 44
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Mixed Up Names 30
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The Foreigner 44
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Naval Battle 30
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Careless Camp Observation Game 44
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Postman Game 30
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Knotty Trail 44
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Rockets And Interceptors 31
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What Happened? 45
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Scout-Staff Treasure Hunt 31
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Flip a Coin 45
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Strategy Games 32
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Games for Boy Scouts 46
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Mouse Trap Attack 32
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INDOOR GAMES 47
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Mouse Trap Fishing Game 32
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Choosing-Up Sides 47
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Submarines And Minefields 32
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Fire 47
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Trader 32
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Poison 47
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The Trader Game - Altered Slightly 33
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Blindman's Buff 47
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Trading Post 33
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One Pin 47
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Lighthouse 33
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Prisoner's Base 47
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Memory Games 34
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Indoor Duck on a Rock 47
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Silhouette Kim's Game 34 Hot Hand 47
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Battleship Kim's Game 34 Brooklyn Bridge 48
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Kims Game Variant 34 Hat Ball, or Roley Poley 48
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Patience 34 Leg Wrestling 48
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Compass Skills Patience 34 Swat the Fly 48
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It's Under A Cup 34 Circle Ball 48
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Ruba Dub Dub 35 Tug of War 48
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Post Office 35 Scout Baseball 48
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Obstacle Course In The Dark 35 Cracker Eating Relay 49
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Team Building Games 36 Knot Tag 49
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Caber Toss 36 Three Deep 49
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Over The Log 36 Scout Tag 49
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Amazon 36 Free Shot 49
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The Electric Fence 36 Shooting Gallery 49
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Kim's Game Campsite 36 Scout Spelling Bee 49
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Shoe Hunt 36 Snatch the Hat 49
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How Many Bears Can Live In The Woods 36 OUTDOOR GAMES 49
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Nature Hunt 36 Chain Tag 50
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Order Out Of Chaos 36 Lion Hunting 50
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Name It 36 Duck on a Rock 50
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Bowline-Sheet Bend Draw 36 Quoits 50
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The MacScouter's Big Book of Games -- iii -- January 1997
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--- PAGE 4 ---
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Table of Contents
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Title Page Title Page
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Scout Meets Scout 50 INFORMAL GAMES -- Miscellaneous 55
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Nature Study 50 Line wrestling 55
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Scouts and Indians 50 Mounted Wrestling 55
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Running the Blockade 50 Cavalry Charge 55
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Cross Country Signal Race 51 Attacking the Fort 55
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Hunt the Scout 51 Battle Ball 55
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Knights 51 Scrimmage Ball 55
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Poison (Outdoors) 51 Rope Rush 55
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LINE GAMES 51 Black and White 56
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RELAY GAMES 51 Tug of War 56
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Over the Top 51 Trench Attack 56
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Through the Tunnel 51 Angle Worm Race 56
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In and Out 51 Medley Relay Race 56
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Over and Under 51 Three-legged Race 56
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Kangaroo 51 Lock-arm Relay Race 56
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Goat 52 Jumble Bail 56
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Medicine Ball Roll 52 Attention 56
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Leap Frog Race 52 "Kelly Says" 56
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Flag Race 52 DUAL STRENGTH TESTS 56
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Skin the Snake 52 Hand Wrestling 56
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Human Wheelbarrow Race 52 Cock Fight 57
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Centipede Race -- Three Methods 52 Hand Push 57
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Caterpillar Race 52 Indian Leg Wrestle 57
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Dizzy Izzy 52 Twist Stick 57
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Human Obstacle Race 52 Pull Stick 57
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CIRCLE GAMES 52 Stick Wrestle 57
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Lock Arm Tag 52 Dog Fight 57
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Broncho Tag 52 Rooster Fight 57
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Basketball Tag 53 Slapping Cheek 57
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Medicine Ball 53 INDIVIDUAL STUNTS 57
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Swat Tag 53 Bottle Seat 57
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Circle Jump 53 Long Reach 57
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Medicine Ball Pass 53 Pick Up Penny 57
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Medicine Ball Bound 53 Catch Penny 57
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Medicine Ball Run-around 53 Backward Bend 57
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Mount Ball 53 Body Between Stick and Arm 58
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Dodge Bali 53 Jump Leg 58
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Circle Race 53 Finger Feat 58
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Channel Tag 53 STUNT NIGHT 58
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Double Swat Tag 53 Scouting Games 59
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Bear in a Pit 53 by Sir Robert Baden-Powell 59
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Pull Into Circle 54
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Foreword To Sixth Edition 60
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Change Place Tag 54
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Chapter I -- Scouting Games. 61
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Horse and Rider 54
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1. Flag Raiding. 61
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INFORMAL GAMES -- Tag Games 54
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2. The Rival Dispatch Bearers. 61
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Chain Tag 54
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3. Dispatch Running. 61
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Turtle Tag or Drop Tag 54
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4. Reading The Map. 61
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Number Tag or Spud 54
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5. Relay Race. 62
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Mount Tag 54
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6. Flying Columns. 62
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Cross Tag 54
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7. Numbers. 62
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Basketball Tag -- Second Method 54
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8. Surveying The Country. 62
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Snatch Tag 54
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9. Scout Meets Scout. 62
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Off Ground Tag 54
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10. Telegraph Cutting. 63
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Ostrich Tag 55
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11. The Signalers' Game. 63
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Mohammedan Tag 55
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12. The Traitor's Letter. 63
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Japanese Tag 55
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13. Joining Forces. 63
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Ankle Tag 55
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14. Spider And Fly. 64
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"Dizzy Izzy" Tag 55
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15. Scouting In The Open. 64
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The MacScouter's Big Book of Games -- iv -- January 1997
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--- PAGE 5 ---
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Table of Contents
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Title Page Title Page
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16. Plant Race. 64 12. The Staff Run 76
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17. Where's The Whistle ? 64 13. Pass It On. 76
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18. Fugitives. 64 14. Toilet Tag. 77
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19. Tails. 65 15. Bomb-Laying. 77
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20. Compass Points. 65 16. Baiting The Badger. 78
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21. Spot Your Staves. 65 17. Ring Catching. 78
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22. One Tree Away. 65 18. Shooting. 78
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23. What Is It ? 65 19. Kick It And Run. 78
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24. Finding Places. 66 20. Tub-Tilting. 78
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Chapter II -- Stalking Games. 67 21. Balancing The Board. 78
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1. Deer-Stalking. 67 22. An Obstacle Race. 79
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2. Stalking And Reporting. 67 24. Snatch The Handkerchief. 79
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3. Scout Hunting. 67 25. Hit The Bucket. 79
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4. Shadowing 67 Chapter VI -- Cyclists' Games. 80
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5. Ambushing. 67 1. De Wet. 80
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6. Mimic Battle. 67 2. The Biter Bit. 80
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Chapter. III -- Tracking Games. 69 3. Brigand Hunting. 80
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1. Seeking The Scoutmaster. 69 4. Ambuscades. 80
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2. The Treasure Hunt. 69 5. Hunting The Spies. 81
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3. The Torn Manuscript. 69 Chapter VII -- Town Games. 82
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4. Lion-Hunting. 70 1. Shadowing. 82
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5. Wool Collecting. 70 2. Follow The Trail. 82
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6. "Sharp-Nose." 70 3. Catching The Dodger. 82
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7. Climbing. 70 4. The Signature Collector. 82
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Chapter IV -- Indoor Games. 71 5. What's Wrong 83
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1. Kim's Game. 71 6. Far And Near. 83
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2. Debates And Trials. 71 7. Morgan's Game. 83
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3. Scout's Chess. 71 8. Shop Window. 83
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4. Farmyard. 71 9. Taking Notes. 83
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5. Thimble Finding. 72 Chapter VIII -- Night Games. 84
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6. Scout's Nose. 72 1.The Escaped Smoker - By Percy Hill. 84
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7. Spotting The Spot. 72 2.The Path-Finder. 84
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8. How Long ? 72 3. Tracking By Smell. 84
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9. Old Spotty-Face. 72 4. Will-O'-The-Wisp. 84
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10. Quick Sight. 72 5. Showing The Light. 84
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11. Nobody's Airship. 72 6. Night Outposts. 85
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12. Blow Ball. 72 Chapter IX -- Winter Games. 86
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13. Artists. 73 1. Siberian Man Hunt. 86
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14. A Memory Game. 73 2. Arctic Expedition. 86
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15. Questions. 73 3. Snow Fort. 86
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16. Who Said That? 73 4. Fox-Hunting. 86
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17. Celebrities. 73 5. The Dash For The Pole. 86
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18. Patterns. 73 6. Clear The Line. 86
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19. Round The Ring. 74 7. Skin The Snake. 86
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20. Badger Pulling. 74 8. Soccer Relay. 87
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Chapter V -- General Games For Camp Or Chapter X -- Seamanship Games. 88
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Playground. 75 1. Smugglers Over The Border. 88
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1. Catch The Thief. 75 2. Treasure Island. 88
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2. Bang The Bear. 75 3. Smugglers 88
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3. Shoot Out. 75 4. A Whale Hunt. 88
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4. The Bull Fight. 75 5. Water Sports. 88
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5. Basket Ball. 75 Chapter XI -- First-Aid Games. 90
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6. Knight Errantry. 76 1. Wounded Prisoners. 90
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7. Find The North. 76 2. The Red Cross Hero. 90
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8. Cock-Fighting. 76 3. The Ill-Fated Camp. 90
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9. Camp Billiards. 76 4. Injuries. 91
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10. Stool Kicking. 76 5. Ambulance Knights. 91
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11. Take The Hat 76 6. Ambulance Rounders. 91
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The MacScouter's Big Book of Games -- v -- January 1997
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--- PAGE 6 ---
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Table of Contents
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Title Page Title Page
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7. Ambulance, French And English. 91
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8. Ambulance Hotchpotch. 91
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9. AMBULANCE ELEMENTS. 92
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Chapter XII -- Games For Strength. 93
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1. The Struggle. 93
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2. Wrist Pushing. 93
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3. Scrum. 93
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4. Feet Wrestling. 93
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5. Straight Back. 93
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6. Bridge. 93
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7. Tournaments. 93
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8. Kneel To Your Superior. 93
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Chapter XIII -- Displays 94
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1. The "Mercury" Display. 94
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2. Good Turns. 94
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3. The Treasure Camp. 95
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5. The Diamond Thief. 98
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6. Play The Game 99
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7. Tableau Of The Storming Of Delhi. 100
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8. The S.A.C. 100
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9. Pocahontas 101
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10. Kidnapped. 106
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11. Saving Life 106
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The MacScouter's Big Book of Games -- vi -- January 1997
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--- PAGE 7 ---
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Introduction
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The MacScouter's Big Book of Games is intended to be used by Scouters and Guiders around the world to
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further your programs, and bring fun into your Dens and Packs. This Volume 2: Games for Older Scouts is
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intended for older boys and girls, but it is impossible to draw a line and say you cannot use these games for boys
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and girls younger than this. In fact, there is some overlap with Volume 1: Games for Younger Scouts,.
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The material here has been gathered from many sources, most of which are Cub Scout, Beaver Scout or Boy
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Scout related, thus the language used within the games. I believe that most games are suitable for Girl Guides,
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Girl Scouts, Campfire Boys and Girls, and indeed any group of young people. There are over 650 games in the
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Big Book, divided into many different categories.
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The MacScouter's Big Book of Games has been compiled from a wide variety of sources. It started with
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the Scouts-L Games FAQ. Then, we combined the Indian Nations 1994 Powwow Book games, with other
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Powwow Book games, games from Australia, and individual games from many people. Our sincere thanks to Jim
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Speirs, Merl Whitebook and a long cast of characters for contributing to this volume.
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Please note that all of the material contained herein has been provided by others, or has been compiled from
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material on World Wide Web sites. It is not my intent to incorporate any copyrighted material in this document. It
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is brought to my attention that any material contained here is copyrighted, and that copyright states that the
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material is not to be reproduced, I will immediately remove it from the electronic document and from the WWW
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site.
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If you have games that you do not see here, please send them to the MacScouter at gary@macscouter.com.
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R. Gary Hendra, the MacScouter, January 1997
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Introduction to Camp Games for Older Scouts
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by Merl Whitebook, adapted
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Games have always been one of the most important elements of Scouting and of the "Patrol Method".
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With "GOOD" games, you can emphasize and practice whatever skill you are teaching that week. A good
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game or contest will show whether the boys have learned their stuff..AND..they'll have FUN in the process.
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Just remember any game can go wrong if YOU let it...explain the rules clearly, make up rules that will stop
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bad things before they happen like "NO plowing through people or kicking in British Bulldog". Think ahead and
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make rules up ahead of the game..don't be afraid to change rules as the game is played though. THINK SAFETY!
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Most of these games can be listed under several categories. Observation is a category that can probably have all
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the games listed under it.
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You'll notice a lot of these games fit right into the Camporee theme. You'll probably want to use them to
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prepare for the annual Camporee. There are literally thousands of games that can be used in Scouting.
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Remember that Scouting games should...
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1. Be FUN
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2. Be SAFE
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3. Have a theme or skill involved
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4. Have all members participate
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5. NO ONE should be forced or scored OUT. If a boy has to leave the game because he got tagged out
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etc...he will probably go to the side and get into trouble...just keep scores until the end of the game and
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then honor the winners (patrol, individual...). If you can, honor everyone.
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A great source of games is "Woods Wisdom", old Scouting books like "Scoutmasters Handbook", "Patrol
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Leaders Handbook", "Patrol and Troop Activities", "Program Helps". There are also hundreds of books (non-
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Scouting) that list thousands of games, go to used book stores for the old ones, for new ones...go to any book
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store and ask for assistance.
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Merl A. Whitebook
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REMEMBER IN ANY GAME YOU PLAY, KEEP IT SIMPLE, MAKE IT
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FUN AND MAKE IT SAFE.
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The MacScouter's Big Book of Games -- 1 -- January 1997
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--- PAGE 8 ---
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Camp Games for Older Scouts
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by Merl Whitebook
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Flying Saucer Kim's
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Theme: Camping
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Team: Patrol
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Activity Level: Low
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Equipment Needed: Pack, 20 camping items, bag
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Method: Leader takes item out of bag and throws it to leader #2 who puts it in pack..repeat. Patrols then try to
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make a list of the items thrown.
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Scoring: 1 pt per item
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Pack Relay
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Theme: Camping
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Team: Patrol
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Activity Level: High
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Equipment Needed: Pack with all items outside per patrol (all same number of items..Unstuff sleeping bag.
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Method: Patrol lines up. On signal first member races to other end of room and puts one item in pack, races
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back...repeat until all items in pack. Line up and give yell.
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Scoring: First done wins
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Sloppy Camp
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Theme: Camping
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Team: Patrol
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Activity Level: Low
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Equipment Needed: Complete campsite...
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Method: Campsite set up with 20+ items wrong. Patrol has 5 minutes to observe(silently). Then 5 minutes to
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list all they saw.
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Scoring: 1 pt. for each right
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Tent Pitching
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Theme: Camping
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Team: Patrol
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Activity Level: High
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Equipment Needed: 1 tent per patrol
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Method: On signal patrol sets up tent. After checked by judge, take down, pack up, line up and give yell.
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Scoring: First done wins
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Tent Strik'n Contest
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Theme: Camping
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Team: Patrol
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Activity Level: High
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Equipment Needed: 1 or more tents per patrol
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Method: On signal patrols race to see who can strike one or more tents. Some tents might have to be taken
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down early to make patrols equal. First tents down and packed, line up and do yell wins.
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Scoring: First done wins
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The MacScouter's Big Book of Games -- 2 -- January 1997
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--- PAGE 9 ---
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Remote Clove Hitch
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Theme: Communication
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Team: Patrol
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Activity Level: Low
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Equipment Needed: 1 large diameter rope at least 50' long
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Method: On signal patrol ties clove hitch around a tree that has a circle marked 7-10 around it..no one can
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enter the circle. One patrol at a time tries it unless you have many large ropes.
|
|
Scoring: Fastest wins
|
|
Compass Course
|
|
Theme: Compass
|
|
Team: Patrol
|
|
Activity Level: Low
|
|
Equipment Needed: Compass course, cards, compass per patrol
|
|
Method: Each patrol is given a compass and one card. On signal they start. They use all 3 courses. Patrol
|
|
with most courses right(closest) wins.
|
|
Scoring: Best wins
|
|
Compass Facing
|
|
Theme: Compass
|
|
Team: Patrol
|
|
Activity Level: Low
|
|
Equipment Needed: None (compass for leader)
|
|
Method: Troop in mass, leader calls out a compass heading. Everyone points to where he thinks it is. If
|
|
correct, each scout receives 1 pt for his patrol.
|
|
Scoring: Highest score wins
|
|
Map Orienteering
|
|
Theme: Compass
|
|
Team: Patrol
|
|
Activity Level: Low
|
|
Equipment Needed: 1 map and compass per patrol
|
|
Method: On signal, patrol races to judge. They must take map and orient it with compass.
|
|
Scoring: First done wins
|
|
Flapjack Flipping
|
|
Theme: Cooking
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 1 skillet, 1 flapjack (round tile) per patrol
|
|
Method: Patrols line up. On signal first scout runs course flipping a flapjack repeatedly as he goes...repeat all
|
|
scouts. line up and do yell.
|
|
Scoring: First done wins
|
|
Bow Saw Relay
|
|
Theme: Fire Building
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: Per patrol = 1 saw, log 4'x3", supports
|
|
Method: Patrols line up facing logs from 20'away.Bowsaw is placed along log. On signal, first scout runs up
|
|
and saws off 2" slice...repeat until all have done at least once..
|
|
Scoring: 1st done = king patrol
|
|
The MacScouter's Big Book of Games -- 3 -- January 1997
|
|
|
|
--- PAGE 10 ---
|
|
Match Lighting
|
|
Theme: Fire Building
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 1 board with holes, 1 axe, 5 matches per patrol.
|
|
Method: On signal first patrol member races up and has 3 strikes with axe to light a match in log...repeat.
|
|
First patrol to light or split 5 matches, line up and give yell wins.
|
|
Scoring: First done wins
|
|
String Burning Race
|
|
Theme: Fire Building
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 1 axe, 1 piece of wood, balloon and string, fire box, 3 matches per patrol
|
|
Method: On signal patrol properly splits wood, prepare shavings and lights fire until string burns and balloon
|
|
falls.
|
|
Scoring: First done wins
|
|
Water Boiling Race
|
|
Theme: Fire Building
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 1 axe, 1pc. wood, pot, 3 matches per patrol
|
|
Method: First patrol to build fire and boil water wins
|
|
Scoring: First done wins
|
|
Bandage Relay
|
|
Theme: First Aid
|
|
Team: Patrol
|
|
Activity Level: Medium
|
|
Equipment Needed: 1 neckerchief per patrol, 3 if splinting
|
|
Method: Patrol lines up. On signal first member runs to judge and ties requested bandage...repeat. First
|
|
patrol done with all wins.
|
|
Scoring: First done wins
|
|
Firemans Drag Relay
|
|
Theme: First Aid
|
|
Team: Patrol
|
|
Activity Level: Medium
|
|
Equipment Needed: None
|
|
Method: Half patrol as fireman and half as victims. First fireman runs up to first victim and drags back to other
|
|
fireman, next fireman rescues next victim and so forth...
|
|
Scoring: First patrol done wins
|
|
Stretcher Race
|
|
Theme: First Aid
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 2 poles, 1 sleeping bag or blanket per patrol balloon and bucket optional.
|
|
Method: On signal patrols rig stretcher with equipment provided. Put member or balloon or member with
|
|
water bucket on stretcher and race a course.
|
|
Scoring: First done wins
|
|
The MacScouter's Big Book of Games -- 4 -- January 1997
|
|
|
|
--- PAGE 11 ---
|
|
Two-Man Carry Race
|
|
Theme: First Aid
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: None
|
|
Method: On signal patrol assembles a 2-man carry and races through course, repeat. First patrol to do 4
|
|
times, line up and do yell wins.
|
|
Scoring: First done wins
|
|
British Bulldog
|
|
Theme: Fun
|
|
Team: Troop
|
|
Activity Level: Very high
|
|
Equipment Needed: None (buttons)
|
|
Method: Troop lines up on one side of room (field). IT in center. Leader says "go", all try to get to other side
|
|
while IT tries to catch them and say "British bulldog 1,2,3". If caught, you join IT. Last one left is the winner. Must
|
|
be off ground.
|
|
Scoring: Last left wins
|
|
Catch Ten
|
|
Theme: Fun
|
|
Team: Half Troop
|
|
Activity Level: High
|
|
Equipment Needed: 1 ball
|
|
Method: Mark teams (hat-no hat...). Keep away until ball caught 10 times in a row. Must be called out, start
|
|
over each time ball is stolen or caught by other team.
|
|
Scoring: None
|
|
Caterpillar Race
|
|
Theme: Fun
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: None
|
|
Method: 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 c
|
|
hair.
|
|
Scoring: First done wins
|
|
Crows And Cranes
|
|
Theme: Fun
|
|
Team: Half Troop
|
|
Activity Level: High
|
|
Equipment Needed: None
|
|
Method: Teams line up in center, back to back. One team crows while other cranes. Leader calls out team
|
|
name, that team must try to get to their end of room while others try to tag. If tagged, you switch teams. This can
|
|
go on for ever...
|
|
Scoring: None really
|
|
The MacScouter's Big Book of Games -- 5 -- January 1997
|
|
|
|
--- PAGE 12 ---
|
|
Elephant Roll
|
|
Theme: Fun
|
|
Team: Troop
|
|
Activity Level: High
|
|
Equipment Needed: None
|
|
Method: Line up scouts on hands and knees(alternate facing direction)side by side. IT tries to crawl from one
|
|
end to the other(on their backs). While those in line sway at their own rate. When he makes
|
|
it, he becomes the end...next tries IT.
|
|
Scoring: None
|
|
Granny's Footsteps
|
|
Theme: Fun
|
|
Team: None
|
|
Activity Level: Low
|
|
Equipment Needed: None
|
|
Method: Troop in line, Granny (IT) about 60' away with back turned. On signal scouts try to sneak up on
|
|
Granny. Granny can turn around any time after he counts to 30 to himself. If caught moving you go back. You
|
|
become Granny if you make it too her.
|
|
Scoring: None
|
|
Guard The Fort
|
|
Theme: Fun
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 1 soft ball (nerf, volley, soccer)
|
|
Method: Patrol in circle with patrol leader in middle, all other members face out. Rest of troop in circle around
|
|
patrol. Troop tries to hit the guarded P.L. with a soft ball. Time it, patrol that protects P.L. longest, wins.
|
|
Scoring: Longest wins
|
|
Hit The Can
|
|
Theme: Fun
|
|
Team: Troop
|
|
Activity Level: High
|
|
Equipment Needed: 5 gallon can, 1 stave, 1 volley or soccer ball
|
|
Method: Troop in circle with IT standing on can(5 gal) in middle of circle with stave in hand. Ball (volley or
|
|
soccer) is passed around and thrown at can, IT guards it with stave. If can is hit, thrower becomes IT.
|
|
Scoring: None
|
|
Island Hopping
|
|
Theme: Fun
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: Lots of paper
|
|
Method: Patrol lines up, everyone standing on 2 pieces of paper plus one extra piece in front of patrol. Patrol
|
|
steps forward in unison and takes paper from back to front. Repeat until patrol covers course. First done wins
|
|
Scoring: First done wins
|
|
The MacScouter's Big Book of Games -- 6 -- January 1997
|
|
|
|
--- PAGE 13 ---
|
|
Jack's Alive
|
|
Theme: Fun
|
|
Team: None
|
|
Activity Level: Low
|
|
Equipment Needed: Stick
|
|
Method: Heat stick in fire until a few embers are on end. Pass around circle, blow on stick and say "Jack's
|
|
alive". The person that passes the stick without an ember is marked with it on the forehead. Repeat..
|
|
Scoring: Usually none
|
|
Jump The Shot
|
|
Theme: Fun
|
|
Team: Troop
|
|
Activity Level: High
|
|
Equipment Needed: Shot = 20' rope with bag (weighted) at end
|
|
Method: Troop makes large circle. IT in center swings the SHOT in the center, everyone tries to jump it as it
|
|
gets faster (below knees). If hit, you get 1 penalty point. If hit you are IT.
|
|
Scoring: Low score wins
|
|
Lassoing The Steer
|
|
Theme: Fun
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 1 rope per scout, 1 can
|
|
Method: Place #10 can in center of circle. Troop around edge, everyone with a rope. Everyone tries to lasso
|
|
the "steer" and drag it to them. If drug out the scout receives 5 points for his patrol.
|
|
Scoring: 5 points ea score
|
|
Luck Relay
|
|
Theme: Fun
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 1 coin per patrol
|
|
Method: Patrols in relay formation. First scout runs up, leader flips coin and scout guesses, runs back and
|
|
tags next...repeat. Patrol that guesses 5 right wins.
|
|
Scoring: First with 5 wins
|
|
Pocket Rope
|
|
Theme: Fun
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: None
|
|
Method: On signal patrol tries to make the longest rope they can with the things they have in their pockets or
|
|
on their person. (belts, socks, neckerchiefs, shirts).
|
|
Scoring: Longest wins
|
|
The MacScouter's Big Book of Games -- 7 -- January 1997
|
|
|
|
--- PAGE 14 ---
|
|
Ring On A String
|
|
Theme: Fun
|
|
Team: Troop
|
|
Activity Level: Low
|
|
Equipment Needed: About 30' of string, 1 ring
|
|
Method: Troop forms circle with IT in middle. String loop with 1 ring on it is held by whole troop. IT tries to
|
|
guess who has ring while troop secretly passes it along string while IT can't see (back turned). If IT finds out,
|
|
switch with IT.
|
|
Scoring: None
|
|
Shoot The Gap
|
|
Theme: Fun
|
|
Team: Half Troop
|
|
Activity Level: High
|
|
Equipment Needed: None
|
|
Method: Team (numbered) on each side of room (field). IT in center calls out a number, the number from
|
|
each side must switch without IT tagging them. If tagged, you become IT and old IT takes your place.
|
|
Scoring: None
|
|
Sleeping Indian
|
|
Theme: Fun
|
|
Team: Troop
|
|
Activity Level: Low
|
|
Equipment Needed: 1 blindfold, 1 eraser.
|
|
Method: One scout in middle of room, blindfolded with legs crossed and object(eraser) in front of him.
|
|
Objective is to sneak up and take object and take back to edge of room. Indian points at noise, if pointed at, you
|
|
go back.
|
|
Scoring: None
|
|
Sleeping Pirate
|
|
Theme: Fun
|
|
Team: Patrol
|
|
Activity Level: Low
|
|
Equipment Needed: 2 erasers
|
|
Method: Blindfolded pirate sits in middle of room with treasure (2 erasers) in front of him. Troop tries to sneak
|
|
up on him and take treasure back to edge of room. If pointed at, you go back to edge of room. 1 pt for patrol if
|
|
successful.
|
|
Scoring: High score wins
|
|
Spud
|
|
Theme: Fun
|
|
Team: Troop
|
|
Activity Level: High
|
|
Equipment Needed: Spud (rag wrapped in tape)
|
|
Method: Troop in circle, IT in center calls out name (or number) of scout, and throws spud in air. All scatter
|
|
until scout called catches spud and yells "spud", all freeze as he picks one to throw the spud at. If hit your
|
|
IT...repeat.
|
|
Scoring: None
|
|
The MacScouter's Big Book of Games -- 8 -- January 1997
|
|
|
|
--- PAGE 15 ---
|
|
Standing Jump Relay
|
|
Theme: Fun
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: None
|
|
Method: Relay formation. First scout standing broad jumps, next scout jumps from where he ended. Patrol
|
|
with longest distance covered wins. Some patrol members might have to jump twice to make patrols equal in
|
|
numbers.
|
|
Scoring: Longest distance wins
|
|
This Is The Moon
|
|
Theme: Fun
|
|
Team: None
|
|
Activity Level: Low
|
|
Equipment Needed: Stick
|
|
Method: Leader at campfire asks if they can do EXACTLY as he does. He says "This is the moon(coughs),2
|
|
eyes, a nose and a mouth" drawing while saying. The trick is the cough. Ask for volunteers, congratulate if
|
|
correct, don't tell secret.
|
|
Scoring: None
|
|
Three-Man Tug-O-War
|
|
Theme: Fun
|
|
Team: 3-Man
|
|
Activity Level: High
|
|
Equipment Needed: 1 12' rope, 3 hats or erasers per 3 scouts
|
|
Method: 12' rope is made into a loop. 3 scouts grab to form a triangle. Place a hat... about 6' from each scout.
|
|
On signal they tug until one gets his hat.
|
|
Scoring: None
|
|
Tiger In A Cage
|
|
Theme: Fun
|
|
Team: Troop
|
|
Activity Level: High
|
|
Equipment Needed: None
|
|
Method: Large circle is drawn on the ground. Tiger in circle. Everyone can torment the tiger by jumping into
|
|
the circle and then out again. If tagged by tiger, you become the tiger. Tiger cannot leave circle to tag tormentors.
|
|
Scoring: None
|
|
Transport
|
|
Theme: Fun
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 2 staves (6'), 1 bleach bottle per patrol
|
|
Method: Patrols line up. On signal, first 2 scouts take staves and carry bottle between them to area 30' away,
|
|
run back and touch next 2, they then race to bottle and carry back...repeat. First patrol to do it 4 times, line up and
|
|
do yell wins
|
|
Scoring: First done wins
|
|
The MacScouter's Big Book of Games -- 9 -- January 1997
|
|
|
|
--- PAGE 16 ---
|
|
Tug-O-War
|
|
Theme: Fun
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: Large rope, rag for center, 3 marks on ground 10' apart
|
|
Method: Patrols make teams to match each other in weight. Rope with center marked is tugged until mark is
|
|
pulled 10' from center
|
|
Scoring: Best wins
|
|
Tugowar-Steal-Bacon
|
|
Theme: Fun
|
|
Team: 1/2 Troop
|
|
Activity Level: High
|
|
Equipment Needed: Tape covered bike tire
|
|
Method: Teams line up on opposite ends of room (field). Number team members 1-??. Leader calls out
|
|
number(s). Number races to center and pull or take tire back to his side. Point if tire brought back.
|
|
Scoring: 1 point if tire retrieved
|
|
Hot Isotope
|
|
Theme: Knots
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 1 heavy rubber band, 1 #10 can, 6 ropes per patrol
|
|
Method: Can set in center of infected area. On signal patrol uses equipment provided to retrieve can out of
|
|
area without entering it.
|
|
Scoring: First done wins
|
|
Knot Relay
|
|
Theme: Knots
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 1 rope per patrol
|
|
Method: Patrols line up facing judges. On signal first member runs up and ties requested knot for judge. First
|
|
patrol to tie all knots, line up and give yell wins
|
|
Scoring: First done wins
|
|
Knot Trail (Kim's)
|
|
Theme: Knots
|
|
Team: Patrol
|
|
Activity Level: Low
|
|
Equipment Needed: 5-10 pieces of rope
|
|
Method: Several pieces of rope are tied together between 2 trees (50'apart) with several kinds of knots.
|
|
Patrol has 1 minute to walk along rope(silently) then they depart and have 5 min. to list in order. 1pt for each
|
|
right.
|
|
Scoring: 1 pt for ea. right
|
|
Log Raising Relay
|
|
Theme: Knots
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 1 log, 1 50' rope per patrol
|
|
Method: On signal patrol rigs log raising devise with materials provided. Must raise to top. First to top and
|
|
gives yell wins.
|
|
Scoring: First done wins
|
|
The MacScouter's Big Book of Games -- 10 -- January 1997
|
|
|
|
--- PAGE 17 ---
|
|
One Hand Knots
|
|
Theme: Knots
|
|
Team: Patrol
|
|
Activity Level: Low
|
|
Equipment Needed: 1 rope, bag (opt.) per patrol
|
|
Method: Same as any knot relay except that limited to tying with one hand only. Variation...2 hands behind
|
|
back, or 2 hands in bag.
|
|
Scoring: First done wins
|
|
Pony Express Race
|
|
Theme: Knots
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 1 rope per scout
|
|
Method: Patrol lines up. On signal, all tie their rope with a clove hitch to the ankle of the scout in front of
|
|
them. Patrol then goes through course and back. Untie, line up and do yell.
|
|
Scoring: First done wins
|
|
Chariot Races
|
|
Theme: Lashings
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 3 poles, 3 ropes per patrol
|
|
Method: Patrols line up next to equipment. On signal they assemble a travoi (A-frame). Place scout on it and
|
|
carry him around a course and back. Tear down chariot and line up and give yell.
|
|
Scoring: First done(right) wins
|
|
Cross The Pit
|
|
Theme: Lashings
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 3 poles, 6 ropes per patrol
|
|
Method: On signal, patrol rigs up an a-frame with guy lines on top. Scout on frame tries to "walk" it across the
|
|
alligator pit while his patrol steadies it with the guy lines. At other end, dismantle, line up and give yell.
|
|
Scoring: First done wins
|
|
Flagpole Raising
|
|
Theme: Lashings
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 2 poles, 1 patrol flag, 7 ropes per patrol
|
|
Method: On signal patrol assembles flagpole from poles and their patrol flag. When erected and secure,
|
|
salute and give yell. Disassemble and line up.
|
|
Scoring: First done wins
|
|
Radio Isotope
|
|
Theme: Lashings
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 3 ropes, 2 poles, 1 bottle, 1 #10 can per patrol
|
|
Method: Coke bottle in #10 can in middle of restricted area. On signal patrol tries to remove bottle from can
|
|
(without touching can) with any equipment provided. First to get bottle out of restricted area wins.
|
|
Scoring: First done wins
|
|
The MacScouter's Big Book of Games -- 11 -- January 1997
|
|
|
|
--- PAGE 18 ---
|
|
Rat Trap Race
|
|
Theme: Lashings
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 2-3 poles, 2-4 ropes, 1 rat trap per patrol
|
|
Method: On signal patrols assemble 2 or 3 section pole and try to spring rat trap that is set up too far from
|
|
reach with one pole. Disassemble line up and give patrol yell.
|
|
Scoring: First done wins
|
|
Reactor Transporter
|
|
Theme: Lashings
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 3 poles, 3 ropes, 1 can with bail, 1 hook from coat hanger per patrol
|
|
Method: On signal patrols erect tripod with legs secured with an extra rope, hook suspended from center.
|
|
Patrol must not touch the can with anything but the hook (can't hit sides)..transport can from one end of the room
|
|
to other. Dismantle, line, yell.
|
|
Scoring: First done wins
|
|
Tripod Lashing
|
|
Theme: Lashings
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 3 poles, 2 ropes per patrol
|
|
Method: On signal the patrol assembles a tripod. One member must be able to suspend himself from a rope
|
|
attached at top. Disassemble line up and give yell.
|
|
Scoring: First done wins
|
|
Map Symbol Relay
|
|
Theme: Map
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: Symbol cards or maps or paper and pencil for each patrol
|
|
Method: Patrols line up. On signal first member runs to judge and identifies symbol from card or map or
|
|
draws on request. First patrol done with all cards or identifies set number of symbols wins King Patrol.
|
|
Scoring: First done wins
|
|
Height Measuring
|
|
Theme: Measuring
|
|
Team: Patrol
|
|
Activity Level: Low
|
|
Equipment Needed: None
|
|
Method: Patrols try to estimate the height of the flag pole, tree... using any method from the Scout Handbook.
|
|
Scoring: Patrol nearest wins
|
|
Nature Kim's Game
|
|
Theme: Nature
|
|
Team: Patrol
|
|
Activity Level: Low
|
|
Equipment Needed: 20 nature objects, sheet or newspaper cover
|
|
Method: 20 objects of nature under cover. Patrol has 2 minutes to observe. Then have 5 minutes to list.
|
|
Scoring: 1 pt for ea right
|
|
The MacScouter's Big Book of Games -- 12 -- January 1997
|
|
|
|
--- PAGE 19 ---
|
|
Bombing The Camp
|
|
Theme: Observation
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: Per patrol = bomb(newspaper), bucket of water.
|
|
Method: Troop on day hike, is stopped 1 mile from camp. Messenger from camp tells of bomb threat on
|
|
camp in exactly 12 min. 15 sec. to late{boom},15 sec. early{bomb not set} and can come back any time to
|
|
set...must be in time frame & douse.
|
|
Scoring:
|
|
Invisible Kim's
|
|
Theme: Observation
|
|
Team: Patrol
|
|
Activity Level: Low
|
|
Equipment Needed: Bag
|
|
Method: Leader takes out invisible items out of bag and mimes using them...turn on flashlight etc. Patrols
|
|
then try to make a list of what was taken out of bag.
|
|
Scoring: 1 pt per item
|
|
Kim's Game
|
|
Theme: Observation
|
|
Team: Patrol
|
|
Activity Level: Low
|
|
Equipment Needed: 20 items, sheet or newspaper...as cover.
|
|
Method: Spread 20 items on table and cover. Patrol comes up and has 1 minute to look(no talking). They
|
|
then depart and have 5 minutes to list them. 1 point for each correct answer.
|
|
Scoring: 1pt for ea. item
|
|
Candle Relay
|
|
Theme: Swimming
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 1 candle, 1 book of matches per patrol
|
|
Method: 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
|
|
Scoring: First done wins
|
|
Lifeline Relay
|
|
Theme: Swimming
|
|
Team: Patrol
|
|
Activity Level: Medium
|
|
Equipment Needed: Per patrol = 1 rope(25'+), target(5'pole to simulate outstretched arms.
|
|
Method: Patrols line up in relay formation. On signal first scout throws line at target, next scout coils rope and
|
|
throws...repeat until the target has been hit 6 times.
|
|
Scoring: 1st done is king patrol
|
|
The MacScouter's Big Book of Games -- 13 -- January 1997
|
|
|
|
--- PAGE 20 ---
|
|
Spoon Race
|
|
Theme: Swimming
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 1 spoon, 1 egg per patrol
|
|
Method: Patrols in relay formation in pool. On signal first scout swims with spoon in mouth with egg on
|
|
spoon. Swim to marker or edge of pool and return. Repeat.
|
|
Scoring: First done wins
|
|
Wet T-Shirt Relay
|
|
Theme: Swimming
|
|
Team: Patrol
|
|
Activity Level: High
|
|
Equipment Needed: 1 tee shirt per patrol
|
|
Method: Half of patrol on each side of pool. First swimmer wears tee shirt, swim relay...exchanging and
|
|
wearing tee before diving in and swimming. First patrol to finish (in tee) wins.
|
|
Scoring: First patrol done wins
|
|
Capture The Flag
|
|
Theme: Wide Game
|
|
Team: Half Troop
|
|
Activity Level: High
|
|
Equipment Needed: 2 flags (neckerchiefs...)
|
|
Method: Flags within 200' of center and visible. Guards must not be within 50' of flag unless chasing enemy.
|
|
Jail is 50' from line. Free walk back if rescued.1/5 hr. time limit...flag captured or most prisoners is winner.
|
|
Scoring: See above
|
|
Crossing The Gap
|
|
Theme: Wide Game
|
|
Team: Patrol
|
|
Activity Level: Medium
|
|
Equipment Needed: None
|
|
Method: 2 scouts in center of 500'x200' area. Troop on one side. Objective is to get to other side without
|
|
being spotted. If spotted, you stand through the rest of the game. Patrol with most through wins.
|
|
Scoring:
|
|
The MacScouter's Big Book of Games -- 14 -- January 1997
|
|
|
|
--- PAGE 21 ---
|
|
Scavenger Hunt Games
|
|
Scouting Scavenger Hunt
|
|
Each patrol has 10 minutes to solve the riddles and find the corresponding Scouting or nature objects. They
|
|
must give the correct numbers for each item:
|
|
1. You use this to find NEWS.
|
|
2. This silver life saver can be used on anything from tents to camera cases.
|
|
3. When the wind blows and the snow comes down I'll still be around.
|
|
4. Flash this for someone and they may just come to the rescue.
|
|
5. It's always greener on the other side of the road.
|
|
6. Sounds like something that would help an orchestra.
|
|
7. I'm created by rivers and streams and thousands of years.
|
|
8. It can help you on hot days, cold days, and while you sleep.
|
|
9. Be sure to take this if you want to pack light.
|
|
10. Keeps you from wearing embarrassing garbage bags.
|
|
11. If you're falling off a cliff, it's good to be able to do this.
|
|
12. You don't have to be a Star Scout to wear one of these.
|
|
13. If you served in the military in Geneva, you might be issued one of these.
|
|
14. It's whipped but it's not cream.
|
|
15. You see me in red superimposed on red and white stripes sometimes.
|
|
16. With these you can do something you also do in baseball and bowling.
|
|
17. It's pretty much isosceles in shape.
|
|
18. It's the opposite of "can oot"
|
|
19. Useful for ticks every time.
|
|
Scouting Scavenger Hunt Answers
|
|
Each patrol has 10 minutes to solve the riddles and find the corresponding Scouting or nature objects. They
|
|
must give the correct numbers for each item:
|
|
1. You use this to find NEWS. Compass
|
|
2. This silver life saver can be used on anything from tents to camera cases. Duct Tape
|
|
3. When the wind blows and the snow comes down I'll still be around. Pine Needles/Branch
|
|
4. Flash this for someone and they may just come to the rescue. Signal Mirror
|
|
5. It's always greener on the other side of the road. Grass
|
|
6. Sounds like something that would help an orchestra. Band Aid
|
|
7. I'm created by rivers and streams and thousands of years. Sedimentary Rock
|
|
8. It can help you on hot days, cold days, and while you sleep. Hat
|
|
9. Be sure to take this if you want to pack light. Flashlight
|
|
10. Keeps you from wearing embarrassing garbage bags. Poncho
|
|
11. If you're falling off a cliff, it's good to be able to do this. Tie one-handed bowline
|
|
12. You don't have to be a Star Scout to wear one of these. Service star (or Baden-Powell Star)
|
|
13. If you served in the military in Geneva, you might be issued one of these. Swiss Army Knife
|
|
14. It's whipped but it's not cream. Whipped Rope
|
|
15. You see me in red superimposed on red and white stripes sometimes. Maple Leaf
|
|
16. With these you can do something you also do in baseball and bowling. Matches
|
|
17. It's pretty much isosceles in shape. Triangle Bandage or neckerchief
|
|
18. It's the opposite of "can oot" Canteen (can't iin)
|
|
19. Useful for ticks every time. Watch
|
|
Demonstrations
|
|
Akela has invited one patrol to work with the Cub pack next week. To help the Court of Honor decide which
|
|
patrol will best represent the troop, here is a test for your patrol. By no later than...., bring back the necessary
|
|
ingredients for staging successful demonstrations of:
|
|
1. a left-handed non-Scout
|
|
2. a left-handed cat
|
|
3. how to separate a mixture of salt and pepper
|
|
The MacScouter's Big Book of Games -- 15 -- January 1997
|
|
|
|
--- PAGE 22 ---
|
|
4. how to determine which is more dense: apple or carrot
|
|
5. what happens when you add two spoonfuls of vinegar to one spoonful of dish washing liquid and mix in
|
|
one big spoonful of baking soda
|
|
6. a southbound footprint
|
|
Scouter's Notes
|
|
2. I'm not sure there is any such creature, but a Scout once assured me that his cat was left-handed.
|
|
Another Scout brought in a cat and left it to me to prove it wasn't left-handed.
|
|
3. Pour mixture into a glass of water. Salt sinks; pepper floats.
|
|
4. Again water. Carrot sinks and apple floats, ergo carrot is denser.
|
|
6. Perhaps a compass set alongside the footprint or a photograph of a footprint relative to an object that has
|
|
a definite direction.
|
|
Space Age Technology
|
|
Space invaders have demanded that you produce evidence of the earth's current level of technology by no
|
|
later than.... You must collect samples that demonstrate our society's use of: transistors; incandescence;
|
|
fluorescence; luminosity; polystyrene; polypropylene; polyester; acrylic; latex; nylon; laser; liquid crystal display
|
|
(LCD); light emitting diode (LED); magnetic diskettes; magnetic recording tape; electricity (plug in); electricity
|
|
(battery power); stainless steel; molded plastic; sheet plastic; laminated plastic; metal alloy.
|
|
Scouter's Note: Relate to the Engineering and Science Challenge badges.
|
|
Machines
|
|
Mr. Wizard blew up his laboratory. He needs your help to replace some parts of his physics experiments. By
|
|
no later than...., bring in as many examples as you can of the six basic machines: screw; wedge; inclined plane;
|
|
lever; pulley; wheel & axle.
|
|
Camera
|
|
With your Polaroid camera, take one photograph of each of the following situations. You have film for 20
|
|
attempts. Don't let any other patrol photograph a member of your patrol. No later than..... deliver photographs of:
|
|
the whole patrol inside a telephone booth; a Scout at least 5 m up a tree; three Scouts blowing bubble gum; all the
|
|
members of the households of two Scouts; the Canadian flag; a woman on a bicycle; a Scout in the back seat of a
|
|
bus; two Scouts in a police cell; three Scouts on the back of a fire truck; a suspicious-looking character often seen
|
|
walking near the troop's meeting place about 30 minutes after the meeting starts (don't let this person see you
|
|
take the photo); a Scout from another patrol; a Scout beside a statue; a Scout holding a chicken.
|
|
Scouter's Notes: You have to provide your own suspicious-looking character. Relate to the Photography
|
|
Challenge badge.
|
|
One is One
|
|
In the words of the song, "One is one and all alone and ever more shall be so." Some things are found only
|
|
as solitary items. Other things occur only in groups of two, three, four, or more.
|
|
By no later than...., bring back one sample item from each of these groups: one; two; three; four; five; six;
|
|
seven; eight; nine; ten; eleven; twelve; twenty; twenty-five; fifty; one hundred.
|
|
Sensational
|
|
We have received a message from the planet Graidot in the Garbajio Galaxy. Their environmental pollution is
|
|
so bad that their world is slowly becoming a colourless, featureless gob of gray goo. Unless they install some
|
|
sensory organisms soon, they will lose touch with reality. We have agreed to help.
|
|
By no later than...., bring back one each of something: hot; frozen; sweet; sour; sticky; rough; smooth;
|
|
slippery; squishy; rubbery; wobbly; perfumed; stinking; salty; bitter; cheesy; prickly; corrugated; colorful; pure.
|
|
One Square
|
|
The television game show, Scouting Squares, is offering a grand prize of one trillion dollars. How to win?
|
|
Examine a 2.5 cm square of an object and, from that, identify the whole object then bring in an example. The
|
|
patrol with the largest collection of objects wins.
|
|
Scouter's Notes: You need to assemble a series of 2.5 cm squares of different items. To avoid cutting an
|
|
object of value, make a template with a 2.5 cm square hole in it. The template must be large enough to cover the
|
|
object, except for the critical 2.5 cm square. Invite patrols to challenge each other by producing their own series
|
|
of samples.
|
|
The MacScouter's Big Book of Games -- 16 -- January 1997
|
|
|
|
--- PAGE 23 ---
|
|
Tape Recorder
|
|
The National Center for the Visually Impaired is compiling a library of sounds to use in their training programs.
|
|
By no later than...., use your tape recorder to record 5-10 seconds each of: cash register operating; telephone
|
|
ringing; book pages flipping; washing machine agitating; backpack zipper opening or closing; typewriter pounding;
|
|
Scout belt buckling; cloth ripping; group committee chairperson singing O Canada; Scout with mouthful of
|
|
crackers whistling; your PL at the other end of a telephone call; piano playing; brass wind instrument blowing;
|
|
Scout playing Happy Birthday on paper and comb; shoes being brushed; newspaper tearing; bell ringing; Scout
|
|
blowing over the mouth of an empty bottle; three hole punch punching; cellophane paper crackling; deck of cards
|
|
riffling; coffee pot percolating; popcorn popper popping; television commercial blaring; paper bag bursting; magic
|
|
marker squeaking; car starting; referee whistle whistling; dog barking; three adult non-Scouts responding to your
|
|
polite request for their opinion of Scouting.
|
|
Earn bonus points by recording a sound that no other patrol can identify.
|
|
The MacScouter's Big Book of Games -- 17 -- January 1997
|
|
|
|
--- PAGE 24 ---
|
|
Water Games
|
|
From: Jim Speirs
|
|
A Little Inconvenience
|
|
Water game, outdoors.
|
|
Equipment: 1 soccer ball; 2 inner tubes; 1 water ball; 2 water basketball hoops; blindfolds; string.
|
|
Formation: teams.
|
|
The object of this game is to allow players to experience the sensation of having a disability.
|
|
Divide the players into four teams, and set up a rotation so that each team takes part in each of the following
|
|
activities:
|
|
1. Sensitivity walk,
|
|
2. Obstacle course in water, using inner tubes.
|
|
3. dodge ball, and
|
|
4. water basketball.
|
|
Each activity is performed with a specific handicap:
|
|
1) When a team goes on the sensitivity hike, all participants are blindfolded. They simply go on a short hike,
|
|
and experience it without sight.
|
|
2) In a short obstacle course in shallow water (through an inner tube, crawl on the bottom then through a
|
|
second inner tube) players must not use their arms.
|
|
3) In the dame of dodge ball in shallow water, each player's ankles are tied together. (One player in the
|
|
center of the circle tries to hit another player with the soccer ball.
|
|
4) In a game of water basketball, players may not speak.
|
|
Following ten minute rotations of each event, the group can discuss the sensations experienced by being
|
|
temporarily handicapped.
|
|
We can soon learn it is not what you cannot do -- it is what you can do !
|
|
Slash hike
|
|
Water game, outdoors.
|
|
Equipment: None
|
|
Formation: group
|
|
This is a super small group game. Ask everyone to wear bathing suits and an old pair of shoes (a pair they
|
|
can get wet). The game takes place in a stream or along the shallow shoreline of a lake or river.
|
|
The leader steps into the water, and instructs the group to 'follow the leader'. Everything the leader does is
|
|
copied by the followers. After a few minutes of hiking, the leader falls to the back of the line to let a new leader
|
|
take over. The hike can be as long or as short as time allows - it is fun to walk back to home base in the water,
|
|
rather than by land; see if the group can hike backwards for some of the return distance.
|
|
Some 'follow the leader' ideas:
|
|
Sit down on a stone; hop on one foot; play leap frog; skip a flat stone out to sea; jump from one stone to
|
|
another; build a small castle on the shore; climb a tree; stop, take off one shoe, empty water from it, and put it on
|
|
again; crouch so that all of you is under water; sing a song about the sea; try to catch a frog.
|
|
Monster Relay
|
|
Water game, outdoors.
|
|
Equipment: none.
|
|
Formation: teams
|
|
Divide the group into teams of 8-10 players.
|
|
Set up a 'monster' relay where every player has a role. Some swim through shallow water, some through
|
|
deep water. Have some do cartwheels through shallow areas, while other swim with one hand in the air.
|
|
The design of the relay depends on your waterfront set-up and the abilities of your swimmers.
|
|
End the relay by having one player piggyback a teammate across a finish line, located in shallow water.
|
|
The MacScouter's Big Book of Games -- 18 -- January 1997
|
|
|
|
--- PAGE 25 ---
|
|
Save the Insulin
|
|
Place the insulin (a plastic bleach bottle) in the lake or river about 20 feet from shore. Patrols equipped with a
|
|
pike pole, two 8 ft. planks and some rope must try to retrieve the insulin needed by a dying man. The water is full
|
|
of man-eating sharks which will instantly attack anyone who steps or falls into it.
|
|
Marathon Obstacle Race
|
|
Of course, this must be set up according to the location and equipment available, but here are some
|
|
examples. Make it a timed relay in which one boy from each patrol starts off. He swims to a raft or dock, enters a
|
|
canoe or rowboat, paddles it in a certain manner, jumps out or capsizes it and stays underneath to sing for 10
|
|
seconds, pushes or tows the craft back to the dock. Or, he picks up a passenger from dock or raft, paddles
|
|
around a buoy, jumps out into the water and climbs back in, etc., etc.
|
|
Punctured Drum
|
|
Although this challenge doesn't happen in the water, it should be done near the water. Provide plastic
|
|
detergent bottles or other convenient containers for transferring water, and patrols must try to use them to fill a
|
|
drum in which you've banged as many holes as possible. The only things boys can use to plug the holes are parts
|
|
of their bodies. Fifty holes will occupy all of the fingers of five boys.
|
|
Floating Fire Bombardment
|
|
For this effective night activity, you need wooden logs for raft-building; lashing twine; matches and fire-lighting
|
|
materials; and a source of small rocks for ammunition. Each patrol constructs a small lashed raft and arranges fire
|
|
materials on it. They tow each raft to an equal distance off shore and light the fires. Patrols then line up on shore
|
|
(make sure boys stay in line to prevent injuries) and, on signal, start bombarding their rafts. A "direct hit" which
|
|
splashes water onto a burning raft counts 10 points. The first raft to be extinguished wins. Alternately, you can use
|
|
just one raft and judge the direct hits.
|
|
Mystery Meal
|
|
Here's a traditional challenge that means buying enough tins of food to provide six tins for each patrol. You
|
|
can keep down the cost by buying from "bash and dent" bins, but make sure the cans aren't damaged enough to
|
|
be leaking or bulging. Mix it up so that you have soups, vegetables, fruits, stews, spaghetti, puddings, etc. Peel off
|
|
all the labels, load the cans into a boat and dump them at a marked spot in the river, lake or pond. Avoid muddy
|
|
bottoms and strong currents.
|
|
One boy from each patrol dives for the cans. He must bring up only one at a time and toss it to other
|
|
members of his patrol who are on shore, on a dock, or in a boat. When he has retrieved six cans, the patrol must
|
|
leave the area. Back on shore they open the cans and decide how to prepare a meal from the offerings. Swapping
|
|
between patrols is not allowed and, in order to win the challenge, every member of the patrol must eat and all
|
|
food must be consumed.
|
|
Operation Neptune
|
|
Operation Neptune pulls together a series of aquatic challenges for a summer camp "funoree", a swim meet
|
|
at the "Y", a camporee or jamboree, or a pool party.
|
|
Have each patrol adopt an aquatic name (Barracudas, Sharks, Porpoises, Fin-Busters, etc.) and make
|
|
themselves an identification poster for the operation. Encourage the boys to prepare and practice special patrol
|
|
cheers to add spirit to the event. You may want to design a "Neptune Scroll" to award the winning team when
|
|
scores from all events have been tallied.
|
|
Plan the program to make participation possible for every boy in the troop--not just the good swimmers. To
|
|
keep things moving along, arrange for a megaphone so that you can announce each event and have contestants
|
|
assemble in a special staging area.
|
|
If you use a blackboard to display up-to-the minute scores, you'll keep spirit high with spectators cheering for
|
|
their teams. You'll need extra help on hand to keep spectators under control, and you can recruit parents as
|
|
timers and judges.
|
|
Success depends upon preparation. All necessary equipment must be ready and lifeguards in attendance. In
|
|
all events, water safety regulations must be observed. For an outdoor meet, the boys should each keep a towel
|
|
and sweater handy.
|
|
You can choose from an infinite list of possible events. Mix up skill and fun challenges to make a well-rounded
|
|
meet in which every boy can take part.
|
|
Diving:
|
|
Devise contests for the best straight dive, the best fancy dive, the best crazy dive, or the biggest splash.
|
|
The MacScouter's Big Book of Games -- 19 -- January 1997
|
|
|
|
--- PAGE 26 ---
|
|
Races:
|
|
Try a dog-paddle race in which the boys must bark while swimming; lifejacket race; dead man's float glide;
|
|
free-style underwater distance swim; free style leaders vs boys relay; front and back crawl race; side or breast
|
|
stroke race; towing rescue where a boy must tow a buddy for a certain distance; team relay.
|
|
Operation Neptune Novelty Races
|
|
Pyjama Relay
|
|
Each team has one pair of pajamas. The first boy must put on the pajamas, swim across a given area, take
|
|
off the pj's and hand them to the second boy, who puts them on, swims, removes them and hands them to the
|
|
next, and so on.
|
|
Candle Race
|
|
One boy per patrol must swim a certain distance with a lighted candle. To prevent hot wax from dripping onto
|
|
the swimmer's skin, push the candle through a hole in the center of a foil plate. The plate will act as a hand guard.
|
|
Spoon Race
|
|
One boy per patrol swims a certain distance holding an apple, potato or rock-filled spoon in his mouth
|
|
(sideways works best). If he drops the object, he must dive to retrieve it.
|
|
Newspaper Race
|
|
One boy per patrol swims a certain distance on his back carrying a newspaper. He must hand the paper to a
|
|
judge at the finish line. The judge decides the winner on the basis of whose newspaper remained the driest.
|
|
Blow Ping Pong
|
|
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.
|
|
Underwater Knotting
|
|
One boy per patrol must submerge and tie a given knot underwater; a round turn or a clove hitch around his
|
|
leg, for example. You can do this in shallow water for junior boys.
|
|
Match Race
|
|
One boy per patrol swims a given distance with a match. The object is to keep the match dry because he
|
|
must strike it for the judges at the finish line. The winner is the first to light his match after the swim.
|
|
Obstacle Relay
|
|
Four boys in a team. The first boy dives through the legs of a partner who is standing in a shallow area. The
|
|
partner then must swim to a finish line while carrying a ball between his legs, after which the third boy picks up an
|
|
object (puck, rock, ring) from the bottom of the pool or lake. When this is accomplished. the fourth boy swims a
|
|
given distance with a Frisbee on his head and finishes by tossing the Frisbee to the judges. Winner is the first
|
|
patrol to complete the series.
|
|
Operation Neptune Fun Events
|
|
Human Chain
|
|
Members of a patrol sit in a line on the edge of a dock or pool and link arms. On signal, the boy at the starting
|
|
end lets himself drop into the water. Each successive boy in the chain must be pulled into the water by the boy
|
|
who precedes him. They cannot help things along by jumping in. First chain to slide off the deck is the winner.
|
|
Mounted Wrestling
|
|
Hold this in shallow water and supervise closely. Each patrol is represented by either one or several teams of
|
|
"horse and rider". On signal, riders engage other riders in an attempt to pull them from their horses. When a rider
|
|
is down, the team must immediately leave the playing area. Last horse and rider standing is the winner.
|
|
Greased Watermelon
|
|
Two teams, each defending a goal line. The object is to get the watermelon to touch the enemy's goal line.
|
|
The melon cannot be carried.
|
|
The MacScouter's Big Book of Games -- 20 -- January 1997
|
|
|
|
--- PAGE 27 ---
|
|
Water Tug 'o War
|
|
Hold in shallow water. Each patrol competes against all others, then winners against winners and losers
|
|
against losers.
|
|
Candy Dive
|
|
Each patrol is given three minutes to dive for candies you've thrown in the water. Wrapped caramels work
|
|
well. Boys who retrieve the largest number of sweets are the winners.
|
|
Jaws
|
|
This is a water version of British Bulldog. Choose one or more of the good swimmers to stay in the middle as
|
|
"Jaws". On signal, each patrol tries to swim from one side of the circle to the other without being touched by Jaws.
|
|
When caught, a boy joins Jaws. Continue crossings until time is called. The patrol with the largest number of boys
|
|
to escape Jaws is the winner.
|
|
The MacScouter's Big Book of Games -- 21 -- January 1997
|
|
|
|
--- PAGE 28 ---
|
|
Carnival Day at Camp
|
|
Bud Jacobi, The Leader, May 1983
|
|
A Carnival Day special event theme adds novelty and excitement to the regular routine at Cub or Scout camp.
|
|
You might invite parents or another troop or pack to join the festivities.
|
|
With just a little preparation and expense, Scouters can spice up the program and enrich it with customary
|
|
carnival activities like special events and challenges; a parade; "games-of-skill" concessions; rides; a "House of
|
|
Horrors" and a fortune teller. Adapt the suggested activities to your particular circumstances and needs.
|
|
Take the required materials to camp ahead of time and tell the boys to bring suitable costumes. Preparing for
|
|
the big day is part of the fun.
|
|
The day before the event, set various tent-groups to work on the concessions. This means staking out areas
|
|
with posts and string or rope, setting up the activities, and arranging duty rosters so that the boys in each group
|
|
take turns operating their concession.
|
|
Some boys make posters, streamers and tickets. Based on good turns, which include cleaning up the
|
|
campsite, give each boy a certain number of tickets to use at the concessions. Keep tickets circulating by using
|
|
them as prizes on that day.
|
|
Special Events:
|
|
Possible special events include a grand opening during which a VIP cuts the ribbon; a beauty contest to
|
|
choose "Miss Carnival" and a judged costume parade. Use inexpensive party favors from novelty stores as prizes.
|
|
Some boys may like to form a wandering clown band, complete with crazy hats, crazy faces and "pots and
|
|
pans" instruments.
|
|
A water-filled balloon fight between two teams of campers lined up in rows opposite each other is a lot of fun,
|
|
and a good cooler.
|
|
Challenge Events:
|
|
Challenges can take the form of "camper records". Time boys as they knock a nail into a board with a
|
|
hammer or mallet; saw through a board or chop through a log; run up and down a nearby hill or climb a pole or
|
|
tree. If water is handy, time boys in speed swimming or canoe racing.
|
|
Build an obstacle course from fences, tree trunks, tables, tires, ropes and a large canvas, and have teams
|
|
race through it.
|
|
Other ideas are: Who can drink the most water in a given time? Who can stay on stilts the longest? Who can
|
|
blow up the largest balloon without bursting it? Who can turn the largest number of somersaults or spin hula
|
|
hoops the longest?
|
|
You might hold a tug o' war where the loser ends up in the creek. Mounted (piggy back) wrestling; hand, arm
|
|
and leg wrestling; and rooster fights are also good challenge events.
|
|
Rules:
|
|
Simulate carnival rides. Boys swing across a creek or another safe area on ropes attached to trees; balance
|
|
on a rolling barrel or on a barrel slung on ropes between two trees (bucking bronco); swing from a rope around a
|
|
pole (a merry-go-round); bounce on a teeter-totter. Scouts might put pioneering skills to work to rig up a runway or
|
|
a boson's chair.
|
|
Concessions:
|
|
There are a number of popular games of skill possible for the concessions. You can give tickets, smarties,
|
|
suckers or wrapped caramels for prizes.
|
|
Sponge Toss
|
|
Set up a large piece of cardboard on which is painted head and body. Leave a hole for the face. A boy stands
|
|
behind the cardboard and pokes his head through the hole as a target. You can use a decorated balloon instead,
|
|
but it isn't as much fun. Players toss wet sponges at the target; three tosses per ticket.
|
|
Darts
|
|
Boys toss darts to burst balloons mounted on a board. Observe safety rules.
|
|
Penny Toss
|
|
Players try to toss coins into cereal bowls floating in a tub (or dishpan) of water.
|
|
The MacScouter's Big Book of Games -- 22 -- January 1997
|
|
|
|
--- PAGE 29 ---
|
|
Knock 'Em Over
|
|
Place large juice cans or milk cartons in a cluster. Campers have three shots per ticket to upset them with a
|
|
tennis or rubber ball tossed from a distance.
|
|
Douse the Candle
|
|
Players squirt water from a water pistol, or through a drinking straw, in an attempt to put out the flame of a
|
|
safely mounted candle.
|
|
Fish Pond
|
|
Fill a large box or barrel with paper fish onto which are attached large safety pins. Campers try to hook fish
|
|
with a fishing pole. Not all fish are worth a prize. Print the value of prize winners on them.
|
|
Guess How Many
|
|
Campers write their estimates of the number of beans in a jar on a slip of paper and include their names.
|
|
Award prizes to winners at the end of the day.
|
|
Fortune Teller
|
|
A female leader or a member of the kitchen staff will make an ideal "Fatima -- the fabulous fortune teller".
|
|
Station her in a booth or behind some trees surrounded by blankets. Illuminate the crystal ball on the table in front
|
|
of her with a candle.
|
|
Fatima "reads" boys' palms and gazes into the crystal ball to predict weird and wonderful things. Avoid dire
|
|
predictions of frightening things because some of the campers may be very impressionable. Stick to standbys like,
|
|
"I see you holding a report card filled with "A's"! It's your next report card!; You will become rich and famous; You
|
|
will marry a beautiful girl; You will have seven children (that's not frightening?); You will travel around the world;
|
|
You will travel into outer space on a rocket and meet E.T."
|
|
House of Horrors
|
|
Set older boys to work on a Haunted House or Ghostwalk, which is always the most popular event. It can be
|
|
any small building; a shed, shack, barn or garage. If there isn't a building available, use part of the dining hall or a
|
|
large tent.
|
|
Hang blankets over the windows to darken the room and hang a sheet or blanket just inside the doorway to
|
|
keep things secret from the boys lined up outside. You can use flashlights or lanterns to light up parts of the room,
|
|
but avoid candles because they are a fire hazard.
|
|
Have campers strip to swim trunks (no shirts or shoes), blindfold them, and let them enter one at a time.
|
|
Doubtless, the boys who prepare the "house" will have lots of gruesome ideas, but here are a few to set
|
|
imaginations rolling.
|
|
Hang a web made from string and cotton batten from the ceiling. As "victims" pass through it, the older boys
|
|
in charge add scary sound effects by banging on pots and pans, drums or gongs; giving loud yells, whistles,
|
|
shrieks and moans; playing a record of eerie music; blowing along the top of a pop bottle; or shaking and rattling a
|
|
large sheet of tin. To add further to the terror, flash lights on and off.
|
|
Hang water-filled balloons from the ceiling, just high enough that they will touch the victims' faces as they
|
|
pass by.
|
|
Force each victim to stand on a large board, door or plank while two strong boys or leaders lift it. The
|
|
blindfolded victim puts his arms on the shoulders of the lifters. Although the lifters only raise the board about a
|
|
foot from the ground, they wiggle it and lower themselves as they do, so that they give the victim the sensation of
|
|
being lifted high. Then they order him to jump off. To avoid possible bruises, you can place a gym mat or mattress
|
|
under the board.
|
|
Keep cubes of ice in a freezer and use as needed. "Brand" blindfolded victims with "hot coals" by rubbing ice
|
|
across their backs and chest. Have victims crawl through overturned chairs or barrels, over mattresses,
|
|
bedsprings or sponge-rubber mats, and finally step into a pan of ice water.
|
|
You may "force" blindfolded victims to touch a "vampire" constructed from articles like a kitchen mop (hair),
|
|
onions (eyes), chalk pieces (teeth), and feathers (body). Have them walk through hanging plastic bats or spiders
|
|
and plunge hands into a "pail of worms" (cooked spaghetti and porridge in a bucket).
|
|
Later, remove the victim's blindfold. Shine a flashlight into the mouth of a leader dressed in a white sheet who
|
|
utters moans and ghostly laughs and serves a "magic brew" of fruit drink mixed with baking soda.
|
|
Just before he exits, the victim watches a "guillotine blade" chop a paper mashie head off a hanging skeleton.
|
|
Then, douse the victim with water and swear him to secrecy so that he won't reveal anything to those who still
|
|
wait. If possible, have him leave by a back door.
|
|
End a busy day with a "monk's meal" during which anyone who talks or laughs loses one utensil. Those who
|
|
break the silence too often will find themselves on their knees, eating with no hands from a plate on the ground.
|
|
The MacScouter's Big Book of Games -- 23 -- January 1997
|
|
|
|
--- PAGE 30 ---
|
|
Mushy meals like sloppy joes, spaghetti and meatballs, or pork and beans are excellent for this purpose.
|
|
Watermelon makes a good dessert and gives everyone ammunition for the grand finale--the watermelon yell!
|
|
You can expect silence to descend over the tents very shortly after clean-up and lights out!
|
|
The MacScouter's Big Book of Games -- 24 -- January 1997
|
|
|
|
--- PAGE 31 ---
|
|
Evening Games and Wide Games
|
|
Capture the Flag
|
|
Evening game, outdoors
|
|
Equipment: 2 handmade flags on staffs 2' long; 2 different colored sets of
|
|
arm or headbands made of crepe paper.
|
|
Formation: teams.
|
|
Divide the group into two teams. Identify each by a set of arm or headbands.
|
|
Set up a jail area (3-4 square yards) and a separate hiding spot for each flag. Jails are set up at opposite
|
|
ends of a 5-20 acre area.
|
|
The object of the game is to penetrate the other team's area and capture their flag. A flag is 'captured' after it
|
|
has been returned to the captor's jail area.
|
|
Prisoners are taken by having their arm or headbands removed by an opponent. Prisoners are taken to the
|
|
jail of their captor's; then they wait there quietly until they are released. Prisoners can only be released when a
|
|
member of their team (with arm or headband intact) runs through the jail in which they are being held captive.
|
|
After their release, prisoners are given free escort back to a central spot near their end of the area. Here, they are
|
|
issued a new arm or headband.
|
|
The game continues until a flag is captured, or time is up.
|
|
Note: Supervision at the jails and 'new arm or headband area' is important. Encourage teams to plan
|
|
elaborate strategies of defense and offense.
|
|
Variation: try playing the game with three or four teams, each with its own jail area and hiding spot for their
|
|
flag.
|
|
Another Description:
|
|
2 flags or For night play 2+ lanterns
|
|
First you pick out two even teams. Once you have the teams you set boundaries for the game. The
|
|
boundaries can be wherever you want them. What you should end up with is a large rectangle or square. Once
|
|
you have decided on the boundaries, you should draw a line through the middle of your playing zone. This line is
|
|
divides the two sides. Each team should be able to choose where they want their flag and jail but they have to
|
|
show the other team where they are and both teams have to agree on the placement of the flags and jails. Once
|
|
this is done, each team goes to their own side of the playing field. Once the game begins, the teams are free to go
|
|
at the others flag. If a team member is caught on the other teams side, (To be caught you must be "tagged" by a
|
|
player on the opposite side on his own territory), he will be sent to jail. This player must sit in jail until either the
|
|
game ends or he is freed by a member of his own team. To be freed, you have to be touched by a "free" member
|
|
of his own team. The freed player gets a free walk to his own side of the playing field. The person freeing the
|
|
player is on his own, he may still be tagged and put in jail. To win the game you must capture the other teams flag
|
|
and return it to your own side with out being captured. It is up to the team on how they want to place their
|
|
members. When we play, we usually have two players guard the flag and one player be the jail guard. Two or
|
|
more players stick around and help provide the defense. The rest go for the flag.
|
|
Variation From Mike Stolz:
|
|
Our troop plays this on every overnight campout. For night play, we use 2 or 4 lanterns. Two are used to mark
|
|
the center line, while the other two can be used to show the 'approximate' area where the team's flag is. Our flag
|
|
guards MUST remain at least 15 feet (5 meters) from their own flag unless chasing someone, and the flags must
|
|
be completely exposed (no stuffing them into holes in the ground, or tying them to trees). When the teams are
|
|
small, we do away with the jail. Instead, we create 'Check Point Charlie' at the centerline. Captured prisoners can
|
|
be exchanged for a point. In case of a tie (equal games won, or no winner at all), the team that earned the most
|
|
points is declared the winner.
|
|
Variation:
|
|
From Doug: This game, played at night, is a variant of Capture the Flag that we just call "The Candle Game".
|
|
Two small pots are placed at opposite ends of a field (with trees or bush down the sides of the field) and lids for
|
|
the pots are placed on the ground, just beside the pots; a small, lighted candle is placed in each pot. Each team
|
|
tries to put out the other team's candle by sneaking up on their opponent's candle and putting the lid on the pot
|
|
without being caught. The rest of the rules are pretty much the same as Capture the Flag.
|
|
The MacScouter's Big Book of Games -- 25 -- January 1997
|
|
|
|
--- PAGE 32 ---
|
|
Smugglers and Spies
|
|
Evening game, outdoors
|
|
Equipment: Tiny pieces of paper with the following smuggled items and point values written on each:
|
|
Chocolate - 50 points. Quantity: 10
|
|
Sugar - 75 points. Quantity: 8
|
|
Animal pelts - 100 points. Quantity: 8
|
|
Gunpowder - 150 points. Quantity: 6
|
|
Designs for new secret weapon - 300 points. Quantity: 3
|
|
Map to buried treasure - 500 points. Quantity: 1
|
|
Formation: teams
|
|
Divide the group into two teams. Have each team put on its armbands. One team becomes the smugglers -
|
|
the other the spies. After the rules of the game are given, each team retreats to separate ends of the playing area
|
|
(3-20 acres with open woods is ideal for the game.)
|
|
The smugglers each receive the tiny pieces of paper, which they are going to try to carry into enemy (spy)
|
|
headquarters. The spies set up their headquarters inside a 10' by 10' square area that has its definite boundaries.
|
|
The scorekeeper sits inside spy headquarters.
|
|
After each team has been given the opportunity to devise a strategy, play begins. The spies fan out away
|
|
from their headquarters and try to intercept smugglers as they attempt to take their goods inside.
|
|
When a smuggler gets caught (tagged), he must stand still and permit a one minute search of his person by
|
|
the spy who caught him. If the spy cannot find the piece of paper within one minute (paper has to be hidden in
|
|
external clothing layers), the smuggler is free to try to advance again into the headquarters. If the spy does find
|
|
the 'loot', he takes the piece of paper into spy headquarters and gives it to the scorekeeper, while the smuggler
|
|
returns to his headquarters to receive another piece of paper.
|
|
If a smuggler penetrates inside the spy headquarters, he gives his goods to the scorekeeper, and is escorted
|
|
back to his own headquarters by a staff person or leader supervising the game.
|
|
The game continues for a set period of time. When it ends, goods (points) are totaled, and a winner is
|
|
declared.
|
|
Whistle tag
|
|
Evening game, outdoors
|
|
Equipment: one whistle for each 'hunted' leader or staff member.
|
|
Formation: teams.
|
|
The group is divided into teams of 6-8 players. The leaders or staff members who are to be 'hunted' are given
|
|
a two-minute head start into the playing area (5 acre wooded area is ideal).
|
|
Teams have to stay together during the entire game. Each team begins to 'hunt' the staff members, who are
|
|
required to blow their whistles at one minute intervals (or variations which you may want to work out). Leaders
|
|
may remain mobile, or seek a hiding place.
|
|
Teams try to touch as many staff members as possible within the time limit of the game. Captured staff are
|
|
immediately freed to run and whistle again.
|
|
The team who tags the most wins.
|
|
Variation: as a night game, using flashlights instead of whistles. Same rules apply.
|
|
Light - No light
|
|
Evening game, outdoors
|
|
Equipment: flashlight
|
|
Formation: scatter
|
|
The game is best in a large open wooded area.
|
|
Players line up at one end of the playing area, while one player, holding a flashlight, stands at the other end.
|
|
The object of the game is to move from one end of the playing area to the other, past the person holding the
|
|
flashlight.
|
|
The player with the flashlight stands with his back to the other players. Every five seconds, he turns around,
|
|
turns on the light and scans the area for three seconds. If a moving player gets caught by the flashlight beam, he
|
|
has to return to the starting end. Stationary players may remain where they are.
|
|
The first person to successfully move past the 'flasher' becomes the light for the next round.
|
|
Variation: The player with the flashlight keeps the flashlight on, and continuously scans the playing area.
|
|
Stalking players dress in dark clothes. If stalking players are caught, they must return to the starting end.
|
|
The MacScouter's Big Book of Games -- 26 -- January 1997
|
|
|
|
--- PAGE 33 ---
|
|
Find the Bell
|
|
Evening game, outdoors/indoors.
|
|
Equipment: a little bell that rings easily.
|
|
Formation: circle.
|
|
Have the group sit in a circle. Choose one person to sit in the center of the circle.
|
|
The leader gives the bell to one of the players, who begins to pass it around the circle.
|
|
The object of the game is to pass the bell quietly so that the person in the middle cannot guess who is holding
|
|
the bell. Players may not silence the bell by holding the clapper - they have to try to pass it carefully enough so
|
|
that it does not ring.
|
|
Triad
|
|
Evening game, outdoors.
|
|
Equipment: 3 soccer balls painted white; 6 markers with reflectors attached (to make 3 goals).
|
|
Formation: teams.
|
|
Divide the players into three teams. On the playing field, set up three goals in the shape of a triangle.
|
|
The game begins with a jump ball in the center of the field. All three balls are put into circulation at once and
|
|
players try to move the ball through either of their opponents goals.
|
|
The balls may be rolled, kicked or thrown to teammates. No player may hold a ball longer than five seconds.
|
|
Teams devise strategies to protect their own goal, while trying to advance to score goals.
|
|
Frontiers Game
|
|
Our troop often plays a game similar to Stratego called Frontiers.
|
|
You divide the boys into teams. Each team is given a small "home base". In the "home base" each team is
|
|
given 10 - 15 tokens (flags).
|
|
The playing field is divided in to parts with a home base on each. (The game is best played in a area with
|
|
trees and bushes).
|
|
The goal of the game is to sneak into the other teams area and capture a token. If someone from the other
|
|
team is being able to tag you on their side of the field you are taken as a prisoner to their "home base".
|
|
Now when a member of your own team reaches the "homes base" he is able to free you instead of taking a
|
|
token.
|
|
If you have a token or a "free" prisoner you are free to go back to your own home base.
|
|
The game last for a specified time and the team with the most tokens wins.
|
|
I hope this description is understandable, if not feel free to mail me any questions.
|
|
-- Thanks to Carl Persson, Troop Leader, SKOGSLOPARNA Utby NSF Gothenburg Sweden.
|
|
Brass Rubbing Race
|
|
Materials: Heavy duty paper or brown wrapping paper, and a thick wax crayon per team
|
|
On the command go, each patrol leaves the hut in search of road signs to rub. They have to make up the
|
|
phrase "BE PREPARED" on the sheet of paper. They have to brass rub the letters onto the sheet of paper with
|
|
the wax crayon, from the road signs. The first patrol back with the completed phrase are the winners. This is an
|
|
excellent game as it makes the scouts think of all the road names in their locality that might contain the letters
|
|
they need. You can of course use other phrases for repeated use. It is also a good idea to supply each patrol with
|
|
a damp cloth, this is to clean the road sign of wax crayon should the paper split.
|
|
Double Your Money
|
|
Materials: Set of monopoly/trading post money
|
|
This is a game similar to 'Mixed Up Names' and 'Merchants'. Each player is given a $1 note at the start of the
|
|
game. The players must then find the very generous leader with the $5 note who will swap a $1 for $5. The
|
|
players can then go on to find and swap their currency with other generous leaders going from $5 to $10, $50,
|
|
$100. $500 up to about $1000. You can award points to the first players with a $1000 note, or total the money
|
|
held by a team after a certain time limit. It is easier to have one leader give one type of note but it is workable to
|
|
have a leader give out 2 different notes as long as there is a few steps between them e.g. $5 and $100, or $50
|
|
and $1000. It requires much agility from the leaders who need to deal with several handfuls of notes coming and
|
|
going but it is well worth while. The cubs who have played this game really love it. The idea of being handed large
|
|
sums of cash for nothing really got them running around, even when the money wasn't real. A few cubs asked
|
|
'Why don't you use real money?' - obvious really, you wouldn't see the leaders for dust.
|
|
The MacScouter's Big Book of Games -- 27 -- January 1997
|
|
|
|
--- PAGE 34 ---
|
|
Elephant Hunt
|
|
Materials: Colored wool to match up with six's colors, 1 Tin Talcum powder, Plastic plant identification labels
|
|
Tell story to the pack about the elephants who have escaped from the local circus, who have asked for the
|
|
cubs help in getting the elephants back. The circus tell us that each elephant is wearing a colored mat on it's
|
|
back, each mat matches one of the sixes colors. So each six can look for the elephant wearing their sixes color on
|
|
it's back. The cubs then follow a trail of wool, picking up their colors as they go. They must not pick up any other
|
|
colors. You could tell them how many pieces they should find. The trail divides and finally the colored wool
|
|
disappears. All that can be seen is large (talcum powder) elephants footprints on the ground. These all lead to
|
|
one place where the elephants can clearly be seen, wearing tatty mats on their backs, (parents or leaders). But
|
|
the elephants have been caught by a gang of thieves who will sell them back to the cubs for ú200 no more, no
|
|
less. The cubs are then told that they can gather this money from around a certain bush. This money is the plastic
|
|
plant tabs, stuck into the ground around the bush. Each label is marked with an amount of money. Each six must
|
|
only take labels to exactly ú200 and pay the thieves for their elephant . They then take their elephant back to the
|
|
circus where there is sure to be a reward.
|
|
Face Paint
|
|
Materials: 1 Pack of face paints
|
|
The cubs are looking for a job in the circus, but the make-up artists have gone mad! The cubs must catch the
|
|
mad artists (leaders) who will add a little face paint before running away to hide. At the end of the game you can
|
|
hold an audition for the best face and clown. Ideal for a cub camp - you can tell from 100ft which cubs haven't
|
|
washed the next morning!
|
|
Game Of Life
|
|
All the scouts save one (or a couple) start out side of the woods. They are considered the prey of the forest
|
|
(deer, antelope, small game). In the forest you place a large number of objects (hats, chips, scarves, etc.) which
|
|
represent food. The prey must go into the forest and gather three items of food (and return them to the safety
|
|
zone) or risk starvation during the winter. The one scout who is not prey is considered a predator (wolf, grizzly,
|
|
eagle, etc.). The predators job is to capture the prey. he does this by simply touching the prey. The prey has three
|
|
methods of defense.
|
|
Run: Deer use it, (Be careful if you allow running at your camp.)
|
|
Freeze: A prey that is totally immobile is considered to by camouflaged, and cannot be touched until he
|
|
moves (looks around, etc.)
|
|
Hide: Touch a tree to symbolize hiding in the tree.
|
|
Each prey carries one object to symbolize themselves. If they are "eaten" by the predator, they must give their
|
|
chip to the predator that got them. They then become a predator for the next year. If the predator doesn't get three
|
|
prey, he starves for the winter. Any predator that starves becomes prey for the next year. Note, you should start
|
|
with only a small number of food in the forest the first year (maybe 2 x number of prey) (remember they need
|
|
three to survive). The game is fun and shows how there must be a balance between the prey and the predators.
|
|
I'm sure you can adapt this game to many environments and change the rules where needed to make it more fun
|
|
and or educational.
|
|
Haggis Hunt
|
|
Materials: 200 Small colored cards or similar, 1 Big ball of aluminum foil
|
|
A few days ago the queen haggis came into season as she does every 5 years. Last night the queen haggis
|
|
laid her first brood of eggs (the colored cards) which are a delicacy akin to truffles and caviar. The teams must
|
|
collect as many eggs from around the wide game area as possible before the wee haggis hatch (despite the
|
|
better environmental instincts of cubs) for points! A special reward is made for the team who catches the queen
|
|
haggis who looks uncannily like some scrumpled aluminum foil!
|
|
Hunt & Chase
|
|
Materials: Many different colored 'flashes' or 'flags'
|
|
We play a game called Hunt and Chase. We divide into an 5 teams. All the members on each team have
|
|
personal flags of the same color they tuck into their belts. Each team can catch team members of one other team,
|
|
and can be caught by the team members of a different team. When you are caught, you surrender your flag and
|
|
are given the flag of the capturing team. There is no natural ending unless one teach catches everyone else. We
|
|
usually play it for an hour or so, and then see which team is the largest. For "flags" we use things like pieces of
|
|
twine, clothesline, manila rope, green garbage bags and brown garbage bags. Then the "twines" chase the
|
|
"clotheslines," the "clotheslines" chase the "manila ropes," the etc. Some teams usually try to get other teams to
|
|
help them. For example, the manila ropes could conspire with the twines to entrap the clotheslines. It is much
|
|
more fun in that respect if you have 5 teams rather than 4 or fewer.
|
|
The MacScouter's Big Book of Games -- 28 -- January 1997
|
|
|
|
--- PAGE 35 ---
|
|
Jail Break
|
|
There are two "cops" and one "jailer". The rest of the people are "robbers". The number of "cops" and "jailers"
|
|
can vary depending on the number of players. A fairly central location is designated as "jail", The jail should be
|
|
fairly out in the open and the boundaries definite. A picnic table can work great as a jail (those in the jail would sit
|
|
on top of the table). All robbers are given some designated time to go hide (like hide-and-go-seek maybe 30-60
|
|
seconds). After the appropriate hiding time, the cops go looking for the robbers. The robbers usually are not in the
|
|
same spot all of the time for reasons I will describe in a minute. The cops catch a robber by one of many methods
|
|
(this is where the variations come into play). The robber may be tagged, hit with a light beam, person identified
|
|
correctly, or combinations of these. When a robber is caught, they are taken to jail by the cop. The big difference
|
|
between this and hide-n-seek is, if someone is quick and sly (someone being a robber), they can cause a "jail-
|
|
break" and let all that are in jail get out of jail. This is done by sneaking up into jail (not being caught by the jailer),
|
|
stepping IN the jail (or touching the table with both hands), and yelling "JAIL BREAK!" At this point, all that are in
|
|
jail are FREE. The jailer must give everyone that was in jail and the breaker some time to get away (maybe 15
|
|
seconds). Sometimes this game has gone on for hours for one game. Sometimes it is a fairly short game (but not
|
|
too often). If you want, you can have the game continue on by having the final (in this example) 3 people to be the
|
|
cops and jailer.
|
|
Kim's Wide Game
|
|
Materials: Selection of common 'outdoor' objects
|
|
Before the game pick up a few 10+ objects which the players may find lying about in the area e.g. beech nuts,
|
|
holly leaves, berries, sweet wrappers and lay them out. The teams or individuals must find as close matches to
|
|
the objects you have collected. You can either display or hide your collection so that the players can or cannot
|
|
come back and refresh their memories. The team with the display best matching the original wins.
|
|
Lamp Chicane
|
|
Materials: 4 Lamps such as hurricane lamps
|
|
The game is played in the dark between two teams. Two lamps are placed about 100 meters apart. These are
|
|
the home bases. Another two lamps are placed about 40 meters apart, and at right angles to the first two lamps.
|
|
They should be about halfway between the first two lamps. One team is split into two, one half going to each
|
|
home base lamp. Their object is to get to the other home base lamp, without being caught. They must go between
|
|
the other two lamps to get there. There is no restriction on how far out they go to either side to get to the other
|
|
home lamp, but they must go between the two 40 meters apart lamps. For each member who reaches the other
|
|
home base, their team wins a point.
|
|
Long Distance Chinese Whispers
|
|
Materials: Long message written on piece of paper per team, Pen and paper per team
|
|
Distribute members of a patrol or six some distance away from one another. Give the patrol leader a scrap of
|
|
paper with a message (around 30 words for Scouts). The PL must remember the message and relay it to his APL
|
|
who in turn relays it down the line to the final scout. The final scout writes down the message when he returns
|
|
back at the starting point. The team with the message most resembling the starting message wins. The longer the
|
|
distance the more breathless (and less articulate) and more forgetful the scouts become.
|
|
Merchants
|
|
Materials: 1 Bag pasta shapes or macaroni, 1 Bag dried peas or soy beans
|
|
Split the pack or troop into 2 teams and give one team 6 macaroni (Gold) and the other team 6 dried peas
|
|
(Silver). Explain that the teams should try to make as much money as possible in the time available. They may do
|
|
this by trading with the 2 merchants (leaders) who will be roaming around. One merchant will give you 2 gold for 1
|
|
silver, the other will give you 2 silver for every 1 gold. The team with the most money by the end of the game wins
|
|
(count silver and gold as equal value).
|
|
Refinement:
|
|
The merchants may swap their bags to confuse the players
|
|
Refinement:
|
|
Player and/or other leaders may steal from other players using tagging or lives.
|
|
Refinement:
|
|
Introduce another trading stage and merchant (and possibly another team) e.g. bronze or platinum.
|
|
Merchants only trade bronze for silver, silver for gold, gold for bronze.
|
|
The MacScouter's Big Book of Games -- 29 -- January 1997
|
|
|
|
--- PAGE 36 ---
|
|
Mixed Up Names
|
|
Materials: 1 Name card for each activity base leader and an activity for them to look after at that base
|
|
Each of the leaders or the people manning the bases is given a card similar to the ones described below:
|
|
1. You are 'Thunder Fist'.
|
|
Tell them they must find 'The Kraken'.
|
|
2. You are 'The Kraken'.
|
|
Tell them they must find 'Thorin'.
|
|
3. You are 'Thorin'.
|
|
Tell them they must find 'The Hulk'.
|
|
4. You are 'The Hulk'.
|
|
Tell them they must find 'Robin Hood'.
|
|
5. You are 'Robin Hood'.
|
|
Tell them they must find 'Thunder Fist'.
|
|
You can of course vary the number of bases that you have. Each person manning a base is also given an
|
|
activity that the cubs or scouts have to complete at that base. The base men are sent out and hide within a given
|
|
area. The patrols are then sent out, each having been given a different 'NAME' to find. When a baseman is found,
|
|
the scouts or cubs have to ask him if he is the name they are looking for. If he is not then they have to keep
|
|
looking. If he is then he asks them to complete a simple scouting exercise such as tying a bowline. He then gives
|
|
them the name of the next person they have to find. A point is given for completion of an exercise to the
|
|
satisfaction of the baseman. The winning patrol is the one that finds all the basemen and completes the most
|
|
tasks.
|
|
Naval Battle
|
|
Nigel's Navy
|
|
Materials: Colored wool for lives, 6 Cards bearing the name "DESTROYER", 4 Cards bearing the name
|
|
"SUBMARINE", 2 Cards bearing the name "BATTLESHIP"
|
|
Instead of cards you could use colored counters or plastic clothes pegs.
|
|
This is best played with three or more teams. Each team is given a base which is their naval shipyard. Each
|
|
player is allowed to take one card from their shipyard to take part in the combat. When they take a card, they also
|
|
take a length of their teams colored wool to tie round one arm. A combat area is marked off in the center of the
|
|
field and combat may only take place within this area. Combat takes place in the following manner, a player will
|
|
tag a player from an opposing team. Both players then compare their cards as follows: A battleship takes a
|
|
destroyer, a destroyer takes a submarine and a submarine takes a battleship. The losing boy hands over his
|
|
piece of wool to the winner and returns to his shipyard for a new piece of wool. Combat can only take place
|
|
between two players who are each wearing a piece of wool. If both players have craft of equal status such as two
|
|
submarines then it is an even match and there is no victor, they then have to go and challenge somebody else. A
|
|
boy can exchange ships only at his shipyard when he is getting a new piece of wool. The winning team is the one
|
|
which has collected the most pieces of wool at the end of the game.
|
|
Postman Game
|
|
Materials: 3 plastic bags, 2 sets of differently colored cards (2" squared is big enough)
|
|
Three leaders are required for this game. The first leader is the postbox, the other two give out the different
|
|
postcards. The troop or pack is split into two teams. One team collects and posts one color of card, the second
|
|
team posts the other color. Players can only hold one postcard at a time - they must post one card before
|
|
collecting another. The postbox and distributors can roam and hide to evade the players. The team who has
|
|
posted the most postcards wins.
|
|
Refinement:
|
|
Leaders can swap jobs so that players do not always know who to go to
|
|
Refinement:
|
|
Spare leaders can rob players of their cards
|
|
The MacScouter's Big Book of Games -- 30 -- January 1997
|
|
|
|
--- PAGE 37 ---
|
|
Rockets And Interceptors
|
|
Materials: 1 Bucket or large tin, Large number of colored balls or plastic clothes pegs all the same color,
|
|
Skittles or rope to mark off the target area
|
|
This is played by two teams. The attacking team are called the rockets and the defending team are called the
|
|
interceptors. The target area is marked off and the bucket or large tin is placed in the center. Only rockets are
|
|
allowed to go inside the target area. Up to four interceptors are allowed to hover around the target area. The
|
|
rockets have a base at which they pick up their warheads. Each rocket can carry only one warhead to the target
|
|
area. If a rocket is tagged by an interceptor before going inside the target area, they must hand over their
|
|
warhead and return to their base. 20 warhead units in the bucket or tin destroy the interceptor target area. All the
|
|
colored balls count for 1 warhead unit. The five white balls are special multi warheads and count as 5 warhead
|
|
units for each white ball. If the interceptor target area is not destroyed after 20 minutes then change over the
|
|
teams so that everyone has a turn at attacking and defending. This game is best played where there is a bit of
|
|
cover for hiding and creeping up on the target, or at night when visibility is reduced.
|
|
Scout-Staff Treasure Hunt
|
|
A wide game that is popular in our scouts is to distribute various items of a trangia around our local village, on
|
|
the Scout Leaders doorstep, and the Exec.'s etc., and send the scouts off on a kind of a treasure hunt, with the
|
|
aim to make a cup of tea for the S.L. and the A.S.L. at the end. The hunt started with a note telling them where to
|
|
find the next item of the Trangia, and then the next note was on the next item, etc. It also helped the scouts to
|
|
learn who their Exec. were, as the notes told them it was in the Secretary's garden, and it helped immensely if
|
|
they knew who the secretary was... Trangia: Swedish outdoor cooker, I'm not at all sure if it's known at all in the
|
|
US, but it is very popular over here. It's light weight, and uses methane to run, but Butane attachments are
|
|
available now. Mine splits up into several pieces, and so was ideal for this exercise.
|
|
The MacScouter's Big Book of Games -- 31 -- January 1997
|
|
|
|
--- PAGE 38 ---
|
|
Strategy Games
|
|
From the Scouts-L Games FAQ
|
|
Mouse Trap Attack
|
|
You will need:
|
|
4 spring loaded mouse traps per team
|
|
An endless supply of rolled up paper balls
|
|
We will suppose that there are four teams or patrols of six boys. They are spaced at equal distances down
|
|
the length of the hall. Each team or patrol has it's mouse traps cocked at one side of the hall on the floor. At the
|
|
other side of the hall opposite each group of mouse traps are three attacking boys from each of the other patrols.
|
|
These attacking boys are armed with rolled up balls of paper. Each patrol is allowed up to three defenders for
|
|
their mouse traps. These defenders must sit on the floor half way between their mouse traps and the defenders.
|
|
The attackers must lob the paper balls over the heads of the defenders and set off the mouse traps. The winning
|
|
patrol is the one that has the last loaded mouse trap.
|
|
Mouse Trap Fishing Game
|
|
You will need:
|
|
1 spring loaded mouse trap
|
|
3 bamboo canes
|
|
3 lengths of string
|
|
Some objects such as plastic bottles to be picked up, for each team.
|
|
You will have to bore a hole or fit a screw eye in one end of each mouse trap so that it can be attached to a
|
|
length of string. Each team stands at one side of the hall and the objects they have to collect such as plastic
|
|
bottles are on the other side of the river (hall). The only way that they can get the objects, is to lash the three
|
|
bamboo poles together to form a fishing pole and attach the string with the mouse trap attached to the end. You
|
|
will have to show the scouts how to cock the mouse traps safely or you may have to do some first aid on bruised
|
|
fingers.
|
|
Submarines And Minefields
|
|
You will need:
|
|
Blindfolds for each member of the minefield
|
|
You split into two teams, one forms a line across the playing field. They are blindfolded and standing close
|
|
enough together to touch hands. Each hand is a mine that will 'destroy' a ship (a member of the other team.) that
|
|
team quietly tries to sneak along the line weaving in and out of the mines, (i.e. between their feet, or between two
|
|
scouts). we once had someone go fetch a utility ladder and climb over the minefield. After a minefield team
|
|
member uses one hand and hits a ship, that hand is out of play for the round. Thus later ships may go through an
|
|
unprotected area. Smaller scouts usually win this one. When the whole team has gone through or not as the
|
|
case may be, change over. At the end of the game, the winning team is the one that managed to get the most
|
|
ships through the minefield.
|
|
Trader
|
|
You will need:
|
|
4 counters for each boy, red, blue green and yellow one of each color.
|
|
When the game starts the boys are given a set time 5 to 10 minutes in which they are allowed to trade. They
|
|
trade in the following manner. A boy approaches another boy with a counter in his left fist , he does not show the
|
|
other boy what color he is holding. If they agree to trade then they give each other a counter taking care that they
|
|
do not show the color they are swapping. Any boys who do not wish to trade simply cross their arms, this
|
|
indicates that they are not open for trading. After the trading period is ended you show the lads the stock market
|
|
chart shown below and get the lads to add up their scores.
|
|
Print out the following table and make copies.
|
|
4 Red counters 100 points 4 Blue counters 80 points
|
|
4 Green counters 60 points 4 Yellow counters 50 points
|
|
3 of any color 40 points 2 of any color 15
|
|
Single Red 1 point Single Blue 2 points,
|
|
Single Green 4 points Single yellow 5 points.
|
|
After they have added up their scores and you have found out which scouts have the highest scores, collect
|
|
the counters in and hand out one of each color again to the scouts. Now play it again with the scouts knowing the
|
|
values and see the difference in tactics. From time to time you could introduce jokers these are White counters.
|
|
The MacScouter's Big Book of Games -- 32 -- January 1997
|
|
|
|
--- PAGE 39 ---
|
|
You place some of these on the table and the boys are told they can take them if they wish. The value of these is
|
|
unknown until they add up the scores. You then tell them that they either get 10 extra points for each White
|
|
counter they have or minus 10 for each White counter they hold, much like Bulls and Bears in the stock market.
|
|
You can decide if it is going to be a plus or a minus by either tossing a coin or rolling a dice.
|
|
The Trader Game - Altered Slightly
|
|
By Mike Stolz
|
|
Equipment:
|
|
4 chips for each boy, all of different colors (red, green, blue, yellow)
|
|
1 chip for each adult - white
|
|
(I made my chips by cutting 1 inch squares from colored cardboard)
|
|
Rules:
|
|
The boys are given a chip of each color. the adults each have one white chip. The boys get 7 to 10 minutes
|
|
to 'trade' chips with each other or an adult. To trade, each boy holds a chip HIDDEN in one hand. When they
|
|
agree on the trade, the chips are exchanged. ALL TRADES ARE FINAL! Boys who do not wish to trade should
|
|
fold their arms to signal that they don't wish to trade. All trades are 1 chip at a time. Boys can also trade with
|
|
adults if they want to. After the trading is over, show the boys the stock market list below and have them add up
|
|
their scores.
|
|
Now that they know the value of the chips, let the boys play the game again. Collect and redistribute the
|
|
chips, and see how trading tactics change. After the second trading period is over, add up the scores again and
|
|
see how the boys did this time.
|
|
Stock Market Chart - Trading Chip Values
|
|
4 RED - 90 POINTS 1 (SINGLE) BLUE - 40 POINTS
|
|
4 GREEN - 0 POINTS 1 (SINGLE) YELLOW - 30 POINTS
|
|
4 YELLOW - 60 POINTS 1 (SINGLE) GREEN - 30 POINTS
|
|
4 BLUE - 50 POINTS 1 (SINGLE) RED - 20 POINTS
|
|
2 WHITE - 50 POINTS 1 (SINGLE) WHITE - 20 POINTS
|
|
3 OF ANY COLOR - 40 POINTS 2 OF ANY COLOR -
|
|
20 POINTS
|
|
Trading Post
|
|
You will need:
|
|
Two price lists, one of things that you are selling and one of things that you are prepared to buy back.
|
|
Various things for the teams to buy
|
|
You will also need some form of currency such as colored cards, paper or even beads.
|
|
At the start of the game, each team is given the same amount of currency. They then have to decide what
|
|
they are going to buy from you in order to make something to sell back to you for a profit. Most things that you
|
|
buy back should result in a profit, but you should put in some items that produce no profit or even a loss. As an
|
|
example of the sort of things on your to buy list would be a cup of hot tea for the scout leaders. To do this they
|
|
will have to purchase from you matches, tea bags, milk and sugar, a cooking stove, fuel for the cooking stove,
|
|
water pot and water.
|
|
Lighthouse
|
|
From: Lynne Axel Fitzsimmons
|
|
This game comes from a Games book published by the Bharat Scouts and Guides (India). It is attributed to
|
|
the Catholic Boy Scouts of Ireland.
|
|
You will need:
|
|
Enough blindfolds for half your group, and a reasonably large room.
|
|
The Leader is the lighthouse. Half the troop (pack, company) are ships, and put on the blindfolds at one end
|
|
of the room. The other half are rocks, and distribute themselves on the floor between the ships and the
|
|
lighthouse. Please ask the rocks to keep their hands and feet in to minimize tripping. The rocks also should not
|
|
clump up.
|
|
The lighthouse goes "woo woo" to guide the ships. The rocks go "swish, swish" quietly to warn the ships of
|
|
their presence. On go, the ships navigate between the rocks to the lighthouse. If they touch a rock, they are sunk
|
|
and must sit on the floor (and go "swish, swish" also). When all the ships have made it to the lighthouse (or have
|
|
been sunk), the rocks and ships switch places.
|
|
The MacScouter's Big Book of Games -- 33 -- January 1997
|
|
|
|
--- PAGE 40 ---
|
|
Memory Games
|
|
From the Scouts-L Archive
|
|
Silhouette Kim's Game
|
|
You will need:
|
|
About twelve different shaped items, a sheet or back projection screen and a slide projector or strong light
|
|
(Note: clear bulbs are better than pearl)
|
|
A number of objects are held, one after the other, behind the screen, e.g. scissors, bulldog clip, flower. After
|
|
all the objects have been seen, a short time is given for the lads to write down or tell to the leader, the objects that
|
|
they saw in the correct order of viewing.
|
|
Battleship Kim's Game
|
|
You will need: (for each six or patrol) A table, a piece of chalk and ten items
|
|
Each patrol gets a table set up on it's side in their corner as a barrier, so that the other patrols can't see
|
|
behind it. On the floor they draw a 747 grid, and mark horizontal axis A to G and vertical axis 1 to 7. They then
|
|
take ten items and place them at random on their grid. The patrols are now given five minutes to look at each
|
|
others grids and try and memorize the locations of as many items as they can. After five minutes they each retire
|
|
behind their barricades. Each patrol in turn fires three shots. For a shot they must say the name of the patrol
|
|
they are firing at, the grid reference and what item is at that grid reference. If they are correct then they capture
|
|
that item. Each patrol only gets 3 shots per round. After a set number of rounds, the patrol that has captured the
|
|
most items are the winners. Please note that this is a memory game, no pencils and paper allowed.
|
|
Kims Game Variant
|
|
You will need: (for each six or patrol): Two bowls or buckets on chairs,
|
|
Ten mixed items
|
|
Teams or patrols stand in single file facing the front of the hall. At the front of the hall facing each team is a
|
|
bucket or bowl on a chair. In each bowl there are ten items (the same items for each team). At the back of the
|
|
hall opposite each team is an empty bucket or bowl. The scout leader calls out an item and the first man in each
|
|
team has to run to the front, get that item place it into the other bucket at the back of the hall and then run back to
|
|
the back of his team. The first team with their man back get a point.
|
|
As you continue playing this the objects will be distributed between the front and the back buckets. If the
|
|
scouts have good memories they will remember what items are in what buckets. This will save them time. If an
|
|
object is called by the leader and it is in the back bucket then it has to be placed in the front bucket and vice
|
|
versa. The reason for the bucket being on a chair is so that the scouts can't look in to see what is in the bucket.
|
|
Patience
|
|
You will need: (for each six or patrol) A suit of cards Ace to ten (one pack of cards will supply four teams)
|
|
The ten cards for each team are laid out at random, face down on a table in front of them. One at a time the
|
|
boys run up and turn over a card. If it is not the Ace then they turn it face down again and run back to their team
|
|
and the next player has a go. When the ace is turned up they can lay it face up at the front of the table. The next
|
|
card needed is the two and so on. Play continues until one team has all its cards turned face up in the correct
|
|
order.
|
|
Compass Skills Patience
|
|
You will need: Sets of cards having the compass points printed on them
|
|
This game is played the same way as the previous game, but this time the boys have to place the cards at the
|
|
correct compass position for that card. Suggested order for laying down cards: North, South, East, West,
|
|
North East, South East, South West, North West. NNE, SSW, NNW, SSE, ENE, WSW, ESE, WNW
|
|
It's Under A Cup
|
|
You will need: A number of plastic cups and objects to fit under them (e.g. a ball, a ring, a key etc.)
|
|
Two teams one each side of the hall. Each team is numbered 1 to N with boys with the same number on
|
|
each team of similar size. The object are placed in the center of the hall in a row and the plastic cups placed over
|
|
them. The leader now calls out an object and a number. The two boys with that number have to rush to the row
|
|
of plastic cups, find the correct cup and take the object to the leader. The lad who gets the object to the leader
|
|
wins a point for his team.
|
|
The MacScouter's Big Book of Games -- 34 -- January 1997
|
|
|
|
--- PAGE 41 ---
|
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Ruba Dub Dub
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|
You will need: Twenty four 35mm film canisters, these should be opaque and all look the same. Into twelve
|
|
of these you place a marble, fishing bell or anything that will make a noise when the canister is shaken.
|
|
The boys sit in a circle and take it in turn to pick up two canisters at a time and give them a shake. If they
|
|
both rattle then a prize or point is given to the boy who picked them. These canisters are then removed from the
|
|
game and the next boy has his turn. If both canisters do not rattle then they are both replaced where they were
|
|
picked up from and the game continues. The game gets more difficult as more are removed as there are then
|
|
more empty ones left in the game than ones that rattle. You could make it more difficult by having a larger
|
|
number of containers to begin with. You could also guild the Lilly by putting numbers on the canisters but I have
|
|
not found this to be necessary. You can use this as a team game, the winning team being the one with most
|
|
points or as individuals against all the rest.
|
|
Post Office
|
|
You will need: (for each six or patrol)
|
|
2 chairs
|
|
Coins adding up to 50 pence
|
|
The boys stand in their patrols or sixes, in straight lines across the middle of the hall. In front of each patrol is
|
|
a chair, this chair is the post office. On this chair at the beginning of the game is an assortment of coins. We use
|
|
coins that add up to 50 pence. Each teams post office, has the same number and value of coins. Behind each
|
|
patrol is placed another chair, this chair is the 'BUREAU DE CHANGE'. The leader calls out a sum of money, say
|
|
20 pence. The front man in each team then runs to the post office and has to leave 20 pence on the post office
|
|
chair. Any extra coins must be taken and placed on the BUREAU DE CHANGE chair. On finishing his move the
|
|
player runs back and joins the back of his team. The first man back gets a point for his team. If a value is called
|
|
which is higher than the value on the post office chair, the boys must run to the BUREAU DE CHANGE to collect
|
|
the coins they need. Great fun can be had by calling out 49, a lot of them will start counting the coins out, but the
|
|
smart ones soon realize that they only have to leave one coin at the BUREAU DE CHANGE to get 49 at the post
|
|
office. Calling out the value that is already at the post office also causes a laugh.
|
|
Obstacle Course In The Dark
|
|
You will need:
|
|
Various items that will fall over easily such as skittles
|
|
Plastic bottles and short lengths of wood or plastic tube
|
|
Give each team the same type and number of objects. Allocate each team a lane down the length of the hall
|
|
across which they must lay out the obstacles. You could mark these lanes with chairs if you wished. When the
|
|
teams have completed their task, line them up at one end of the hall and then get them to swap lanes with one of
|
|
the other teams. This way if they have made the obstacle too easy then they will give this advantage away to
|
|
another team. After allowing them a minute or two to look at the lane they are in, turn out the light and get them to
|
|
walk down the lane to the other end. The patrol leader or Sixer should be the leader for his team. At the finish
|
|
end of the hall, one of the leaders could flash a torch on and off at random to give them a bearing. Points are
|
|
deducted from each team for the number of obstacles they have knocked over.
|
|
The MacScouter's Big Book of Games -- 35 -- January 1997
|
|
|
|
--- PAGE 42 ---
|
|
Team Building Games
|
|
Caber Toss
|
|
2 sizes of caber will be used. (Small for Scouts under 14 and large for those 14 and over)
|
|
Over The Log
|
|
A log is lashed, 6 ft. high, between two trees. The entire Patrol must get over it. Assistance can only be given
|
|
by those that have not crossed over yet. Scoring is by the percent of the Patrol that get over.
|
|
Amazon
|
|
A #10 can, with wire bale, is placed on an "island" 10 ft. into the Amazon. The Patrol has to get the can
|
|
without anyone stepping into the river, or spilling the contents of the can. Equipment: 6 ft. of 1/4" rope, pole or tree
|
|
limb long enough to reach the "island", a stick 2 ft. long, 2x6x12 board. Scoring is by cooperation, spirit, and
|
|
success or failure.
|
|
The Electric Fence
|
|
A "Yard" is enclosed by and "Electric Fence" (twine) 36" high. Inside the "Yard" is a 2x4 with steps or log to
|
|
assist. The Patrol must get as many members over the fence as possible. Anyone touched by the "fence" is
|
|
zapped and eliminated. Scoring is by cooperation, spirit, and success.
|
|
Kim's Game Campsite
|
|
Setup a Kim's Game with 20-30 normal campsite items and 20-30 special items (total of 50). Each Patrol is
|
|
allowed 30 seconds to observe and then must write down all that they can remember. Scoring is by the number
|
|
that they get correct.
|
|
Shoe Hunt
|
|
This game takes place on a clear grassy area. A 50 ft. circle is marked on the grass with a 10 ft. circle in the
|
|
center. All Scouts remove their shoes, place them in the center, and move out of the 50 ft. circle. The judge mixes
|
|
the shoes and then gives the go signal. Patrol members must find their own shoes, put them on, tie them, and get
|
|
back to the outer circle standing in a line. Scoring is by time (the number of seconds it takes subtracted from 180)
|
|
a 10 point penalty is charged for any shoes not properly tied or buckled.
|
|
How Many Bears Can Live In The Woods
|
|
Scouts become "bears" and must collect food. (colored paper squares) When all food is collected the judge
|
|
checks to see how many have collected a balanced menu. "Bears" without balanced menus do not survive.
|
|
Scoring is by the percentage of the bears that survive.
|
|
Nature Hunt
|
|
Patrols are given a list of items to "collect" during the day. By the end of the competition they must go to the
|
|
station and show their collection. Scoring is by the number of correct items.
|
|
Order Out Of Chaos
|
|
Each Scout s assigned a number. (1,2,3 etc.) The Patrol is then blindfolded and is instructed to get
|
|
themselves in numerical order, without speaking. Scoring is by subtracting the number of seconds used from
|
|
120. Time allowed: 2 minutes maximum.
|
|
Name It
|
|
A collection of 15 "nature" items is displayed. Each boy is given 5 minutes to list the items he can identify
|
|
without speaking or helping each other. Scoring: Sheets are graded and the total points divided by the number in
|
|
the patrol times 10, determines the score.
|
|
Bowline-Sheet Bend Draw
|
|
Each participant needs a 6 ft. rope. Patrols form into pairs facing each other. On "go" each Scout ties a
|
|
bowline around his own waist, the first one done then ties his rope to his partner's with a sheet bend. The two
|
|
partners then lean back and raise their hands. Scoring: the number of seconds used subtracted from 120. Add a
|
|
bonus of 5 points for each correct knot.
|
|
The MacScouter's Big Book of Games -- 36 -- January 1997
|
|
|
|
--- PAGE 43 ---
|
|
All Aboard
|
|
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.
|
|
Giant Clove Hitch
|
|
With a 50 ft. rope, the Patrol ties a clove hitch around a tree. No one is allowed to go closer than 15 feet to the
|
|
tree. Scoring is by the number of seconds used, subtracted from 240. 4 minutes maximum allowed.
|
|
Traffic Jam
|
|
The patrol divides into two groups. They line up as shown, facing each other with one empty space in the
|
|
center.
|
|
A A A A B B B B
|
|
The two groups must now switch positions on the line. The A's move to the B's space and vice versa. They
|
|
must follow this procedure:
|
|
1. Step only into an adjacent empty square.
|
|
2. Step around a person facing the opposite direction.
|
|
Players cannot move backwards. Players may not step around someone facing the same direction. Only one
|
|
player can move at a time. Scoring is by the number seconds used subtracted from 300.
|
|
Bowline Stroll
|
|
Everyone in the Patrol needs a 6 ft. rope. Each person ties a bowline around their waist. They then tie the
|
|
other end of their rope to a central loop (about 1 ft. in diameter, supplied by the judge.) They then must travel a
|
|
set course as fast as possible.
|
|
1. No one may be dragged.
|
|
2. Proceed safely.
|
|
Scoring is by the number of seconds used subtracted from 240.
|
|
The Monster
|
|
The Patrol must form a monster that moves 50 ft. and makes a sound.
|
|
1. The Monster must have only one more leg than the number of Scouts in the Patrol;
|
|
2. The Monster must have one less arm than the number of Scouts in the patrol;
|
|
3. The Monster must make a single sound, not just a group shout.
|
|
Scoring: Judges prerogative. 0-50 for the Monster 0-50 for the sound.
|
|
The MacScouter's Big Book of Games -- 37 -- January 1997
|
|
|
|
--- PAGE 44 ---
|
|
Other Team Games
|
|
From Jim Speirs
|
|
Richmond Hill Hand Ball
|
|
Active, outdoors
|
|
Equipment: soccer or volleyball.
|
|
Formation: teams.
|
|
Divide the group into two equal teams. Find a suitable playing field about the size of a soccer field, with an
|
|
area to be used as an end zone.
|
|
The play starts with a jump ball. The object is to move the ball down the field to score points. Players throw
|
|
the ball to their teammates, or run with the ball. Players may not take more than five steps while carrying the ball.
|
|
If they do, the ball is handed to the other team, who throws it in from the sidelines.
|
|
Points are scored when the ball is thrown to a teammate in the opposing team's end zone, and caught. The
|
|
ball must be thrown from outside the end zone into the end zone and caught by a teammate. If the ball is missed
|
|
or dropped, the opposing team gets a chance to move it out of their end zone. One point is scored for each catch.
|
|
The team with the most points after a given amount of time is declared the winner.
|
|
Metro Medley
|
|
Active, outdoors/indoors
|
|
Equipment: Per team: 1 conductor hat; 1 whistle
|
|
Formation: shuttle
|
|
Divide the group into two or more teams; line them up in shuttle formation, with half the team at one end of the
|
|
playing area and the other half at the other end. The first member of each team is the conductor.
|
|
On 'Go', the conductor dons the hat, hangs the whistle around his neck and runs to the far end of the playing
|
|
area, where one half of his team waits. Here, he picks up his first 'car' by bending down and placing his right hand
|
|
between his legs, to join the left hand of the next player. Having attached the first car, the conductor blows his
|
|
whistle and the two players run to the other end to pick up another car.
|
|
The relay continues until all players on the team are part of the 'metro'. The conductor signifies a complete
|
|
train by blowing his whistle four times.
|
|
Tight Rope Walk
|
|
Semi-active, outdoors/indoors
|
|
Equipment: Per team: 20' rope, sweatpants, long underwear or large tights,
|
|
mustache, derby hat, stool, 6' stick.
|
|
Formation: shuttle.
|
|
Line up the teams in shuttle formation at either end of their 20' rope. The first player on each team, on 'Go',
|
|
puts on the mustache, tights and hat, picks up his balancing pole and walks along the rope.
|
|
Halfway across, he meets a stool; the player climbs over the stool and continues on his way to the other end
|
|
of the rope where he exchanges his outfit with the next player.
|
|
The relay ends when all players have completed the walk TWICE - once walking forward and the second time
|
|
backward.
|
|
Balloon Baseball
|
|
Active, outdoors/indoors.
|
|
Equipment: Balloons, balloon baseball markers.
|
|
Formation: teams.
|
|
Players are divided into two teams. Each team designates a pitcher who pitches to his own team.
|
|
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. Play continues until
|
|
everyone on the batting team has been 'up to bat'. Then the inning is over and teams switch places.
|
|
The game continues for a specified number of innings.
|
|
Note: Depending on the age of the players, the distance between the bases may be altered.
|
|
The MacScouter's Big Book of Games -- 38 -- January 1997
|
|
|
|
--- PAGE 45 ---
|
|
Nuclear Reactor Game
|
|
From: Bob Condon
|
|
Good game and I have used a couple varieties of this at Team meetings with software engineers... Pretty
|
|
interesting results. Object Of Exercise: having a group discuss the problem, have the natural leaders take control,
|
|
plan and execute. Do a final discussion about what occurred... moderator TAKE NOTES.
|
|
Object Of Game: Take a 3/4 filled can of water, and pour its contents WITHOUT SPILLING IT, into a second
|
|
can 10 feet away.
|
|
RULES:
|
|
1. There is a transport device (see below) which they will be provided to transport the can containing the
|
|
material.
|
|
2. No one can touch a can.. You will be dead if you do leaving the team short one member (leaving one rope
|
|
on the transport device un-manned).
|
|
3. No one can be within a 4 foot of the can. There will be a ribbon one each rope of the transport device
|
|
marking this location.
|
|
4. The can must be transported with the transport device, AND POURED INTO THE OTHER CAN.
|
|
5. Ropes on the transport device can not be exchanged with another team member INSTEAD, you are
|
|
assigned a rope and you must always hold onto it. You can move yourself with the rope to another
|
|
position (crossing ropes etc) [needed when pouring can into second can].
|
|
6. No fighting. Work as a team.
|
|
SETUP:
|
|
You tell everyone that there is a radioactive materials in the can. They can transport the material using the
|
|
transport device to a safe location and save the world.
|
|
If they touch the can, they are dead.
|
|
If they should come within 4 feet of the can, then they are blinded and must be blind folded.
|
|
They have [xxx ] minutes to plan and then will be timed on the execution of transporting the material.
|
|
Materials:
|
|
6 - 10 foot pieces of nylon rope (1/4 ")
|
|
1 bungie cord which is larger that the circumference of the #10 can.
|
|
2- number 10 cans.
|
|
You put down plastic if inside!!
|
|
Assembly of Transport Device:
|
|
Take the clips OFF the bungie cord.
|
|
Fasten the bungie cord to make a circle larger than the can... I recommend about a 1/2 inch larger in
|
|
diameter. I usually make an S out of a coat hanger (SMALL) and pinch the two ends of the cord with the s to
|
|
hold it (probably not clear!)..Some bungies come with an S which is used to hold on the big clips on the end ...
|
|
send me mail if you need further clarification..
|
|
Now tie the 6 pieces of rope to the bungle cord making it look like a wheel hub (bungie cord) and spokes
|
|
(rope)
|
|
\ | /
|
|
\ | /
|
|
\ | /
|
|
\ | /
|
|
\ | /
|
|
/----------\
|
|
| |
|
|
| |
|
|
| |
|
|
\----------/
|
|
/ | \
|
|
/ | \
|
|
/ | \
|
|
/ | \
|
|
/ | \
|
|
The MacScouter's Big Book of Games -- 39 -- January 1997
|
|
|
|
--- PAGE 46 ---
|
|
Tie a black ribbon on each rope 4 feet out.. If any hand hits the black ribbon, then they are blinded.
|
|
Results I have seen:
|
|
People in customer oriented environments plan this fairly quickly (30 minutes) and execute in 6 minutes. They
|
|
worked together to see how they could solve the problem, they tended to take more planning ideas up front, came
|
|
up with one solution and then did it.
|
|
People in R&D environments where they tend to work more independent of each other tend to take longer to
|
|
plan (up to 1 hour), spilled the contents because everyone fights over the leadership position, and execution can
|
|
take up to 20 minutes.
|
|
Biased.. Well I worked in the R&D environment and saw this happen and then executed in the CS
|
|
environment with different results. The real problem was that the engineers refused to yield the leadership to each
|
|
other, so they could not come to a consensus. Next, when they executed the task, one engineer would decide that
|
|
he was going to do to it HIS way and disrupted the team.
|
|
Hints:
|
|
The bungie cord is LARGER than the can so two people have to always be constantly be pulling on the ropes
|
|
(attached to the bungie cord otherwise the can falls through the bungle. If a third person inadvertently pulls on a
|
|
rope, this may make the can slip (because they are making close to a circle with the bungie cord)...
|
|
Its one of the best team games I know of...
|
|
A second way to do this is to make the same transport device, take 4 inch drain pipe with 2 capes on the end
|
|
and put 10 pounds of sand inside.
|
|
You need one setup for each patrol if you want to make it a race. Next you put physical barriers in place (
|
|
ropes waist high to climb over, tables to climb under) in the path where they will transport the nuclear canister (of
|
|
course painted yellow and fluorescent orange). They are given 20 minutes to plan how they will carry this
|
|
canister, then set up at the start line and then it is run. The winning team is the team that does not drop the
|
|
canister and is first over the finish line.
|
|
If they all drop the canister, then you start it again...
|
|
Hoot Hoot Hoot
|
|
This is not so much a Camporee competitive event, although this game could be used as a fun side-activity. It
|
|
is, however, an excellent game that is much enjoyed by both Cub and Scout age kids. Maybe we could all put our
|
|
heads together and come up with some more games we have seen in one place or another, eh?
|
|
Let's toss this Czech game into the equation today...
|
|
For lack of a better name, the Czechs call this one "Hoot, Hoot, Hoot". The reason for this will become clear
|
|
shortly.
|
|
This can either be an indoor or outdoor game, though it's better for outside, since some tackling can be
|
|
involved on occasion, unless specifically prohibited. I suppose that you could term this an active, but very quiet
|
|
game (except for the cheers that can be generated as a result of a "catch").
|
|
You need a well-marked playing field, divided into two sections, about 50 meters deep (smaller sizes OK if
|
|
you are indoors, but the playing size should equate to at least a basketball court sized area, with well-defined
|
|
playing area borders, since stepping out-of-bounds means being called "out").
|
|
The two teams assemble in their respective ends of the play area. Teams choose which side is going to go
|
|
first. One member of the selected team takes the deepest breath possible, and ventures into the other team's
|
|
territory. If this player runs out of air while in the other team's territory, the player is "out" and has to sit out the rest
|
|
of the game.
|
|
Since breath-holding is a quiet endeavor, it would be far to easy to "make a mistake" unless there were some
|
|
way of telling whether a player remains on just one breath while in "enemy territory". So, just to avoid confusion,
|
|
the player has to continuously say, "Hoot, hoot, hoot...." rapidly and without pause the entire time he or she is in
|
|
the opposition's side of the play area. The "H" sound takes more air than most, and so limits the time available
|
|
quite dramatically. Any pause indicates the player is taking another breath. If this happens, he or she is "out".
|
|
Since you lose less air when you are doing this quietly, everyone else has to be absolutely silent. If the player's
|
|
team makes noise in order to cover for the player, both the player and the noise-makers are "out".
|
|
Stepping out-of-bounds at any time is another way to be called "out". People who are "out" have to observe
|
|
the remainder of the go from the sidelines.
|
|
"It" attempts to tag as many of the opposition's players as possible. All who are tagged by "It" are "out"
|
|
UNLESS "It" runs out of air before crossing to his or her own territory.
|
|
There is a very slight possibility that "It" will run out of air through poor planning. However, the best way of
|
|
ensuring "It" runs out of air on the wrong side of the line is for "It" to be prevented from returning. Therefore, the
|
|
The MacScouter's Big Book of Games -- 40 -- January 1997
|
|
|
|
--- PAGE 47 ---
|
|
side being invaded needs to capture "It" for long enough to ensure he or she runs out of air. (Tackling "It" to the
|
|
ground and knocking the breath out of "It" is not encouraged.)
|
|
Capturing "It" is not, however, risk-free. If "It" cannot be held until running out of air, and he or she manages to
|
|
get back across to home side, every player who touched "It" in the failed capture effort is "out". A wee but squirmy
|
|
"It" can take out several of the opposition's mooses this way...
|
|
Team strategy is fairly important in this game, since you want to preserve a few of your stronger and fleeter
|
|
players till the end, if at all possible. Everyone has to take a turn at being "It" - no exceptions allowed. Each player
|
|
takes this in turn until the entire team has gone across and returned (or been captured). After everyone has had a
|
|
turn, the team circulates the responsibility again. You do not have to use the same sequence each time, however,
|
|
so you can "target" opponents you need to get "out" as quickly as possible, using specific players from your side.
|
|
The team that runs out of players is NOT the winning. team. After a team wins, the game can be played
|
|
again.
|
|
So, give this one a try to see how it plays with the Scouts where you are, and let me know how it goes.
|
|
The MacScouter's Big Book of Games -- 41 -- January 1997
|
|
|
|
--- PAGE 48 ---
|
|
Knot Games
|
|
A Knot Tying Contest
|
|
The Burrito wrote:
|
|
"In my troop we have recently been attempting to get the scouts to learn their knots. We don't have any
|
|
experienced boys to assist in teaching as we have a new troop. The problem we are having is that the scouts
|
|
aren't paying attention when the knot is being demonstrated, and also when they are supposed to be practicing. I
|
|
was wondering if anyone had any games or other ideas that could be used to help them learn these important
|
|
skills."
|
|
My scout troop used to hold a competition for the quickest tying of knots--it certainly got *most* of them
|
|
learning the knots - I know I did! We were tying the 6 basic knots :
|
|
reef knot
|
|
clove hitch
|
|
round turn & 2 half hitches
|
|
sheepshank
|
|
bowline
|
|
...and another one which I can never remember the name of (anyone?)
|
|
The *world* record (in Guinness book of records) is something like 7 seconds!! However, in my troop, I was
|
|
fastest with (I think) about 22 seconds, followed by our leader with about 30 seconds. It sure as hell helped me
|
|
*learn* the knots, and experiment with the many different ways of tying each. It's just a pity I can't remember the
|
|
*name* of 1 of them :)
|
|
A Knot Relay
|
|
From Phil Dennis
|
|
This takes me back about 20 years or so, but we did the following...
|
|
Take some cheap plywood and cut it into 3' x 2' sections. Then take some rope and cut it into 4' pieces. Drill
|
|
two holes in each piece of plywood that are just large enough for the ropes to fit through. Put a piece of rope
|
|
through each hole and tie a not in the end to it won't pull through.
|
|
Then you have the patrols line up for a type of relay-race. When the first group of boys reaches the front, the
|
|
SPL calls out the name of a knot that the boys must tie. Knots are inspected by the SPL, and when correctly tied,
|
|
the boy runs back to his patrol and the next one comes up to tie another knot. First patrol to complete all knots
|
|
correctly wins.
|
|
Another version from R.P. May
|
|
I have had surprising success with running a simple relay game after the teaching session, and explaining
|
|
beforehand what will happen.
|
|
The game simply involves each member of the team running across the hall, where they are told a knot to tie,
|
|
and they must tie that before returning to there team and the next person running up to do their knot. Each player
|
|
will be given a knot in a predetermined sequence and the sequence will be the same for all teams. Therefore the
|
|
Scouts know that if they do not pay attention during the learning phase of the evening they will let their team down
|
|
during the game phase. This is often sufficient incentive for them to make every effort to learn. You will need to
|
|
decide in advance how to handle a competitor who, after making several attempts, still fails to tie the required
|
|
knot, one possibility is for the next person in the team to come up (after the previous has been there for a set
|
|
period of time), then the next person must tie the knot that the previous person failed at and one more person
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must come up at the end of the race so that the required number of knots get tied.
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Whilst this game may not seem very exciting, in my experience simple games often succeed the best.
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When you get on to teaching the square lashing I have an alternative game, the sedan chair race. The Troop
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is divided into teams (of a fairly small number) and each team is given a chair and two staves. They then have a
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fixed period (say fifteen minutes) to build a sedan chair which simply involves square lashing each of the staves to
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either side of the chair so that they extend equally in front and behind of the chair. Warn them that it is vital that
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the lashings are very tight.
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Then set up a race track, if space is limited then you will probably have to have each team running one at a
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time and time each, however if you can hold the race in a larger space it is possible for all teams to race together.
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One member of each team sits on the chair and the other team members must carry the chair by the staves only
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and run around the course. In running with the chair, any bad lashings will be disclosed since they will work
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undone. A suitable penalty should be imposed for any team that drops their passenger.
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This game always proves to be most entertaining, both for the members and for the leaders!
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The MacScouter's Big Book of Games -- 42 -- January 1997
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--- PAGE 49 ---
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Bowline/Sheet-bend Draw
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Have the troop divide into pairs. Each pair lines up across from each other. Each Scout is given a piece of
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rope long enough to tie around his/her waist and leave a couple of extra feet. These ropes should be on the
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ground by the scout's feet.
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At the GO signal, each scout picks up his/her rope and ties a bowline around their waist. Then they join the
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rope with their partners rope using a sheet-bend. They then back up until the ropes become taught, lean back
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and hold their hands in the air.
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As a Patrol competition, the first patrol to have all of their pairs done, wins. As an individual competition, each
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team competes independently. Check the knots, if they are wrong, have them start over, with time running.
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Knot Relay (timed variation)
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Have the patrols line up behind a starting line. A leader stands opposite each patrol and has one or two
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ropes, and a pole (if desired).
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At the GO signal, each patrol send one scout forward. The leader gives them a randomly selected knot. The
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scout then must successfully tie that knot before returning to their patrol. When each scout returns to the patrol,
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the next scout is sent forward.
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Have each leader count the number of knots successful tied. Keep moving until the game period has nearly
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expired. The patrol with the most successfully tied knots wins.
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By running this relay for a fixed time, there is no need to adjust for different sized groups. Each scout should
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get the opportunity to tie 2 or 3 different knots (at least).
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In this game, the leaders should be willing to help scouts who have problems with specific knots.
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The MacScouter's Big Book of Games -- 43 -- January 1997
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--- PAGE 50 ---
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Games for Older Scouts
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From The Leader, August/September 1984
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Blind Compass Walk
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For each patrol, set an appropriate number of small marked stakes in the ground about 1.5 meters apart in a
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north/south line. Give each Scout an orienteering compass and a paper bag, and stand him beside one of his
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patrol's stakes. Scouts from one patrol set their compasses between 45 degrees and 135 degrees, while those
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from the opposing patrol set theirs between 225 degrees and 315 degrees. The boys then put the bags over their
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heads so that all they can see is the ground and their compasses.
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On signal, Scouts spin around three times then follow the bearings on their compasses for 100 steps. They
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turn and follow a back bearing (arrow pointing towards instead of away from them) for 95 steps. Only Scouts who
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finish within 10 steps of their marker score. The winning patrol has the highest score.
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Remote Knotting
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Stake out a 3 meter radius circle around a tree for each patrol, and give them a 15 meter rope. Two Scouts
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from each patrol hold the rope at either end.
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Without letting go and without entering the circle, they must tie a clove hitch around their tree. Also outside the
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circle, the other patrol members can give advice and raise the rope if necessary. Fastest patrol wins.
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Snapper Fishing
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Give each patrol four 1.5 meter poles, several lengths of cord and a mousetrap. Mark out "river banks" 5
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meters apart. Each patrol places its mousetrap on one river bank and cocks it, then lines up opposite it on the
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other side of the river. On signal, the Scouts lash together their poles to make a "fishing pole" and start angling.
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The first patrol to catch its snapper wins.
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Tripod Lashing
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Give each patrol three saplings of about the same size, one rope 2.5 meters long and another 1.8 meters
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long. On signal, Scouts lash the saplings into a tripod. When done, they set up the tripod, tie a bowline in one end
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of the rope and place the loop over the top of the tripod so that the free end hangs down the center of the tripod.
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Then they tie a bowline in the free end - high enough that the loop is off the ground. Finally, one Scout stands in
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the free bowline loop and balances by hanging onto the line. The winning patrol is the first with a Scout standing
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in the bowline loop while the tripod supports his weight.
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The Foreigner
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You need a leader to play the Foreigner and a place where there are two trees with enough space between
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them that you can mark out a very deep, fast-flowing river, too wide to jump. Hand each patrol a long rope, and
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stand them at one tree across the river from the other tree and the Foreigner. The Foreigner doesn't speak or
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understand a word of English. Patrols must somehow direct him to catch the end of the rope they throw to him
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and tie it around his tree with a round turn and two half hitches at a height that will enable them to cross the river
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safely once they've attached their end of the rope to their tree. The first patrol to communicate successfully and
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cross the river wins.
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Careless Camp Observation Game
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Set up a tent and simple fireplace and scatter mistakes on site: a carelessly dropped ax; a glass jar next to
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the fireplace; poorly set tent pegs and badly tied guylines; etc. Include, as well, some personal items like sleeping
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bags, patrol scarves, shirts with identification on them, name tags, etc.
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Give patrols five minutes to study the site. They are not to talk, but they can touch what they see as long as
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they leave an item exactly as they found it. Patrols then huddle to prepare a list of all the things they found wrong
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in the camp. Best list wins. As patrols hand in their lists, add to the contest by giving each a card of questions
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|
asking, for example, How many boys were camping? What troops or patrols do they belong to? etc.
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Knotty Trail
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Tie together several pieces of rope of various thicknesses using several different knots. Use a clove hitch to
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tie one end of the rope to a tree and another knot to tie the other end to a second tree. Give patrols about 2
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minutes to walk along the rope from tree to tree and back again. Silently they observe the different knots and try
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to remember what they are, before huddling to list the knots in the correct order, including the knots used around
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the trees. Give extra points to the patrol which can tell you how many ropes were used.
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The MacScouter's Big Book of Games -- 44 -- January 1997
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