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1442 lines
94 KiB
Plaintext
1442 lines
94 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/nmc-top100-scout-games.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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NMC TOP 100 SCOUT GAMES
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Hi All
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My name is Jimmy Cunningham and I'm a member of the NMC and also Provincial Commissioner for the North
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East Province. I think that the Centenary Badge and the Procedure for achieving this gives great scope for
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--- PAGE 2 ---
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exploring various new programme ideas for our groups. As you knew the criteria for achieving the 2nd part of
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this Badge meant completing a task to organize a programme item that includes the number 100.
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As a member of the NMC I felt it was important that we as a group took a lead in this. So I took on the
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challenge of compiling this games book which I hope will be of great use to all Section leaders in the country.
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I hope this book will give all leaders in all sections a resource of games for their Meetings and Camps.
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The original idea I had was to compile 100 games with each of the 20 members of NMC contributing 5 games
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each. But as I couldn’t achieve this I opened it up to all groups in the country and got some but not a lot of
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replies. I made my target of 100 games.
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I have also added an extra 219 games book of my own to the back which divides games into different
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categories for ease of use. I want to thank Vincent Burns and Declan Reilly for their help in compiling this book.
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I want to thank all the people that took time out to email me their games and I have included them in the book
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with an acknowledgement that it was their selection.
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With a total of 319 games in the book If you just used 2 of these games each time you had a meeting you would
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be fit to run 5 years worth of games without using the same game twice.
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This book is not complete it’s only the start of your own group personal games book so each time to play a new
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game record it and put it into the book so you can build up a further library of games.
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This book will be published on the scouting Ireland website and can be easily downloaded and added to.
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Hope you enjoy this book and find it of some use as you proceed along the scouting trail
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Jimmy Cunningham
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20th August 2008
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--- PAGE 3 ---
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NMC TOP 100 SCOUT GAMES
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Jimmy Cunningham Selection
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1.Spud:
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Every scout is given a different ‘secret’ number, leader throws ball in the air and shouts a
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number (scouts are in a circle). As soon as ball is in the air, everyone runs away. Whichever scouts
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number is called runs to catch the ball, when they have caught it everyone else must stand still, the
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scout with the ball then throws it at someone who is then ‘on’ and ‘out’.
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2.Number Game:
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Leader calls a number, say 5, scouts must get into groups of 5. Odd scouts left are out, continue until
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only one left.
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3.Cambridge and Oxford the Boat Race:
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Teams sit on the floor in ‘rock the boat’ style. They hold on to the person behind at the ankles (person
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at end holds onto shoulders). Each team must race (shuffling) to the end of the hall then turn around
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and race again.
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4.Wink/tongue Murderer:
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All beavers are in a circle , a detective is outside ( 1 beaver). A murderer is chosen and then the
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detective comes back in and has to figure out who the murderer is. The murderer kills people by
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winking at them or sticking their tongue out until the detective figures out who the murderer is.
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5.Jimmy’s Happy Game:
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Skittle relay is where all patrols are lined up in formation one behind each other. On the whistle the
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first person in the patrol is given a ball/log . They have to try and knock down a skittle at the other
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side of the room and keep trying until they do. When they knock it they have to run up stand it back
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up and then proceed to hand the baton on to the next member of the patrol. The winners are the first
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patrol to finish.
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--- PAGE 4 ---
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Michael Devin’s Selection
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6.Smiles
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Beaver/Cubs/Scouts form a circle all hold straight faces the leader throws his smile to one of group
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that person has to smile and pass it on however when he passes it on he/she must keep a straight
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face. If you smile while not holding the smile your out.
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7. Emergency
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All the section remove their shoes you place all shoes in the middle of floor get the section into a
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circle turn off the lights and give them 3 mins to find their own shoes first lodge six or patrol with all
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shoes on and tied in a straight line are the winner
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8. Kings
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Split the section into two remove all shoes and ask each group to select a king. Place each king on a
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chair at each end of the hall. Each group have to try and get up to the other end of the hall and
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capture the other side’s king. To stop a person getting near the king you have to lift then off the floor
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and they are out. The side with both kings wins.(A chance for energy release)
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9.Swamp
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Each patrol stands on chairs on less then the number in the patrol/Six/lodge.(A group of six use 5
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chairs).Each patrol then line up in a straight line and race up to the top of the hall and back without
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getting off the chairs.
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10.Mine sweeper (Ball in the bag game)
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You place a ball in a plastic bag and tie a long rope to it. The group forms a circle around the leader he swings
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the bag around in a circle as the bag arrives the young person jumps if the bag hits him or her they are out.
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--- PAGE 5 ---
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Richard Scriven Selection
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11.Dice
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Six squares are chalked on the floor and numbered from 1 - 6. All the players run around the room
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until the leader blows a whistle and then they choose a square and sit in it. The leader than throws a
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dice (preferably a large one) All the players in the chosen numbered square are out! And the game
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continues for there. It works better with large numbers.
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12.Ladders
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Everyone sits down in two lines opposite some one else. Every pair should have their feet touching.
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Each pair is given a number; when their u=number is called the pair stand up and run up between
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everyone’s legs (like a ladder) until they reach to the top, they then run on the outside to the end and
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up the middle again until they reach their place. The first of the pair who sits down gets a point for
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their side.
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Suitable for Cubs, Scouts and Venture Scouts.
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13.1,2,3 Go
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The group is split in four and each one stands in a corner. When one is called everyone runs width
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ways across the hall, then two is called everyone runs length ways and when three is called everyone
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runs diagonally. There should be plenty of confusion, it can be run as a knockout game.
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Suitable for Beavers, Cubs, Scouts and Venture Scouts
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14.Pass Out
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All the participants sit in a large circle and number off in fours. When a number is called everyone with
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that number gets up and runs around the circle in the same direction. When someone is passed out by
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another player they are knocked out. The object is for one person to be left running around at the
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end. Then the game leader calls another and it continues.
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Suitable for Beavers, Cubs, Scouts and Venture Scouts.
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15.Bench Ball
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This game involves patrol-sized teams. The object of the game is to score a goal by throwing the ball
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to your own goalie who is standing on a bench at the end of the hall. Each team has a goalie at either
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end of the hall. When they have the ball, players cannot move from the spot they are on, they must
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throw it to a team mate.
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Suitable for Beavers, Cubs, Scouts and Venture Scouts.
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--- PAGE 6 ---
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Ciara Higgins’ Selection
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16.Tiny Island
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A circle big enough for all the people playing is chalked in the centre of the hall. The players are split in
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half and each half is sent to a different end of the hall. When ‘Tiny Island’ is called by the leader, all the
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players must run into the chalked circle. When the leader counts down from five, each player must be
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fully in the circle (no feet or arms over the edge!). The circle gets smaller and smaller and players are
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knocked out as they cannot fit inside.
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Suitable for Cubs, Scouts and Venture Scouts.
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17.Ship, Shore
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One end of the hall is designated ship and one end is designated shore. The leader shouts ship or shore
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and the players run to that end of the hall. The leader tries to catch the player out by, for example,
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pointing at ship when calling shore, or by calling ship when the players are already at ship. The last
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player to reach the end called or if a player moves from the end they are at when that end is called, is
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out. The leader introduces new concepts into the game such as:
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− Captain’s Coming: The players must all stand to attention and make a salute sign. They must
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freeze as if the Captain is coming. If a player moves they are out.
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− Sharks: The players must get themselves off the floor by what ever means necessary to avoid
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the sharks.
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− Scrub the Decks: The players must drop to their knees and scrub the ground.
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− Climb the Rigging: The players must make a ‘climbing up a ladder’ motion.
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− Ballroom Dancing: The players must get into pairs and begin ballroom dancing.
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Suitable for Beavers
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18.Numbers
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The players all run around the hall and when the leader shouts a number, the players must get into
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groupings of that number. If players cannot make up a grouping of that number they are out.
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Suitable for Beavers, Cubs.
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19.Pairs
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The players get into pairs. They must then run around the hall, away from their partners. When the
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whistle is blown they must find their partner, link arms backwards and sit down (with their arms still
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linked). The last pair to find each other and sit down are out.
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Suitable for Beavers, Cubs.
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--- PAGE 7 ---
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20.Scotch
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The players run around the hall and when they are running a tennis ball is introduced into the mix. When
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a player catches the ball in their hands they shout ‘Scotch’. At this point all other players must freeze.
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The player with the ball in their hands can turn by pivoting on one foot but cannot move otherwise. They
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must throw the ball at someone and try and hit them to get them out. Once the ball has left the players
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hands all the other players can move again and dodge the ball being thrown at them. If a player is hit by
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the ball they are out.
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Suitable for Scouts and Venture Scouts.
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Michael John Shinnick Selection
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These games provide a chance to learn by doing, involves variety, provides quick feedback on results
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and are (above all) fun? The games involve Scouts in a series of emergency situations with which they
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must deal correctly and quickly, they require no intricate preparations and can be run at the drop of a
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hat.
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21. Ice Rescue
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Read aloud--once:
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Your patrol is at a winter camp near an ice-covered lake. One of the Scouts disobeys orders and goes
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out onto the ice. It breaks. He is struggling in the freezing water.
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Send your smallest Scout to the other end of the room. He is the victim. (Wait until this is done.)
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The tallest Scout in the patrol runs out to rescue him. When he gets close, the ice breaks under him
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too. Now there are two Scouts in the water. (Wait until this is done.)
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Demonstrate how you would handle this situation
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JUST SECONDS TO THINK AND ACT—G
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Correct Action:
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The Scouts should lie flat on their stomachs and form a human chain. Each Scout holds the ankles of
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the person ahead and the "chain" worms its way to the victim. This approach spreads the weight over
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a larger surface.
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--- PAGE 8 ---
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22..—GO Lightning
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Read aloud--once:
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This room is a big open field. This chair in the centre of the room (place chair in centre of room) is a
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tall tree. Your patrol is hiking across the field. The sky has just darkened and there is the sound of
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thunder. You have just seen flashes of lightning.
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Each of you demonstrate what you would do.
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JUST SECONDS TO THINK AND ACT--GO
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Correct Action:
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Scouts should get away from tree and keep low to the ground. Find a depression or ditch if possible
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23. Accidental Hypothermia
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Read aloud--once:
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Your patrol is on a hike. The air temperature is around 10 degrees C. There is a cool breeze blowing.
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Earlier, there had been some rain but now there's just a fine drizzle.
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You meet another person on the trail. The tallest Scout in the patrol to act as this person.
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(Wait until this is done).
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When you greet him, he replies that it sure is a cold day. You notice that he is shivering and seems to
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have difficulty speaking. His clothes are wet. Demonstrate what you would do.
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JUST SECONDS TO THINK AND ACT--GO!
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Correct Action:
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Get victim out of wind and rain. Insulate him from the ground and replace wet clothing. Put victim
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into a pre warmed sleeping bag. As victim is conscious, give him hot fluids such as soup or tea. Build a
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fire for warmth and huddle close for body heat. Do not rub or massage.
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24 Fire in Tall Building
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Read aloud--once:
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Your patrol is visiting the tallest building in Canada. You are on the top floor. The door of this room is
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the elevator. The other door (or corner) is the stairs. Suddenly an office opens and a woman comes
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into the corridor. She says: "There's a fire four floors below us. Everybody must leave the building."
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JUST SECONDS TO THINK AND ACT--GO!
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--- PAGE 9 ---
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Correct Action:
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The Scout should go to the stair door, feel it and then open it. No one should enter the elevator.
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Explain to the Scout that automatic elevator buttons are often heat activated and as a result the
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elevator will take passengers straight to the fire floor. Then the doors won't close because the smoke
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puts the electric eye out of action. The elevator shaft will act like a chimney flue and suck flames and
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smoke into the elevator car.
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25 Nosebleed
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Read aloud--once:
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Each of you has a nosebleed. Demonstrate how you handle this situation.
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JUST SECONDS TO THINK AND ACT--GO!
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Correct Action:
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Each Scout should sit down and lean slightly forward. Breathing through the mouth, each Scout should
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press his nostrils firmly together.
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These games provide a chance to learn by doing, involves variety, provides quick feedback on results
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and are (above all) fun? The games involve Scouts in a series of emergency situations with which they
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must deal correctly and quickly, they require no intricate preparations and can be run at the drop of a
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hat.
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--- PAGE 10 ---
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Stephen Carey’s Selection
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26.Swing Ball:
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All participants stand in a circle and the leader stands in the middle with a ball on a rope (a ball in a
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black bag works well). As the leader swings the ball the participants have to jump over it. If they hit
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the ball they are out
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Suitable for beavers, cubs, scouts and ventures
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27.No Man’s Land:
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Participants separated into two teams and two lines of chairs set across the hall about 3 foot apart.
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The object is to hit someone on the opposing team with a ball, on being hit they are out. If someone
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catches the ball there person who threw it is out! If the ball lands in “no mans land” its anybodies, but
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can’t be throw at the opposing team from no mans land! Sponge balls are best.
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Suitable for Cubs, Scouts and Ventures
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28.Bucket Ball:
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Participants are separated into two teams and a member of each team stands on a chair at the
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opposing end of the hall to their team with a bucket in their hands. The object of the game is to throw
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the ball into their teams bucket to score a point. It’s a non contact game and the only way the ball can
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be intercepted by the other team is when its flying through the air. Also they can’t travel with the ball!
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Suitable for Cubs, Scouts and Ventures
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29.Danish 1,2,3
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Participants are paired off and asked to stand in a circle in 2 deep. (i.e you then have an inner and an
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outer circle) There are 3 commands. On the command of “1” the couple simply swap places. On
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command “2” all the scouts behind must go under the legs of the scout in front of them. On command
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“3” all the scouts behind must run around the perimeter of the circle (clockwise) back to their partner
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and then go under their legs and stand back up. The slowest couple on each command is out!
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Suitable for Cubs, Scouts and Ventures
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30.Poision Ivy
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Participants join hands in a circle and a chair is placed in the middle. If you hit the chair you are out.
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The object is to get the person next to you to hit the chair.
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Suitable for Beavers, Cubs, Scouts and Ventures.
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--- PAGE 11 ---
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Martin Burbridge (Chief Scout) Selection
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31. Human X’s and O’s:
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Set out a grid of nine squares or chairs. Split into two teams, one X’s other O’s. No speaking or sign
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language allowed. Each player takes up a position to see if their team can form a line of three either
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diagonally, vertically or horizontally.
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32. Spin Dizzy:
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Relay team game. Place a coin on the floor at one end of the room with teams at the other. Each
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player runs up and places a finger or thumb on the coin and does three circles returning to tag the
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next player. Team to finish first wins.
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33. Blindfold trail (indoor or outdoor):
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Lay a course with sisal or rope. Take appropriate safety precautions. All but one/two member/s of
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the team blindfolded. They must guide the team around the course with verbal instructions only.
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34. Human snakes and ladders:
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Construction snakes and ladders board on the ground. Use ropes for snakes and some other
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materials, e.g. benches, for ladders. Throw a big dice and move that number of squares. If you land
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on a ladder go up or on a snake go back down.
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35. Pancake race:
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Each Patrol makes pancake batter for pancakes. When almost cooked the pancake must be tossed in
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the air with the frying pan passed to the next scout to catch it. He/she then makes the next pancake
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and tosses it, passes the frying pan to the next scout and so on. If a pancake is not caught they have
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to cook another one. First Patrol to cook enough pancakes for all the patrol to eat wins.
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--- PAGE 12 ---
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Noel O’Connor Selection
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36. Duck!!!
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Each patrol lines up behind their PL. A bit in front of their patrols is a small spar. The first member
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runs to the spar & throws it to the 2nd. The 2nd throws it back & DUCKS!!!!. The PL then throws it to
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the third etc… until all members have caught. The PL then runs to the end of the team & the process
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continues until the PL is back at the front. Don’t forget to DUCK!!!
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37. Statues:
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A game for the entire troop. Everyone moves around the den, (maybe to music), when the music
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stops or lights go off, everyone must freeze. Last man is out… Laughing also counts as out!!!
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38. Fruit Bowl:
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Troop sits around in a circle with one person left out in the middle! Pick 4 fruits, each person is
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assigned a fruit, (apples, oranges, bananas, pear). Call out a fruit name & all the apples must swap
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chairs. The person in the middle must try capture a chair for himself to get someone else to stand in
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the middle.
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39. Sentry Towers:
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One or two people sit on chairs near the top of the den, they are blindfolded. One by one the troop
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must sneak past/crawl without being caught. You could get the people on sentry duty to either point
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or throw a ball at their attackers.
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40. Jousting Jockey Back Race:
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Each Patrol makes lines up behind the PL at one end of the den. At the other end of the den there is a number
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of plastic cups standing upright. The patrol can swap around who is the horse. A member of the patrol gives
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another a jockey back as far as the cups, while the person is still on their back, they must try pick the cup up
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using their lance (a broom handle!!!). First patrol back in line wins.
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--- PAGE 13 ---
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Julie Malone’s Selection
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41. Hunt the Leader
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Outline
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Playing time: From 60 to 60 minutes
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Number of players: From 9 to 50
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Played as: Team
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Suitable location: Outdoors
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Equipment
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• Outrageous disguises
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Description
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The Leaders disguise themselves as well as possible and hide somewhere in the locality (a friendly
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town is ideal). E.g. Elderly lady at hairdressers, tramp in park, punks in phone box etc. (All been done
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before!).
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Scouts have to find leaders and obtain password. I would suggest in small groups of 3-4 depending on
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age etc. Works best when children are unaccompanied so older children are better.
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Best bit is listening to the children debate who is to approach elderly lady/tramp/punk and ask if they
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are really a Scout Leader!!
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Lots of preparation needed!!
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Takes several hours, but combines well with a shopping trip.
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Also long periods of boredom for leaders, punctuated by short periods of stifling giggles!
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--- PAGE 14 ---
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42. The Bomb Mission
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An explosive wide game
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Outline
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Playing time: From 30 to 60 minutes
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Number of players: From 12 to 36
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Played as: Team
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Suitable location: Outdoors
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Type of game: Team
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Equipment
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• Balloons
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• Whistles
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• Torches
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Description
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This game needs to be played in an area with hiding places such as a wood.
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Create a number of equal teams, each team will be sent off to a different part of the playing area.
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A number of Leaders (or PL's) are given the task of either handing out the Bombs (balloons) or
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discharging them (popping).
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Each balloon is marked by the team who is carrying it so it can be identified later.
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The thing that makes this game harder is that the Leaders hide themselves so that the Scouts have to
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use their sense of hearing and sight to find them.
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The disposal units have a whistle and the people who hand the balloons have torches. These are
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sounded at 1-minute intervals so that they can be found.
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At the end of the game the team who has disposed of the most balloons are the winners.
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To add a new element into the game you can have extra Scouts who can pop the balloons in transit.
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Before starting define a game over signal
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--- PAGE 15 ---
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43. Below the Knees
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Requires speed and agility to avoid being hit
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Outline
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Playing time: From 5 to 15 minutes
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Number of players: From 10 to 40
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Played as: Individuals
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Suitable location: Indoors
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Equipment
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• A football
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Description
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Leaders stand in each corner of the room.
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Players start in the centre of the room and are able to move around.
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Object of the game is to avoid being hit "Below The Knees" by the football.
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Leaders throw the ball into the centre of the room aiming to hit the players below the knees.
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When a player is "out" they move away from the play area
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Last one left is the winner
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||
Variations: - more than one football
|
||
: - Players who are out join the throwers
|
||
: - Leaders stand in the centre and the players round around the outside
|
||
|
||
--- PAGE 16 ---
|
||
44.Chair Attack
|
||
Outline
|
||
A game where you aren't out
|
||
Playing time: From 5 to 30 minutes
|
||
Number of players: From 4 to 100
|
||
Played as: Individuals
|
||
Suitable location: Indoors
|
||
Type of game: Individual
|
||
Equipment
|
||
• A Chair per person
|
||
• A very soft ball
|
||
Description
|
||
Each player has a chair, which is placed against a wall.
|
||
Every player stands up, and tries to kick the ball at any other Scouts chair. Once your chair has been
|
||
hit you sit down on your chair but you can still take part in the game but only from a sitting position
|
||
and if the ball comes to you.
|
||
Last person whose seat has not been hit with the ball is the winner.
|
||
An interesting variation is to have teams of three or four players. If the ball is kicked too high a penalty
|
||
of 2 minutes sitting down is imposed. If you want game to go on for a long time each player only sits
|
||
out for five minutes when the ball hits the chair.
|
||
|
||
--- PAGE 17 ---
|
||
45.Quadrants
|
||
Fast and furious ball game
|
||
Outline
|
||
Playing time: From 10 to 20 minutes
|
||
Number of players: From 8 to 20
|
||
Played as: Team
|
||
Suitable location: Indoors
|
||
Type of game: Team
|
||
Equipment
|
||
• A long rope or four shorter pieces
|
||
• A large area clear of breakable items, but with some obstacles if available.
|
||
• Whistle
|
||
• Referee/timer.
|
||
Description
|
||
The room/enclosed area is divided into four equal quadrants by the rope. The players are divided into
|
||
equal teams & each team takes a quadrant.
|
||
The ball is thrown in and passed around. The Whistle is blown every 30 seconds and whoever has the
|
||
ball in their quadrant loses a point. Loser is first to lose all allocated points.
|
||
Aim of the game is to get the ball out of your area and into some else's as fast as possible.
|
||
|
||
--- PAGE 18 ---
|
||
Francis Minogue Selection
|
||
46. ZIG ZAG (Energy Release)
|
||
Get the Patrols to line up in straight lines kneeling on 1 knee behind a marker (Chair or similar). Each
|
||
Marker is given a number: 1, 2, 3, 4 etc. The numbers remain stationery through-out the game.
|
||
When you call 1 & 4 for example – row 1 changes places with row 4 (zig sagging through rows 2 & 3 to
|
||
get to their new places). The last scout in their new place on one knee is out.
|
||
Repeat until only 1 scout remains. The faster the game is played the better.
|
||
47. Fruit bowl (Energy Release)
|
||
All Scouts sit in a circle on chairs. The Game Leader goes around the circle assigning everyone a fruit in
|
||
turn from Apple, Orange, Pear, Banana.
|
||
When Apple is called – all the Apples must stand up and as quickly as possible run across the circle to
|
||
an unoccupied chair on the other side. Each round at least one chair is removed from the circle. The
|
||
Scout who ends up without a chair is out.
|
||
When Fruit bowl is called – all Scouts get up and cross the circle to another unoccupied chair.
|
||
Continue the rounds until only one scout remains.
|
||
48. Bamboo Circle Game
|
||
Get all the Scouts to stand in a circle holding a Bamboo Cane upright touching the floor (between 5 & 6
|
||
foot long). The calls are Left, Right and About.
|
||
When Left is called – each Scout must let go their Bamboo Cane (The must simply let go – do not allow
|
||
scouts to push the cane in any direction). They then move left to catch the Cane on their immediate
|
||
left. Any scout who fails to catch the Bamboo cane is out.
|
||
When Right is called – each Scout must let go their Bamboo Cane (The must simply let go – do not allow
|
||
scouts to push the cane in any direction). They then move right to catch the Cane on their immediate
|
||
left. Any scout who fails to catch the Bamboo cane is out.
|
||
When About is Called – each Scout must let their Bamboo Cane (The must simply let go – do not allow
|
||
scouts to push the cane in any direction). Spin around through 360 degrees and then recatch their own
|
||
Bamboo Cane. Any scout who fails to catch the Bamboo cane is out.
|
||
Continue until 2 scouts remain. Then position the Scout about 10 feet apart. When you shout Go – both
|
||
let go their cane and race across to catch the other cane. IF both are successful increase the Gap and
|
||
continue running the races until one Scout fails to catch the cane.
|
||
|
||
--- PAGE 19 ---
|
||
49. Compass Game (Energy Release & Compass Skill)
|
||
Allocate the 4 walls in the room one of the 4 Cardinal Points (North, South, East & West). When you call
|
||
North – all the Scouts must run to the North wall. The last person to touch the wall is out. Continue
|
||
until only 1 scout remains.
|
||
For added complication – use the instructions for the Corners of the room (I.e. North East; North West;
|
||
South East and South West)
|
||
50. Leap frog relay
|
||
The Patrols stand in rows with about 2 metres between each Scout. The Scouts bend over and the last
|
||
one in line leapfrogs over their backs. As soon as he has got into position 2 mts. in front of the last one,
|
||
the next Scout at the back of the line starts to jump, and so on. The first Patrol to finish leapfrogging is
|
||
the winner.
|
||
|
||
--- PAGE 20 ---
|
||
John Brennan’s Selection
|
||
51. Blow Ball
|
||
Two table tennis balls required. Mark a course say 6meters wide with a chalk line. Participants
|
||
on command blow the tennis ball over the line. First over wins.
|
||
52. Nose Ball
|
||
Staying with the tennis ball same set up but this time nose it across the line blowing it means
|
||
your out.
|
||
53. Blow Cones
|
||
Make 2 cones from A4 paper. Set up 4 anchor points(Chairs?)
|
||
Tie one end of a piece of string of say 10 meters to one chair each. Place the cone on the string
|
||
by passing it through both ends and secure to the opposite chair making two "courses" on
|
||
Command the participants move the cone along the string by blowing into the cone. First
|
||
Home wins.
|
||
54. Ship to shore
|
||
Action Game using words Ship, Shore, Bombers, ones, twos etc. Designate one Wall as Ship
|
||
one as Shore and the floor becomes bombers. On Shouting Ship they run to the designated
|
||
wall, Shore to the designated Wall and fir bombers hit the floor. 5 minutes and all the energy is
|
||
gone.
|
||
55. Object Chase
|
||
Place the group into a large circle with hands open behind their back. One is nominated and
|
||
given an object (Say a pen) and the individual walks or runs around the outside of the circle.
|
||
The participant places the pen into the hands of his or her choosing and runs round the circle
|
||
to get back to that persons place in the circle before being caught. If not caught person 2
|
||
carries on in the same fashion. If caught then person 1 starts again.
|
||
56. Pick and Chase
|
||
Two parallel rows of participants numbered off. The rows should be at least 2 meters apart.
|
||
Place an object in the centre of the floor and call off a number say 2. The idea is to get out grab
|
||
the object and back to your own side without being caught. A winner is someone who gets
|
||
away without being caught
|
||
|
||
--- PAGE 21 ---
|
||
1st/10th Westmeath Mullingar Selection
|
||
57. Nosey Parker
|
||
Scouts line up in relay formation. First Scout in each line, puts a matchbox on the end
|
||
of his/her nose, completes a given course, and returns to pass the matchbox to the next scout,
|
||
without using their hands…from nose to nose, and so it continues!!
|
||
58. Squankles
|
||
Scouts in relay formation, each scout grabs his/her own ankles and without letting go,
|
||
must complete the course in relay fashion.
|
||
59. Scramble
|
||
Each scout removes his/her footwear and places it in a pile in the centre of the room, then the
|
||
scouis all face the walls of the room. Leaders mix the footwear up, carefully separating those left in
|
||
pairs. On a given command, the scouts must find their shoes, put them on and first patrol back in
|
||
formation at alert, wins! (This game is especially difficult in a dark hall if the lights are turned on and
|
||
off at 15 second intervals!)
|
||
60. Shark Island
|
||
A rope is laid in a circle on the floor. This is the island. Get all scouts to stand inside the
|
||
rope boundary. When a leader shouts “All Clear” the scouts must leave the island because it is safe to
|
||
do so, and step outside the rope. At this point, a leader pulls the rope (loop) a little tighter, making
|
||
the island a little smaller. When a Leader shouts “Sharks”, the scouts must all get back on the island.
|
||
Any scout not able to get inside the rope is out. The Leaders keep reducing the size of the island every
|
||
couple of minutes during the “all clear” sessions. Last one on Island is the winner!!
|
||
61. Tug ‘o’ Knots
|
||
Every scout has a 1 metre length piece of rope. In patrols or relay formation, on a given
|
||
command, each scout joins his/her rope to the next scouts rope. First team finished with one rope
|
||
made from all pieces, wins points; then have a tug of war by joining two opposing teams ropes
|
||
together. Winners get points for winning tug of war. Tug of war ropes are separated after each heat.
|
||
At the end of the tug of war, each group reforms into patrols / relay formation and on command untie
|
||
all the knots. First patrol with all 1 metre pieces of rope untied gain the last points. Team with most
|
||
points wins. (Very useful for weekly patrol challenges).
|
||
|
||
--- PAGE 22 ---
|
||
Geraldine Smith, PSO in Dublin Province Selection
|
||
62. Jingle the Keys
|
||
The players stand in a circle with one in the centre with his eyes shut. The leader gives keys on a ring
|
||
to one of the players, who jingles them and then holds them still, whereupon the centre player tries
|
||
to go and get them. If he cannot locate them, he is helped by a slight jingle. When he locates them,
|
||
the leader nods to another player who says, “Bring them to me.” The centre player, with his eyes still
|
||
shut, tries to take them to the one who requested him to do so.
|
||
63. The Prince of Paris
|
||
The players sit in a semi circle and number off consecutively. The leader is seated at the end to the
|
||
right and starts the game by saying, “The Prince of Paris has lost his hat. Did you find it, Number Six,
|
||
sir?” (Naturally, the leader may call on any player.)
|
||
Number Six immediately answers, “What sir! I sir?” The following conversation is continued between
|
||
the leader and Number Six:
|
||
Leader: Yes sir, you sir!
|
||
Number Six: No sir, not I sir!
|
||
Leader: Who then, sir?
|
||
Number Six: Number Ten, sir!
|
||
The leader now tries to say, “The Prince of Paris has lost his hat,” before Number Ten can say, “What
|
||
sir! I, sir?” If Number Ten succeeds, he and the leader carry on the identical conversation, which took
|
||
place between Number Six and the leader. Should the leader succeed, he and Number Ten exchange
|
||
places. Should any player make a mistake in repeating the conversation, he must exchange places
|
||
with the leader.
|
||
64. Buzz
|
||
The players are seated in a circle. One player starts the game by saying, “One;” the next says, “Two;”
|
||
the counting proceeding around the circle until the number seven is reached, for which the word
|
||
“buzz” is substituted.
|
||
The players continue counting, always substituting “buzz” for any number in which the digit seven
|
||
occurs, such as seventeen or twenty seven. “Buzz” is also substituted for any number which is a
|
||
multiple of seven, such as fourteen or twenty one. Upon reaching seventy, the counting proceeds as
|
||
“buzz-one,” “buzz-two,” etc. Seventy-seven is “buzz-buzz.”
|
||
Should a player say “buzz” in the wrong place, give a number when he should have said “buzz,” or call
|
||
a wrong number, he drops out of the game. The counting continues from where the mistake was
|
||
made. The game proceeds until all are out.
|
||
65. Telegrams
|
||
The player’s sit in a circle and each try to write a clever telegram the words of which begin with the
|
||
letters of his right-hand neighbour’s name. For instance, Smith would require words beginning with
|
||
the following letters: S m i t h. When the telegrams are completed, each passes his on to his right
|
||
hand neighbour and each in turn reads the one he received.
|
||
|
||
--- PAGE 23 ---
|
||
66.A Trip to Europe
|
||
The players sit in a circle. One of them, whom we shall call “Smith” starts the game by saying, “I’m
|
||
going to Europe and I’d like to have all of you go along if you will bring the things I want you to bring. I
|
||
am going to take a salmon.” If the player knows the game, he takes something the name of which
|
||
begins with the first letter of either his given name or his surname, and is welcomed into the party,
|
||
but if the player is unacquainted with the game, he may offer to bring something that is not
|
||
acceptable, and therefore be told regretfully that he cannot go. The game goes on until all discover
|
||
why they mayor may not go on the trip to Europe or until they give up.
|
||
|
||
--- PAGE 24 ---
|
||
4th Port Dodder Sea Scout Group Selection
|
||
67. My Grandmother Doesn’t Like Tea
|
||
One player who knows the game begins saying, “My grandmother doesn’t like tea but she likes
|
||
coffee.” The other players ask if she likes this or that, for example, “Does she like cake?” The first
|
||
player may answer, “No, but she likes cookies.” If there are players in the group who know the game
|
||
they join with the first player and tell what their grandmothers like or do not like, and as they others
|
||
discover the reason for these likes and dislikes, they also join this group. This continues until all the
|
||
players have discovered that “grandmother” does not like anything the name of which contains the
|
||
letter “t,” but she does like everything the name of which contains double letters
|
||
68. Wireless
|
||
Two people take hold of the ends of a towel or string and swing it round and round between them,
|
||
ostensibly “to get the air waves going” but in reality to listen for someone to speak. When someone
|
||
does speak, one of the two asks the other if he got the message. If he is uncertain as to who spoke,
|
||
he says, “No,” and his confederate suggests that they begin again. If he is sure of the identity of the
|
||
speaker, he says, “Yes,” and leaves the room. His confederate gives the “message” to the person who
|
||
spoke immediately before the other player said he got the message. The “message” may consist of a
|
||
piece of paper, or anything easily concealed. The player returns and names the person who received
|
||
the “message.” The others try to discover how the trick was done.
|
||
69. Wink
|
||
Half the players sit in chairs in a circle with one extra chair vacant, and a player stands behind every
|
||
chair. The one with the empty chair winks or nods his head at any seated player, who immediately
|
||
tries to escape before the person behind his chair tags him. If he gets away, he occupies the vacant
|
||
chair but, if tagged, he must remain in his own chair. The object is to keep one’s chair occupied.
|
||
70. How Do You Like Your Neighbour?
|
||
The players sit in a circle, with one in the centre. They number consecutively, including the centre
|
||
player. The centre player goes up to anyone of the other players and asks, “How do you like your
|
||
neighbour?” He may answer, “Very well,” in which case all the players must change seats, or he may
|
||
say, “Not at all,” whereupon the questioner asks, “Whom would you rather have?” He may say,
|
||
“Number Six and Thirteen” (any numbers). These two numbers must then exchange seats with the
|
||
two who sit on either side of the person who named them. During the exchange, the questioner tries
|
||
to get a seat. The one left without a seat is the next questioner.
|
||
71. Ocean Wave
|
||
The players arrange their chairs close together in a circle. One player then goes into the centre, which
|
||
leaves one vacant chair. The centre player calls “Shift right (or left)” and changes the call whenever he
|
||
wishes. The players endeavour to keep the chair on the right or left occupied while shifting as
|
||
directed. In the meantime the centre player tries to get a seat. Whoever is at fault in case he
|
||
succeeds exchanges places with him.
|
||
|
||
--- PAGE 25 ---
|
||
Tina Finn Selection 32nd Rathgar Scout Group
|
||
72. Magpies
|
||
Equipment: 1 matchbox per child.
|
||
How many things can each child fit in the matchbox in 10 minutes?
|
||
Blade of grass, daisey, feather, pebble, etc.
|
||
73. Guessing Game
|
||
Equipment: Have 10 items of fruit and veg ( in season ) in a large pillow case.
|
||
Each child in turn feels inside the bag and tries to guess what they are. You could play this as a tasting
|
||
game as well. Blindfold the child and they taste a selection of fruit and veg.
|
||
74. Back to Back Run
|
||
The children find partners, stand back to back and link elbows. Their challenge is to run to a spot and
|
||
back, one facing forwards and the other backwards. To return to the start point after reaching the
|
||
given spot, they don't turn around but merely switch roles.
|
||
75. Character pair matching
|
||
Write names of farm animals on two cards for each animal. Distribute randomly to the children and
|
||
get them to find their corresponding pair by making the noise of that animal.
|
||
76. Balloon Blow
|
||
Equipment: Balloons ( blown up)
|
||
Line the children up into two teams and give each child a balloon. On the word "GO" each child must,
|
||
in turn, blow their balloon along the floor to the end of the hall ( or a marked spot ). and then return
|
||
to the end of the line as fast as possible. The next child then takes their turn.
|
||
|
||
--- PAGE 26 ---
|
||
4th Fermanagh Scouts, Lisnaskea Selection
|
||
77. Dice Game
|
||
You need six large sheets of card and a large dice. On each sheet of card draw large dots to
|
||
correspond with each side of the dice. Lay the card on the floor. The children run around and stand on
|
||
one of the pieces of card, throw the dice and whatever number it lands on the children standing on
|
||
the corresponding number are out.
|
||
78. Tyre game
|
||
We use a tube from the inside of a large tyre that is inflated as big as it will go. Divide the children into
|
||
two teams and number them 1 – 8 etc. Get them to stand at opposite ends of the hall. When you call
|
||
a number the person from each team with the corresponding number run forward and try to drag the
|
||
tyre back to their team to score a point. This is great craic with the tyre as it is so big it is easy for both
|
||
team members to pull on. Even better fun if you call two numbers at the same time. We usually finish
|
||
with calling all the numbers.
|
||
79. Snow Shoes
|
||
This game originated in Canada and we came across it when we were doing scouting around the
|
||
world. You need to divide the children into teams and you need two plastic shopping bags per team.
|
||
The idea is to get from one end of the den to the other using the bags as stepping-stones, as the bags
|
||
slide under their feet it makes it more fun. Done in a relay fashion the first team with all their
|
||
members back first is the winner.
|
||
80. Prayer or promise relay
|
||
Print out the prayer / promise and cut into words or phrases (which we have laminated and prepare
|
||
one set for each team) place them all jumbled up on a table at one end of the hall. Divide the kids into
|
||
teams. Done as a relay the idea is to get them to run down to the table and select one section and
|
||
bring it back to the team, as each member returns they start to assemble the words into the correct
|
||
order and the winning team is the first one to collect all the pieces and have them in the right order.
|
||
This is a great game for the start of the year to help them learn the prayer and promise.
|
||
81. Scott’s Game
|
||
Get the children to scatter around the hall in groups of three with arms linked. One person has to do
|
||
runner and one to do catcher. The catcher chases the runner but if the runner links onto one of the
|
||
groups of three the person at the opposite end of the link has to let go and become the runner. If the
|
||
runner gets caught they automatically become the catcher. This is a game that can last for ages.
|
||
|
||
--- PAGE 27 ---
|
||
3RD Monaghan Carrickmacross Venturers Selection
|
||
82. Cereal box.
|
||
Group of 3 to 20.
|
||
Equipment:- A cereal box.
|
||
The Cereal box is placed in the centre of the room and all the participants from a circle around it. The
|
||
first person walks forward and picks up the box with their teeth not using their hands and not letting
|
||
their hands touch the ground. The bit they grab in their teeth is then ripped of the box and the box is
|
||
replace in the centre of the circle. The next person in turn picks up the box in the teeth and rips of a
|
||
bit. As the game continues the box get smaller and is harder to pick up using only your teeth. There
|
||
are two reason someone is put out. If they touch their hand on the ground or if they cant pick up the
|
||
box. The last person left in the circle is the winner.
|
||
83. Shave the Balloon
|
||
Equipment :- Balloons ,bic shavers and shaving foam.
|
||
Fill the ballons with shaving foam and cover the outside of them with foam. The aim of the game is
|
||
the first person to shave all the foam of the balloon is the winner.
|
||
84. Electricity game
|
||
2 teams of people lye on the ground and hold hands to from a chain. The team must keep the eyes
|
||
closed for the duration of the game. Then the leader sits at the end the holds the first persons hand in
|
||
the team. The leader squeeze’s the hand of the first in the line. They first in the line squeezes the
|
||
hand of the second in line and the second squeeze the third and so on to the top of the line. When
|
||
the last person in the line receives the squeeze he/she jumps up the runs to the end of the room and
|
||
tips the wall. The first team to tip the wall wins.
|
||
85. Polo game
|
||
For 2 teams of 4 to 8 people.
|
||
Equipment:- Cocktail stick for each person, packet of polo sweets.
|
||
The teams sit on the ground with there back against a wall shoulder to shoulder in a line. Each person
|
||
is given a cocktail stick. Each person must put the cocktail stick in the their mouth and hands behind
|
||
their back. The first person is given a polo and it is place on their cocktail stick. They must pass the
|
||
polo to the next in line using only the cocktail stick. The polo is passed from cocktail stick to cocktail
|
||
stick to the end of the line. The two teams can have a race.
|
||
|
||
--- PAGE 28 ---
|
||
132nd Eagle Troop, Bayside Selection
|
||
86. “Bomb the Bridges” 4-6 Tennis balls
|
||
The scouts stand scattered around the Den with their legs around 2ft apart. Each scout’s legs
|
||
form a “bridge” which may be bombed. To bomb a “bridge”, a tennis ball must be thrown
|
||
between the scout’s legs (hitting a player’s legs is not enough). Once bombed, the scout is out
|
||
and must sit down. However, they may still take part by continuing to throw the tennis balls to
|
||
bomb other players. The last scout standing is the winner. To prevent being bombed the scout
|
||
may protect his/herself using hands to catch or deflect the tennis ball. Scouts may not move
|
||
their feet or crouch to prevent being “hit”. Balls which are out of reach may be retrieved
|
||
quickly by the nearest players so that play can continue. The greater the number of balls the
|
||
harder and faster the game becomes!
|
||
87. “Row Ball” I Large Ball
|
||
Troop/Pack is divided into two teams who sit in parallel lines about four feet apart, but facing
|
||
in opposite direction. The feet of each player should just touch the seat of the scout/cub in
|
||
front. A mark is made halfway down the aisle between the two teams. The ball is placed on
|
||
this mark. When the Leader calls “Row”, the players use their inner hands only and try to drive
|
||
the ball to the front of their respective teams. If this is done a goal is scored. The ball must stay
|
||
on the ground. As a variation, turn the teams around and use the other hands.
|
||
88. “Tail Grab “ Rope or Cloth
|
||
Each Patrol stands in a line behind their Patrol Leader. Each scout holds the belt or waist of the
|
||
scout in front. The last scout has a “tail” tucked into their trousers (piece of cloth or rope)
|
||
. On the word “GO” the patrol leaders have to move around the room and try to get as
|
||
many of the other patrols tails as possible. Any patrols that break their chain are disqualified.
|
||
The winning patrol is the one with the most tails.
|
||
89. “Table Tennis Ball Relay” Party blowers and table tennis balls
|
||
Each player gets a party blower ( the type that unrolls when you blow it ) that he/she uses to
|
||
push the table tennis ball across the floor. The scout/cub can only use the party blower,
|
||
nothing else, he/she can’t blow the ball themselves or touch it in any way except for the
|
||
blower.
|
||
|
||
--- PAGE 29 ---
|
||
90. “Tilt” Billy half filled with water for each team, An aluminium foil cake container per team, An
|
||
Alka-Seltzer tablet per team
|
||
For each patrol, put an Alka-Seltzer tablet in each foil cake dish and then float one cake dish in
|
||
each patrol’s billycan. The patrols must now transport the billycan through an obstacle course
|
||
without the tablet getting wet or falling into the water. They are not allowed to touch the foil
|
||
case or the tablet. The patrols could either carry the billycans by their handles, or, if you are
|
||
feeling very mean, you could get them to pick them up between two poles!!
|
||
3rd Carlow Borris Selection
|
||
91. Tight Rope
|
||
Equipment: 1 large and long rope
|
||
Get all the scouts to stand in a circle each member holding the rope. Get all members to pull
|
||
outwards from the circle on the rope (tighten the rope). Each member in the circle is given a number
|
||
and when their number is called they must climb onto the rope and walk around the circle on the
|
||
rope use the members of the circle as support… change it up by having 2 people walk the circle in
|
||
opposite directions.
|
||
92.Inside out
|
||
Patrols stand in a straight line side by side and hold hands. Objective of the game is for each patrol to
|
||
turn themselves inside out?? The last member of the team must climb under the legs of the first
|
||
member of the patrol, second member and so on, without anyone breaking hands. Watch them tie
|
||
themselves into a knot, this works good with a large group also?
|
||
|
||
--- PAGE 30 ---
|
||
93. 5cent race
|
||
Patrol relay game. Each patrol stands at the bottom of the hall in a straight line. At the top of the hall
|
||
have a target drawn on the floor (See below blue 5pts, yellow 10pts and red 15pts). Give each patrol a
|
||
5cent piece each. Objective is to transport the 5cent from one end of the hall to the other using only
|
||
their Buttocks or inner thighs. (Watch them waddle). Once the coin is safely transported the scout
|
||
then attempts to drop it in the target zone. Patrol with the most pts at the end wins?
|
||
94.Tazmanian Devil
|
||
All you need is a sweeping Brush. Get the scout to hold the head of the sweeping brush into their
|
||
chest with the handle point up. With their chin resting on the handle and looking at the top of the
|
||
broom handle the scout must spin around fast a set number of times (depending on age). Once they
|
||
have achieved this they must now bend over and attempt to touch the top of the broom off the floor.
|
||
(Be ready to catch them).
|
||
95. Spoons
|
||
Equipment:
|
||
3 Spoons and 3 chairs, basins or zones
|
||
Place the 3 chairs in the shape of a triangle (5-10 paces away from each other). Place the 3 spoons in
|
||
the middle of the triangle (equal distance from any chair). Now break the scouts into 3 equal groups
|
||
and number them 1 to X. With each team standing at their chair their objective is to get 2 spoons on
|
||
their chair. The person with the most stamina prevails.
|
||
Rules: Only can ever have 1 spoon in your hand and no physical contact
|
||
|
||
--- PAGE 31 ---
|
||
Aoife FitzPatrick, Section Leader 7th Dublin, Donnybrook Selection
|
||
96. Danish 1-2-3
|
||
Divide the troop into pairs and arrange them in a circle. The Scouts should stand in their pairs one behind the
|
||
other. When the leader blows the whistle once they must switch places with their partners. When the leader
|
||
blows the whistle twice the person behind must crawl under the legs of their partner. When the leader blows
|
||
the whistle three times the Scout at the outside must run around the circle in a clockwise direction, get back to
|
||
their partner, crawl under their legs and stand up in front. The last pair to stand back up in their places are out.
|
||
97. Stormy Seas
|
||
Each Scout gets a chair and the troop sits in a circle. Each member of the troop is given the name of either
|
||
mackerel, cod or herring. When the leader calls “Mackerel”, all the mackerels must get up run around the outside
|
||
of the circle and back to their places. When they reach their own chair they must crawl under it and sit back
|
||
down. If the leader blows a whistle while they are running they must change direction. The last person back is
|
||
out (It’s a good idea to ask them to leave the circle but leave their chair there to maintain the size of the circle).
|
||
If the leader calls “Stormy seas!” everyone must get up and run around the circle.
|
||
98. It’s under a cup
|
||
Place a row of about 20 paper cups down the middle of the hall turned upside down. Under each cup place an
|
||
object (such as key, whistle, spool of thread etc). Divide the troop into two teams and line them up on either side
|
||
of the hall. Number them off from 1 to whatever. The leader calls a number and an object. The Scouts may only
|
||
use their right hand to lift cups up and place them back down. The first one to find the object and bring it back
|
||
to their team wins a point. Don’t allow the Scouts to fling the cups all over the place as all the objects will be
|
||
revealed. The rest of the teams should be looking on trying to memorise where all the other items are.
|
||
99. Timebomb
|
||
Divide the hall into four even quadrants, with one patrol or team in each one. A leader throws in an object (not
|
||
bouncy, ie a ball doesn’t work for this. Use a rucksck or a sleeping bag in it’s stuff sack, or a cushion). The patrols
|
||
must get rid of it out of their area. A blindfolded leader blows a whistle at various intervals. Whichever team has
|
||
the bomb in their area when the whistle blows gets a point against their team. The team with the least amount
|
||
of points at the end wins.
|
||
Alternatively, whoever touches the bomb last before the whistle blows is out. One by one the teams start to get
|
||
smaller and it becomes harder to defend your own area. If one team is completely out the other teams will lose
|
||
points/players for throwing the bomb into the empty quadrant.
|
||
We usually begin by playing the original way and finish up by eliminating people.
|
||
|
||
--- PAGE 32 ---
|
||
100. Prisoner’s Base
|
||
Divide the troop into two teams. Place a barrier of chairs or benches across the middle of the hall and each team
|
||
stands in either end of the hall. Towards the back wall of each half draw a chalk line on the ground – this is the
|
||
prison.
|
||
A ball is thrown in. Whichever team catches it goes first. They must try to hit the members of the other team
|
||
with the ball below the waist. If the ball hits the ground first it doesn’t count – the ball must hit the player cleanly
|
||
on the legs and must hit the ground afterwards. If the ball hits a player’s legs but is immediately caught by
|
||
someone else the player who has been hit is not out.
|
||
When a player is hit they must cross over to the prison on the other side of the hall taking the ball with them.
|
||
They then have one free shot to hit a player from the other team. If they hit someone from the opposition they
|
||
are allowed to return to their team and the person they hit must cross over to the other prison. However, if they
|
||
miss they must remain in the prison until the ball comes to them. If the ball crosses the prison line it is the
|
||
prisoners’ throw. The rest of their teammates may deliberately throw the ball high and into the prison to help
|
||
free their prisoners.
|
||
If a player catches a ball which has been thrown at them the person who threw the ball is out and must go straight
|
||
to the prison without a free throw.
|
||
The last person on a team to be hit still has one free throw once they get to prison and may turn the game around!
|
||
The winning team is the one to send all the opposition to prison.
|
||
Set up for the hall is as follows:
|
||
a B A b
|
||
A = Team 1
|
||
a = Team 1’s prison
|
||
B = Team 2
|
||
b = Team 2’s prison
|
||
|
||
--- PAGE 33 ---
|
||
3rd Monaghan Cub Selection
|
||
101. Ball between Legs
|
||
The Cubs form a circle with legs apart and with their feet touching their neighbours feet. They place one hand
|
||
behind their back. A ball (a light, soft sponge ball is ideal) is thrown into the circle and the Cubs use their free
|
||
hand to try and knock the ball between the legs of the other players. They are allowed to defend themselves
|
||
with their free hand.
|
||
If the ball passes through someone’s legs, that person is out. They come out of the circle and the circle moves
|
||
in to close the gap so that the game can continue. The first Cubs who are out can help to retrieve the ball, and
|
||
once enough Cubs are out, a second game can be started to keep them occupied. As the number of Cubs in the
|
||
circle gets fewer the game becomes more frenetic
|
||
102. Corners
|
||
Identify each corner by a coloured balloon. When the music starts the Beavers run around or dance in the
|
||
middle of the hall. When the music stops the Beavers run to any corner. Pull one of the colours out of the bag.
|
||
All the Beavers in that corner are out, the music starts and the game continues.
|
||
The last Beaver in wins.
|
||
103. Dice
|
||
Six squares are chalked on the floor and numbered from 1 - 6.
|
||
All the players take part. They run around the room until the leader blows a whistle and then they choose a
|
||
square and sit in it.
|
||
The leader picks the quietest player to throw a dice. All the players in the chosen numbered square are out! Its
|
||
a gamble!!
|
||
104. Head Catch
|
||
Cubs stand in a large circle with a Leader standing in the middle and the leader takes in turn to throw a ball to
|
||
each player.
|
||
As the Leader throws, he will say either 'Head' or 'Catch'. The Cub must do the opposite either catching or
|
||
heading the ball.
|
||
If the player does the wrong option they must sit down and the winner is the last player standing.
|
||
To make it slightly more taxing the Leader can randomly choose Cubs as opposed to just going round the circle
|
||
in order.
|
||
Some additions are for the players to go down an their knees rather than being out and if they get it right next
|
||
time they are back standing, get it wrong and they are out.
|
||
|
||
--- PAGE 34 ---
|
||
3rd Monaghan Carrickmacross Scout Selection
|
||
105. Matching Cards
|
||
Equipment
|
||
Fronts off Christmas or Birthday cards
|
||
A pair of scissors
|
||
Cut the Cards up into halves, make it more interesting by cutting the cards with a curved line not a straight one.
|
||
When the cards have been cut, hand one half to one beaver and the other half to another beaver and do the
|
||
same with the next card and so on until each beaver has half a card. The beavers then go around looking for the
|
||
beaver with the other half of their card and when they find them they have to introduce themselves to each
|
||
other. This is a great game to play on the first night back after Christmas, especially if you have new beavers
|
||
joining the colony.
|
||
106. Moon Men
|
||
Equipment
|
||
Pieces of card, approx 150mm x 200mm (6" x 8"), large enough for two Beavers to stand on at the same time,
|
||
with their feet completely on the card.
|
||
You will need enough pieces for all your Beavers to stand on (12 pieces of a colony of 24 etc)
|
||
Sprinkle the card around the room
|
||
Get the Beavers walling or running around the card 'craters' in a circle
|
||
When a Leader shouts 'Monster Coming' each Beaver must jump in a crater, represented by having all of both
|
||
feet on a piece of card.
|
||
To start with there are enough pieces of card for all the boys, but after each go, remove one piece of card. Any
|
||
Beaver failing to fit in a crater is out.
|
||
The game continues until there are just two Beavers left.
|
||
VARIATIONS:
|
||
Many variations can be played, such as playing in shark infested waters. When the Beavers hear 'Shark
|
||
Coming!' they have to climb on an island
|
||
With this version you can shout 'Tide Turning' to reverse the direction the Beavers walk/run around; 'Storm!' to
|
||
get them to exaggerate their swimming movements.
|
||
|
||
--- PAGE 35 ---
|
||
107. Nuts!
|
||
Equipment
|
||
A plate per player
|
||
5 items per player, ie. spoon, pen, pencil sharpener, anything!
|
||
Each Beaver stands by his plate with his five items on it. At the blow of a whistle they have to go to another
|
||
Beavers plate and take one item from it, and put it onto their own plate. They continue to do this, going to any
|
||
Beavers plate, until the second whistle is blown. The winner is the Beaver with the most items on their plate.
|
||
108. The Chair Game
|
||
Each player stands behind a chair which are arranged in a circle, with the chairs facing in.
|
||
On a shout of "1", the players move one chair to the left.
|
||
On "2" the players move one chair to the right.
|
||
On "3" the players sit down on the chair they should be standing behind.
|
||
The last person to sit down in the correct chair stays sitting down and that chair must then be avoided by
|
||
everyone else.
|
||
Common shout would be "1,1,1,2,2,1,3!" etc...
|
||
If this gets too easy, reverse the meaning of "1" and "2" half way through the game
|
||
|
||
--- PAGE 36 ---
|
||
109. Backbreaking Skittles
|
||
Equipment
|
||
Sturdy chairs are required if playing with Scouts!
|
||
Several light/soft footballs
|
||
Six plastic skittles
|
||
Chalk (or sting to divide area)
|
||
This is best played in an enclosed area such as a hall.
|
||
Divide your area in half with a chalk line, which is not to be crossed by either team.
|
||
Select two equal teams. Place three skittles per team equally spaced across the hall about 20 feet back from
|
||
the line, in each team's territory.
|
||
The idea is for each team to knock down all three of the opposing team's skittles, whilst defending their own.
|
||
Several balls are used at once, however they can only be reclaimed from within the team's own territory, no
|
||
crossing the line. The winning team's score is the number of their own skittles standing once the other teams
|
||
are all knocked down. A number of rounds can be nominated and the aggregate score calculated for the final
|
||
score. Players may only throw the balls under-arm. Using back and side walls to rebound off is allowed and is a
|
||
good way to get round blockers. Teamwork in the form of passing along the line will also help. All players must
|
||
stay on their feet when blocking incoming balls, and only one player at a time may directly block each skittle.
|
||
110. Holding your Water
|
||
Equipment
|
||
Lots of water bombs filled with cold water
|
||
Holding yu
|
||
111. Find it
|
||
A football is placed in the middle of the hall, and one Scout from each Patrol is blindfolded, each starting from
|
||
different positions but all an equal distant from the ball, crawls forward to find the ball. His aim is then to
|
||
return to his Patrol with it. Each Scout must crawl on his stomach the whole time, unless the Scooter prefers
|
||
them to be on all fours. If a Scout finds the ball, the others can try to take it from him by any means possible
|
||
until the ball reaches a base. A struggle may result. Should the ball be returned to the wrong base, the owner of
|
||
that base wins. Some prefer this game to be played in dead silence, while others allow
|
||
Patrols to shout advice and directions to their representative.
|
||
|
||
--- PAGE 37 ---
|
||
112. Over and under
|
||
The Patrols line up in file order. The Patrol Leader runs to the front of the play area, and touches a marker,
|
||
returns to the front of the Patrol and crawls between the legs of the Scouts, through the Patrol, touches a
|
||
marker behind the Patrol and returns to his place over the backs of the Patrol. When he is in place, number two
|
||
sets off over the back of the Patrol Leader, runs to the marker in front, back and under the legs of the Patrol,
|
||
over the backs of the Patrol and back
|
||
into his place. This is continued until the whole Patrol has had a turn.
|
||
113.Find the Colour
|
||
A Leader calls a colour and the Patrol Leader, or a Scout taking turns, gets something that colour to the Leader.
|
||
The first one gets a point, the highest score wins.
|
||
114.Skittle Knockout
|
||
Two teams sit either side of the hall and everyone is given a number.
|
||
A skittle is placed in the middle of the floor with a chair at each end of the hall and a tennis ball on each one.
|
||
When a number is called the two players with that number run to their designated chair, sit down and throw
|
||
the tennis ball at the skittle, each gets two chances and the one who knocks the skittle down first gets a point.
|
||
115.Fumball
|
||
This is in individual competitive game to develop skill in catching and accurate, quick throwing.
|
||
A line is drawn on the ground parallel to and about 3 metres away from the wall, and another line at about
|
||
waist height on the wall.
|
||
The players stand behind the line and one throws the ball at the wall. It has to hit below the line.
|
||
The ball must be caught cleanly by whoever is closest to it when it bounces back. If they fumble it, miss it or it
|
||
hits them, they have to run to the wall and touch the wall before another player can retrieve the ball and throw
|
||
it at the wall.
|
||
If the second Scout fumbles it, or it hits the wall above the line, they too have to run and touch the wall before
|
||
someone else throws the ball at it, and so on.....
|
||
If the ball hits the wall before the Scout touches it, he/she either loses a life.
|
||
This is a fast and chaotic game, and it needs careful control, but the Scouts (and older Cubs) enjoy it very much.
|
||
116. Obstacle Course
|
||
Make an Obstacle Course out of the chairs etc. define a route to be used.
|
||
All members of the Patrol must complete the course in turn. Or this can be a race between patrols.
|
||
|
||
--- PAGE 38 ---
|
||
117.Beach ball
|
||
The game involves keeping a beach ball in the air. The group stand in a circle and try to keep the ball up for at
|
||
least 100 touches. This figure increases as it is reached.
|
||
To increase the difficulty add the rule of only fingertips to keep the ball up, then only 1 touch per person in a
|
||
row so people have to work as a team.
|
||
If the ball touches the floor or a rule is broken the count starts again from 0.
|
||
First patrol to 100 wins
|
||
118 A Bit Of A Handful
|
||
The items as described within the equipment list are placed on a table/floor at the end of a room opposite the
|
||
associated team.(each team must have the same items in each pile)
|
||
On the word go, the first member of the team walks briskly/runs to the table and selects the first item of
|
||
equipment, picks it up and returns to his team, passes it on to the next person who goes to the table and
|
||
collects a second item of equipment and returns with both pieces to his team, passes it on to the third
|
||
person.....and so on.
|
||
The team who gets all of the equipment from the table to the team wins.
|
||
The idea is that they should collect the item which will carry most equipment, ie the box, first, and place the
|
||
rest of the equipment in it - and leave the heaviest item till last....they usually don't do this.
|
||
If they drop anything they must stop, pick it up and continue on.
|
||
It may be made more complicated by placing obstacles in the path for them to negotiate but safety is
|
||
paramount - obstacles should only be used for the older sections.
|
||
Idea of things to place on table i.e. wellingtons(1 off), coat, hat, scarf, magazine, rope, ball, bowl, bamboo cane
|
||
- (anything in the hut is ideal but each team must have the same)
|
||
119. Caterpillar Relay
|
||
The first scout runs up the hall and back, he then puts his arm between his legs and grabs the 2nd scouts hand,
|
||
they then run up the hall and back.
|
||
Each scout joins the chain until the whole Patrol are linked.
|
||
First patrol to finish wins
|
||
120. Three Chair Relay
|
||
1. The first two Scouts have to get up the length of the hall and back using the 3 chairs.
|
||
2. All members of the Patrol must go up and back at least once.
|
||
3. Scouts must not touch the floor, nor move a chair whilst standing on it (no bouncing!!!.)
|
||
From here on is a games selection of my own divided into different Categories for ease of selection
|
||
|
||
--- PAGE 39 ---
|
||
IDEAS AND TIPS
|
||
|
||
--- PAGE 40 ---
|
||
This is just a list of some ideas to help in the organisation and running of the games.
|
||
Sin Bin
|
||
It is often a problem in games where the people who are out lose interest in the game and start to mess
|
||
about. The Sin Bin gets over this problem very nicely. Somewhere in the hall you put six chairs in a line,
|
||
this is the Sin Bin. As each person is out they go and sit in the first vacant chair in the line. When the line
|
||
of chairs is filled up, the next person out changes places with the first person who was out who then goes
|
||
back into the game. This can be continued for as long as the games last and keeps the boys interested in
|
||
the games.
|
||
How To Get Equal Size/Weight Teams
|
||
In many games where there are two teams, it is a good idea if opponents are similar sizes. An easy way of
|
||
achieving this is given below: Get all the lads to line up at one side of the hall, tallest at the left shortest to
|
||
the right. Tell the lads to count off in twos down the line. Get all the number two's to take two steps
|
||
forward. You now have two teams, get each team to count off left to right 1 to N. Tell team 2 to walk in a
|
||
line anticlockwise around the hall until they are lined up along the opposite wall of the hall. You will now
|
||
have two teams of boys where each number on one team has an opponent on the other team of a similar
|
||
size. Another advantage of this system is that if lads have to race to the centre, they will have an equal
|
||
distance to run.
|
||
Motion Detectors
|
||
It is often useful to know when an object has been moved beyond a certain amount or with what severity
|
||
it has been moved. There are many ways of doing this some of these are listed below:
|
||
• An oblong tobacco tin with a layer of paper punch chads sprinkled in the bottom. A thin layer of
|
||
something sticky such as syrup is smeared on the underside of the lid and the lid placed on the tin. If the
|
||
tin is tipped over or subjected to violent movements, some of the bits of papers will stick to the lid.
|
||
Penalty points may then be deducted for the number of chads that are stuck to the lid of the tin.
|
||
• A number of small ball bearings on a dish inside a box. Any slight movement will cause the balls
|
||
to move. Severe movements will cause the balls to roll off the dish. Penalty points are taken off for every
|
||
ball off the dish.
|
||
• When laying out obstacle courses or minefields, it is nice to have trip lines that will operate
|
||
switches to set off lamps, buzzers etc. A simple but effective switch for this can be made from a spring
|
||
loaded wooden clothes peg. A metal drawing pin or thumb tack is pushed into the inside of each jaw and
|
||
a wire is connected to each one. The heads of the drawing pins are the switch contacts. A piece of card
|
||
connected to your trip line is pushed between the contacts to open the switch. When a player snags your
|
||
trip line, the card is pulled from the jaws of the clothes peg and the circuit is made. How you fix the
|
||
clothes pegs is left for you to decide.
|
||
Pressure Pad
|
||
What devious people we leaders are, but isn't it fun. How about pressure pad switches to put on the floor
|
||
which will switch on a circuit when stepped on. You can make these very easily and can throw them away
|
||
when the game is finished. All you need is two sheets of aluminium foil about the size of a standard sheet
|
||
of paper for each switch and some paper or plastic drinking straws. The aluminium foil should be as flat
|
||
as possible. Connect a wire to each sheet using a small crocodile clip or paper clip. Lay one sheet on the
|
||
ground where it is likely to be stepped on. On top of this lay some drinking straws, these are to keep the
|
||
two sheets apart. Lay the second sheet on top of the straws. Wires can be taped to the floor or covered
|
||
with carpet. [Connect the wires to a battery and small light bulb. when the sheets of aluminum foil touch
|
||
each other, the bulb should light up.]
|
||
|
||
--- PAGE 41 ---
|
||
Emergency Games Box
|
||
Over the years this will prove to be a real blessing.. Listed below is a list of items that you could put
|
||
together to make an emergency games box.
|
||
• A large bag of elastic bands (rubber bands).
|
||
• Boxes of chalk, white and coloured.
|
||
• 4 candles or night lights, 1 per patrol.
|
||
• Boxes of safety matches.
|
||
• A miniature cricket bat, wicket and small soft ball for indoor cricket.
|
||
• Ball point pens.
|
||
• Markers or felt tip pens.
|
||
• Short lengths of soft white rope with the ends whipped for knotting games.
|
||
• Assorted balloons.
|
||
• Pipe cleaners.
|
||
• A reel of cotton for making trip lines for minefields.
|
||
• Roll of sticky tape.
|
||
• BluTak or similar for sticking things to walls.
|
||
• A couple of large dice.
|
||
• Blank cards or small sheets of paper for writing instructions.
|
||
• Box of thumb tacks or drawing pins.
|
||
• A small torch (flashlight) with spare bulb and rechargeable batteries.
|
||
• 4 small pairs of scissors.
|
||
• A pack of playing cards.
|
||
• A packet of AlkaSeltzer tablets or similar.
|
||
• Various whistles and noise makers.
|
||
• Paper clips
|
||
• Safety pins
|
||
• 4 triangular bandages
|
||
• 4 orange plastic 'Track cones' (highway departments also use these)
|
||
• Cloth strips in 3 colours strips (each) are 3 inches wide and 18 inches long (great for arm bands or
|
||
blindfolds) strips are 6 inches wide, with an overhand knot in the middle (great for 'Bacon', or 'Capture'
|
||
flags)
|
||
Giving Out Instructions
|
||
You will find that prior to starting a game, it will help if you get the lads to sit down when giving the
|
||
instructions on how the game is to be played. This ensures that they are not walking about or looking
|
||
somewhere else, so they are more likely to be listening to what you are saying.
|
||
Leaders Are Fragile
|
||
Please try not to get involved with actually playing the games. Although we as leaders are probably a lot
|
||
bigger than the lads, we are also more fragile. By this I don't mean that we are all a load of old codgers,
|
||
but we don't heal as quickly and our bones are more brittle. TAKE CARE!!!!!
|
||
|
||
--- PAGE 42 ---
|
||
NOPREPARATION GAMES
|
||
|
||
--- PAGE 43 ---
|
||
The games in this chapter are all really easy to set up. Many of them needing no equipment others
|
||
requiring equipment which you are likely to have at hand.
|
||
121. Ankle Grasp
|
||
Gear Required = Chalk
|
||
Draw a ring 6' in diameter. The contestants enter the ring, stoop over and grasp their ankles. The object of
|
||
the game is to push your opponent over or to make him let go of his ankles. The player is automatically
|
||
disqualified if he steps out of the circle.
|
||
122. Australian Circle Game
|
||
Gear Required = 2 Tennis balls
|
||
A player stands in the centre of a circle, holding a tennis ball. He tries to throw this ball to someone in the
|
||
circle who will drop it. Another ball is also being passed around the circle from one boy to another. The
|
||
player in the centre may throw his ball to anyone, but he usually throws it to the boy about to receive the
|
||
ball being passed around the circle. If either ball is dropped, the one who dropped it changes places with
|
||
the boy in the centre.
|
||
123.Blind man's Knot
|
||
Gear Required = A rope per player, A blindfold per player
|
||
The squad is blindfolded. The leader passes down the line, holding a piece of cord knotted in one of the
|
||
familiar knots. Each boy may finger it for ten seconds to discover which knot it is. The squad is then
|
||
provided with a cord. At the word "Go" each blind player makes the knot he considers the right one. The
|
||
quickest (if correct) wins.
|
||
124. Bomb the Bridges
|
||
Gear Required = 24 tennis balls
|
||
The players stand scattered around the hall with their legs around 2 feet apart. Each player's legs form a
|
||
'bridge' which may be bombed. To bomb a bridge, a tennis ball must be thrown between the player's legs
|
||
(hitting a player's legs is not enough). Once bombed the player is out and must sit down. However, they
|
||
may still take part by continuing to throw the tennis balls to bomb other players. The last player standing
|
||
is the winner. To prevent being bombed a player may protect himself using his hands to catch or deflect
|
||
the tennis ball. Players may not move their feet or crouch to prevent being 'hit'. Balls which are out of
|
||
reach may be retrieved quickly by the nearest players so that play can continue. The greater the number of
|
||
balls the harder and faster the game becomes.
|
||
125. Capture The Fort
|
||
Gear Required = 1 Soccer ball
|
||
Divide players into two sides: Attackers and Defenders. Defenders form a circle, holding hands and
|
||
facing outward, with their captain in the centre. Attackers surround the fort at about eight or ten paces
|
||
distant. They try to kick a soccer ball into the fort; it may go through the legs of the defenders or over
|
||
their heads. If it goes over their heads, the captain may catch it and throw it out. But if it touches the
|
||
ground inside the circle, the fort is captured and the players change sides.
|
||
|
||
--- PAGE 44 ---
|
||
126. Cat and Mouse
|
||
Gear Required = None
|
||
Organise the players into a rectangular grid, or maze, spaced so that they stand two arms lengths away
|
||
from their partners in all 4 directions. If you have an awkward number of players you may leave out up to
|
||
2 players they will be given roles later in the game. Before the game starts it is best to rehearse changing
|
||
the maze: Start with all the players facing in the same direction with their arms spread to their sides this
|
||
should create a number of rows. On the command 'Turn' everyone should turn round 90° don't be too
|
||
worried which way just as long as it is a quarter turn. This changes the maze from rows to columns. Two
|
||
players a 'cat' and a 'mouse' will run around the maze, the cat trying to catch and tag the mouse. They may
|
||
run around the maze and along the lines of arms but must not pass or stretch across them. You can shout
|
||
'Turn' at any point during the game to change the maze. Thus you may suddenly prevent the mouse
|
||
getting caught or put the mouse very close to the cat. When the mouse is caught start again with another
|
||
pair or start with a new mouse and allow the old mouse to 'grow' to a cat.
|
||
127. Chinese Ladders
|
||
Gear Required = None
|
||
This games only belongs here insofar as the boys are likely already arranged in the right format to play it.
|
||
The should sit down the length of the hall facing their partners, with their feet touching those of their
|
||
partners....like so. Starting at the top end of the diagram, upon command, the boys jump up, and run down
|
||
the hall over the legs of their team (who may not move those legs!) and then touch the end of the hall.
|
||
They run back around the outside, touch the top wall, and then make their way over any legs back to their
|
||
place, whence the next boy may do the same. It's a race. Note the way I have described it so that each boy
|
||
must sit down beyond the next person in his team; this helps prevent cheating by starting early. This game
|
||
can be made more interesting by providing simple obstacles around the two outside edges of the hall, eg
|
||
car tyres to get through, turned gym benches to walk along, or chairs to go under.
|
||
128. City, Town, Country
|
||
Gear Required = None
|
||
Players sit in two lines team A and Team B, each line numbered 1 to N. Player 1 in team A says to player
|
||
number 1 in team B the name of a city, town or Country. We will suppose for example that he says
|
||
'GERMANY". Player 1 in team B must now say a town city or country, beginning with the last letter of
|
||
Germany. Let us suppose that he says "YORK". Player 2 in team A now has to say a city, town or country
|
||
beginning with the letter K. This goes on all the way down the line. If a player fails to give a correct
|
||
answer or duplicates a previous answer, then a point is awarded to the other team. When the end of the
|
||
line is reached play begins at player number 1 again.
|
||
129. Compass Game
|
||
Gear Required = None
|
||
A game I used to play in scouts was the compass game. Everyone stood spread out around the room and
|
||
was told to orient themselves to 'north'. North could be real north or a convenient wall or corner in the
|
||
room. Everyone except for the caller and the referees closed their eyes (blindfolded if you don't think the
|
||
honor system will work). The caller then calls out a direction, like 'east' and then everyone turns (eyes still
|
||
closed) and points in the direction of east. The referee the goes around and taps the shoulder of anyone
|
||
not pointing in the right direction. They are out. The game continues until one player is left. It gets
|
||
interesting when you start calling headings and bearings.This is a good game as it only discriminates by
|
||
your sense of direction, which improves as you play.
|
||
|
||
--- PAGE 45 ---
|
||
130. Compass Points
|
||
Gear Required = 8/16 Poles or a piece of chalk
|
||
This game will be found excellent practice in learning the points of the compass. Eight staves are
|
||
arranged in star fashion on the ground all radiating from the center. One staff should point due North. One
|
||
Scout now takes up his position at the outer end of each staff, and represents one of the eight principal
|
||
points of the compass. The Scoutmaster now calls out any two points, such as S.E. and N., and the two
|
||
Scouts concerned must immediately change places. Any one moving out of place without his point being
|
||
named, or moving to a wrong place or even hesitating, should lose a mark. When changing places, Scouts
|
||
must not cross the staves, but must go outside the circle of players. when three marks have been lost the
|
||
Scout should fall out. As the game goes on blank spaces will occur. These will make it slightly more
|
||
difficult for the remaining boys. To make the game more difficult sixteen points may be used instead of
|
||
eight. When played indoors the lines of the compass may be drawn in chalk on the floor.
|
||
131. Crabs, Crows and Cranes
|
||
Gear Required = None
|
||
This is a running about game which is good if you are in a large hall or outside with a lot of boys. Split
|
||
them into two teams, in two lines across the hall. There should be a gap of a few feet between them. Near
|
||
each end of the hall should be a home line. One team are the crows, the other the cranes.If you shout
|
||
cranes, the cranes team must run to their home line without getting tagged by the crows team. Any
|
||
member of the cranes that gets tagged has to join the crows team. If you shout crows, the crows team has
|
||
to run to their home line without getting tagged by the cranes team. Any member of the crows that gets
|
||
tagged has to join the cranes team.If you shout crabs they must all stand still. Anyone that moves must
|
||
join the opposing team. You start off each time with both teams lined up across the hall facing each other.
|
||
The game ends when one team has all the players. You can have a lot of fun rolling your RRRRR'S with
|
||
this. CRRRRRRRRABS, CRRRRRRROWS, CRRRRRRANES.
|
||
132. Crab Football
|
||
Gear Required = 1 ball •4 chairs
|
||
This is a version of football which can be played indoors using chairs as goal posts. The rules are much
|
||
the same as normal football with the exception that players must be in the crab position. That is on hands
|
||
and feet with back towards the ground. You may like to make additional rules to prevent the goal keeper
|
||
throwing the ball too far across the hall. For example, the ball must bounce at least once on their side of
|
||
the hall.
|
||
133. Distance Clove Hitch
|
||
Gear Required = Long Rope, Tree/Pole Twine or Maker
|
||
Using a very long rope and either a tree or a pole, the object of this game is to tie a clove hitch around the
|
||
tree (pole) without getting near the tree. Draw a circle around the object that the knot is to be tied to and
|
||
tell the boys that they must not go inside that circle. The knot can be tied, but only through the co-
|
||
operation and teamwork of the two boys. (Hint: One boy is a runner and the other stands in one spot.) We
|
||
did this at a Loggers Day for the Boy Scouts and it was as much, if not more fun for the adults to try it as
|
||
it was for the boys. It's not anywhere as easy as it sounds
|
||
|
||
--- PAGE 46 ---
|
||
134. Dodge Ball
|
||
Gear Required = 1 ball
|
||
Divide boys into two teams. One team makes a circle and the other team stands inside it. The boys forming
|
||
the circle throw a large ball at the boys inside the circle, who are running around trying not to be hit. The
|
||
inside boys may not catch the ball. A ball hitting a boy on the head does not count. Only boys in the outside
|
||
circle may catch and throw the ball. Boys who are hit below the knee join the outside circle and try to hit
|
||
the inside boys.
|
||
Refinement:
|
||
Enter a six or patrol into the centre of the circle and time how long a team can stay in for. Passing the ball
|
||
across the circle will help catch out the more agile players!
|
||
135. Dog And Possum
|
||
Gear Required = 2 different bean bags
|
||
The Cubs form a circle. The Leader takes one bean bag (possum) which he starts on it way round the circle.
|
||
A moment later he starts the other bean bag (dog). The dog must catch the possum before it reaches the
|
||
starting point.
|
||
136. Exhaustion
|
||
Gear Required = None
|
||
The pack or troop sits in a circle and are numbered in 4's (ie 1,2,3,4,1,2,3,4... ). When a player's number is
|
||
called he must stand up and run around the circle clockwise trying to catch and tag the player in front. When
|
||
tagged a player must return to his seat. The cub who is finally left wins. You may need to terminate the
|
||
round if two of the cubs are too evenly matched.
|
||
137. Head, Catch
|
||
Gear Required = 1 ball
|
||
A leader stands in a circle of boys and throws a ball to each boy in turn. When the ball is thrown the
|
||
leader shouts 'head' or 'catch' the boy must do the opposite. When a boy makes too many mistakes he is
|
||
out. The boy does not necessarily need to head the ball successfully an attempt is usually enough. Similar
|
||
to previous game but faster reactions are required.
|
||
138. Hide & Seek
|
||
Gear Required = None
|
||
We turn all the lights off in the entire church (including those intended to be left on permanently). One
|
||
scout stays in the meeting room and counts to twenty, the rest of the scouts hide anywhere (except for preset
|
||
off limits areas) in the building. "It" begins looking for the scouts. Once a scout is found, he joins "it" in
|
||
the hunt. The last scout found is the winner. The scouts especially enjoy jumping out of a dark corner and
|
||
scaring their scoutmaster.
|
||
139. Hop Knot
|
||
Gear Required = 1 Knotting rope
|
||
All the Cubs sit in a circle. With the exception of one who has the rope. On "go" he drops the rope at the
|
||
feet of one of the players, at the same time calling out the name of a knot. He then commences to hop round
|
||
the circle, while the knot is being tied. If tied correctly the tier becomes the hopper.
|
||
|
||
--- PAGE 47 ---
|
||
140.Hot Potato
|
||
Gear Required = 1 Handkerchief
|
||
A scout is chosen as the IT. He stands in the center, while the others sit in a circle. The players toss a
|
||
handkerchief to one another; making many false moves and gestures. The IT must touch the handkerchief
|
||
while in the air. If he does so, the last to throw becomes IT. The passing cannot be delayed.
|
||
142. In The Pond
|
||
Gear Required = Chalk
|
||
Mark a big circle on the floor. This is the pond. The whole group stands around the edge. The leader is the
|
||
referee. When he shouts "In the Pond," you all jump into the circle. When he shouts "On the Bank," you all
|
||
jump out. But. sometimes he will try and trick you by saying "On the Pond" or "In the Bank." When he
|
||
does this, nobody should obey. Anyone who moves, on a wrong order, is out of the game or may pay a
|
||
forfeit and get back in.
|
||
143. Kill The Rattlesnake
|
||
Gear Required = 1 blindfold •1 rolled newspaper or stuffed hiking sock
|
||
This is a similar game to 'Whomp'em'. Jehosophat, the naughty slave, is nominated and must stand within
|
||
the circle of players. Another player is the blindfolded master. The master calls: 'Jehosophat! Jehosophat!'
|
||
and of course Jehosophat must reply: 'Yes Master, Yes Master' allowing the master to find him and hit him
|
||
with his stuffed hiking sock or newspaper. Jehosophat may move within the circle to avoid his master but
|
||
doing so may create enough noise for the master to find him.After the master has managed to find
|
||
Jehosophat (or after 2 minutes) a new Jehosophat is nominated and the old Jehosophat becomes the master.
|
||
Variation:
|
||
The hunter calls 'Rattlesnake' and the rattle snake replies by jangling keys or a tin with pebbles in it.
|
||
144. Keep Talking
|
||
Gear Required = None
|
||
This is a knockout competition, it is played in two's. Each person has to keep talking at the other person. It
|
||
doesn't matter what they are talking about, but there must be no repetition or pauses. You will need a referee
|
||
to decide the winner of each pair. We have played this several times and it has proved very popular. Each
|
||
time we have played it we have been surprised at the eventual winner. Often the younger scouts have walked
|
||
all over the older scouts in this game.
|
||
Variation:
|
||
We played this with our Boy Scouts they loved it. A likeable 8th grade 'motor mouth' won easily, his only
|
||
competition was our Jr. Asst. Scoutmaster, who was quoting plays, the Gettysburg address, etc, but
|
||
eventually ran out of material. We needed to set down a few ground rules though. The pauses had to last at
|
||
least 2 seconds, 'common strings', like letters, numbers, months, etc. could only be a maximum of 12 in a
|
||
row, you could not touch your competitor, and ONLY the (adult) judge could call a boy out for repetition.
|
||
This is a great 'I need it in a hurry' game!
|
||
145. Knotting Baseball
|
||
Gear Required = 1 Rope •Markers for bases
|
||
Same teams as baseball, but no bat or ball. Pitcher and batter each have a piece of rope. Pitcher calls name
|
||
of knot and throws his rope to anyone in the field. If batter reaches first with knot tied correctly, he is safe.
|
||
If knot tied (correctly) by fielder, reaches first before batter, he is out. If batter cannot tie knot called, he is
|
||
out. If fielder cannot tie knot called, batting side scores one run whatever else happens. Fielders can then
|
||
return ropes to second, third or home to "force" base runners. Make sure pitcher throws rope to all fielders
|
||
and not too frequently to first base.
|
||
|
||
--- PAGE 48 ---
|
||
146. Knotty
|
||
Gear Required = A rope per pair of players
|
||
This is a game which is played by the the American Indians of Pueblo. Each scout is provided with a thin
|
||
rope that is a foot and a half long. Two players sit face to face with about 8 feet between them. One player
|
||
holds his rope in front of him and the other scout is the guesser. When the scout who is the guesser says
|
||
"Ready!" the other scout puts his cord behind him and makes any number of simple, single knots on it,
|
||
from one to four. The knots are made as fast as possible and when done, the player brings his empty hand
|
||
out in front of him. His opponent guesses how many knots there are on the cord. The guesser only has one
|
||
chance. Immediately upon the guess the rope is held out in front of the player who made the knots, in
|
||
order to prove the guess right or wrong. The scout making the knots tries to fool his opponent by only
|
||
making one knot, none, or several knots in the time it should take to make one, in order to fool his
|
||
opponent. His face can give the expression that his hands are idle when they are actually busy or vice
|
||
versa. When playing this game as a den competition, each player on each team has a turn at knotting and
|
||
guessing before the winning side can count coup. A team can have a brief conference before guessing the
|
||
number of knots made by the opposing den. In den competition it is best to have a referee such as the
|
||
Cubmaster or other leader to keep track of the score made by each team.
|
||
147. Lighthouse/Shipwreck
|
||
Gear Required = Enough blindfolds for half your group, 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.
|
||
148. Marauders
|
||
Gear Required = A small object for each member of one team (eg. a woggle or pen etc.)
|
||
Divide the Pack into two teams. One team to stand with legs apart in a straight line (feet touching those of
|
||
the next Cub). In between each Cubs legs is a small object. The other team are the raiders and have to try
|
||
to steal the objects, without being caught. They can take them from any direction. The defender is not
|
||
allowed to move his feet, but can try to tag the raider below the elbow.
|
||
149. Motorway Crash
|
||
Gear Required = A bean bag or a similar sized object
|
||
Boys sit in sixes in a circle. One boy from each six is given the name of a car (eg. Ford, Nissan, Rolls,
|
||
Jaguar, etc.) When that name is called out those boys get up and run round the circle Various calls are
|
||
made that the boys have to react to: Join the M1Change direction Steep Hill Walk PunctureHop Fog-
|
||
Pidgin Steps AccelerateStart running CrashCollect object When 'Crash' is called the boys run back
|
||
through their own place and into the middle of the circle to pick up some item placed there. Once 'Crash'
|
||
has been called the boys can't change the direction they were running in.
|
||
|
||
--- PAGE 49 ---
|
||
150. Buzz
|
||
Gear Required = None
|
||
This is a game from Taiwan. Players sit in a circle and start counting round the circle from "one." If the
|
||
agreed figure for the game is seven, each time the number being called includes the figure seven or is a
|
||
multiple of seven, the player keeps quiet and clasps his hands together. If anyone makes a mistake the
|
||
leader records a point against him.When the boys become good at this game, add one or two other
|
||
numbers, so they will have to keep very sharp not to get caught with numbers four, six and eight going on
|
||
at once. For one number the player clasps hands. For the second number he will put both hands above his
|
||
head. For the third number he can nod his head. Most players will find thinking of two numbers at once
|
||
difficult enough.
|
||
151. One, Two, Three
|
||
Gear Required = None
|
||
This is a game similar to 'Port and Starboard'. Start with all the players in one corner. When 'One' is called
|
||
the players must run across the width of the hall. When 'Two' is called they must run across the length.
|
||
When 'Three' is called players must go to the diagonally opposite corner. Allow the players a little
|
||
practice before you start to send off players who are the last into the correct corner and who are standing
|
||
in the wrong corner. To make the game more complex shout strings of numbers. For example 'One, One'
|
||
and 'Two, Two' brings players to the same corner they started in. 'Three, One, Two, Two' in the end
|
||
brings players along the length of the hall. The brighter players will try to work this out to avoid running
|
||
all the way.
|
||
152. Row Ball
|
||
Gear Required = 1 Large ball
|
||
Pack is divided into two teams, who sit in parallel lines about four feet apart, but facing in opposite
|
||
directions. The feet of each Cub should just touch the seat of the Cub in front. A mark is made halfway
|
||
down the aisle between the two teams. The ball is placed on this mark. When the Leader calls "row" the
|
||
players use their inner hands only and try to drive the ball to the front of their respective teams. If this is
|
||
done a goal is scored. The ball must stay on the ground. As a variation turn the teams around and use the
|
||
other hands.
|
||
153. Sardines
|
||
Gear Required = None
|
||
The 'opposite' of hide and seek. A few players go and hide in separate locations. After a delay everyone
|
||
else sets off to find the hidden scouts. When one scout finds another he must hide in the same place, until
|
||
all the players are hidden.
|
||
154. Signals
|
||
Gear Required = Various noise makers such as whistles, rattles and bells
|
||
This game is similar to the game where you shout out Port and Starboard. The players are told what
|
||
action they must perform when a certain sound is heard. Play this a few times with nobody being out, then
|
||
start taking out people who do the wrong action or who are the last ones to do the action.
|
||
|
||
--- PAGE 50 ---
|
||
155. Sinbin Dodge Ball
|
||
Gear Required = 1 ball •6 chairs
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This is yet another adaptation of the dodge ball game. A player tries hit another player under knee level
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with the ball. Once a player is hit he goes into the sinbin for a short time. Players may move anywhere in
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the hall to avoid the ball, but may not travel with the ball. The sinbin is a row of 6 chairs which the scouts
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||
stand (or sit) on. At the start of the game the sinbin is empty. When the first player is hit he sits on the
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||
foremost chair, the next player out sits in the next chair and so on until the sinbin is full. When a player
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||
enters a full sinbin he pushes everyone along a chair. The player at the front of the 'queue' is pushed out
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||
and goes back into the game. Thus 6 players need to hit before a player who has just entered the sinbin
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||
can return to the game.
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||
Refinement:
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Use more than 1 ball. Refinement: Play in patrols ask scouts to remember how many times they were hit
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||
and award points to the patrol with the smallest total number.
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||
156. Snake/ Indian File Dodge Ball
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||
Gear Required = 1 ball
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||
This is a continuous game with no winners or losers. Five or six players stand in a line in the center of a
|
||
circle formed by the rest of the troop or pack. Each player in the line puts his arms round the waist of the
|
||
player in front. The object of the game is for the players around the circle to hit the player at the end of
|
||
the line or snake, below the knees with the ball. The snake can move around inside the circle to make this
|
||
more difficult. When the player at the back of the snake is struck by the ball, he leaves the snake and
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||
moves into the circle of throwers and the player who threw the ball, joins on as the front man of the
|
||
snake. The game carries on for as long as you wish.
|
||
Variation:
|
||
One patrol is in the middle of the circle at a time and the patrols compete to stay in the circle for the
|
||
longest time.
|
||
157. Speak And Do The Opposite
|
||
Gear Required = None
|
||
I couldn't think of a better title for this, but it is fun to play both for kids and adults. Each team sends a
|
||
person to challenge a member of another team. The person challenging says something like 'I AM
|
||
PATTING MY HEAD' but in fact they are rubbing their tummy. The person being challenged has to say
|
||
in reply 'I AM RUBBING MY TUMMY' and at the same time be patting their head. If they fail to do it
|
||
properly in a given time or get it the wrong way round, then the challenging team wins a point.
|
||
158.Spots
|
||
Gear Required = 1 Felttip pen (nonpermanent!)
|
||
The pack sits in a circle and are given a number from 1 to n. (n=total number of players). It is easier for
|
||
the cubs if the numbers are in sequence and not random. One cub (number 5) starts by saying 'I am 5 spot
|
||
and I have no spots, how many spots does number 8 have?'. Cub number 8 replies in the same manner and
|
||
nominates another cub. If one of the cubs takes too long or makes a mistake he is awarded a spot which is
|
||
painted on his chin or cheek. He will then have 1 spot. This game is particularly good at cub weekends or
|
||
holidays since you can tell which cubs have washed properly!
|
||
Refinement:
|
||
Use lipstick instead of felttip pen it gives an extra incentive for the cubs to get things right.
|