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SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/1000 Fantastic Scout Games! - John Hemming-Clark.pdf
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--- PAGE 2 ---
1,000
FANTASTIC
SCOUT
GAMES
John Hemming-Clark
--- PAGE 3 ---
© Searchline Publishing 2016
First printed 2016
ISBN: 978 1 897864 29 6
British Library Cataloguing in Publication Data available
Published by Searchline Publishing
Searchline House
Holbrook Lane
Chislehurst
Kent
BR7 6PE
UK
Tel & Fax: 020 8295 0739
www.inyougo.webeden.co.uk
All rights reserved
No part of this publication may be reproduced, or stored in a retrieval
system, or transmitted, in any form or by any means, mechanical,
electronic, photocopying, recording or otherwise, without the
permission of Searchline Publishing.
John Hemming-Clark is a Scout Leader in Chislehurst, Kent. He is
also the author of the best-selling “In You Go! A year or two in the life
of a scout leader”.
Printed in England by
Catford Print Centre
020 8695 0101
--- PAGE 4 ---
Introduction
I was getting fed up with organising the same old
games for my scouts and they were getting fed up
with playing them. It was time for a change. I needed
loads of games, of all different types, and in one
book. I needed some that were quiet, some noisy,
some wacky, but most of all I needed games that my
scouts would want to play. Sadly that book didnt
exist so I set about writing it. 1000 Fantastic Scout
Games is the result. There are in fact, with the
variations, well over one thousand. This is to make
up for the fact that a few games may be very similar,
they just have different names.
Most of these games require, if any, minimal
amounts of equipment. Nearly all of the games have
been tried and tested by my scouts or some of my
friends scouts. Ive tried to make the instructions as
clear as possible without rambling on too much. Also
Ive listed them alphabetically rather than by type. I
did try categorising - but failed. Most games belong
in several categories. After all, many indoor games
can be played outside and vice-versa, with the
exception of wet and wide games. Noisy games can
be quiet and quiet games sometimes get very noisy,
so rather than attempt to categorise them Ive just
thrown them all in and apologise in advance for the
fact that you will have to read through or take pot
luck to find what youre looking for, rather than just
--- PAGE 5 ---
turn to a particular category. Its therefore designed to
be a book to either read through or dip into to find
some gems that your group will love to play rather
than a prescriptive, “You want a quiet game - heres a
list”. It is not intended that the deadly games are
played. Hugo and his friends have commented on
some of the games, and the ones that they really
love have been given Top Fifty status, although,
somewhat ambiguously, there are over sixty of them.
The games are all ones that ten to fourteen year olds
particularly love to play, but nearly all of the games
can be played by any age, adult or child, and not just
scouts and guides but anyone who realises the
importance of group play (as opposed to sitting alone
and in front of a y-bother box with a jittery finger and
the attention span of a goldfish - i.e. ten seconds). I
hope that you love 1,000 Fantastic Scout Games - do
let me know via
www.inyougo.webeden.co.uk or
www.facebook.com/1000fantasticscoutgames.
John Hemming-Clark
Just a few words of explanation...
Tagging: Touching, normally tapping on the
shoulder. Rugby tackles and thumping are not
considered to be tagging.
Chalk: Chalk is mentioned quite a bit, mainly for
doing nothing more than marking temporary lines on
the floor.
--- PAGE 6 ---
Lead scout: The first scout in a line.
Important Introduction by Hugo
My daddys a seriously good scout leader but we
dont play enough games. He says that it takes him
ages to try and find some new games each week and
so gives up. Well, its alright for him cos he doesnt
play them, but I do. I love games. So I got together
with some of my scout and guide friends to put
together a book of games that we love playing.
Weve done a thousand plus, which should keep
most scout groups happy for the next hundred years.
Between us weve tried all of them (apart from the
deadly ones) and theyre all fantastic, otherwise they
wouldnt be in the book.
Weve listed them alphabetically. Weve included
some games that we havent tried and these fall into
a deadly category cos daddy says that if we try any
of these games, it could be our last. Its a good idea
that you know that these games are out there but
dont play them!
We then gave the details of all the games to daddy
so that he could tidy them up for this book. This
involved taking out all our speling mistakes (not that
there were many) and making the instructions a bit
clearer. Hes also made it sound as though hes
written it but weve still managed to keep a few of our
own comments in to make the book come alive,
which is what all good authors do, according to Miss
--- PAGE 7 ---
Miles (shes my English teacher). Weve also marked
a Top Fifty which are games that weve all particularly
enjoyed.
Now I know that there are loads of girls in scouts,
and quite a few in guides, but Ive referred to the
players as scouts throughout this book and also as
“he”, cos putting “scouts or guides”, or “he or she”
each time would take up far too much space. In any
case, the girls in scouts tend to win everything so
thats enough glory for them.
I did mention the (scout) hut loads but as this can
refer to any indoor space I changed most of it to
“hall”. Out scout hut is, in fact, an old stables but I
wasnt going to write “stable” each time cos that
would be far too confusing. Ive also referred a lot to
teams instead of patrols and sixes and whatever
beavers have etc. cos this book is of use to not just
beavers, cubs, scouts and explorers and their
leaders, but also others who like playing proper
games, i.e. any child that isnt stuck in front of a
computer or a y-bother box. These may be the
guides or at schools, churches, youth clubs, that sort
of thing. In any event, if we play team games in
patrols then theyre always uneven as my patrol is
always the biggest as mine is the popular patrol and
Peters is normally just him so he would always lose
the relay games cos he himself would have to run up
and down ten times in each game. The idea of
--- PAGE 8 ---
having teams is that they all have the same number
of participants in them, which makes it all a bit fairer.
To put teams of four together daddy often hands out
playing cards at random then calls out “All the Aces,”
and thats one team, then “All the Kings,” and thats
another team. When daddy calls, “All the Queens,”
Simon always squeals. Ive no idea why. Peter says
Simons a bit odd but all I say back is “pots and
kettles, Peter, pots and kettles.” Maybe he should be
a guide, not that they would have him.
Thats all from me. I present you, “1,000 fantastic
scout games, plus a few deadly ones!”
Hugo, Scorpion Patrol Leader, 3rd Chislehurst
Dont forget, you can read more about me in, “In You
Go! A year or two in the life of a scout leader”.
--- PAGE 9 ---
10 Metres
Equipment: Several buckets, Jaffa cakes
For some reason, scouts love Jaffa cakes. Which is why they love
this game. From a start line put several upturned buckets about ten
metres away. Some can be very close to ten metres, others can be
more like five or twenty, so long as one bucket is exactly ten metres
away. Put the Jaffa cakes under the ten metre bucket. Scouts then
have to go and stand by the bucket that they think is exactly ten
metres away (to the middle of the bucket). Once they have all
decided, measure the distance and give the scouts standing by the
correct bucket all the Jaffa cakes.
1,2,3,4,5
Equipment: None
Put the scouts into teams. Teams take it in turns to count to twenty
as quickly as possible. There must be no pattern as to which scout
says which number. Only one scout can speak at a time. If more
than one scout speaks at once then the team has to go back to the
start. The team that gets to twenty quickest is the winner. Its not as
easy as it sounds! If they get too good then they have to shut their
eyes.
1000 Game
Equipment: Frisbee or Aerobie, pen and paper
Send the scouts into a large open space and throw the Frisbee,
shouting out “one hundred”, “two hundred”, or any other number. The
scout who catches the Frisbee scores that number of points.
Retrieve the Frisbee and repeat. The first scout to get to or beyond
one thousand points is the winner. Its best to have another leader
keeping score.
1000 Game Variations: The first scout to one thousand points
becomes the thrower, with all scores reset or accumulating through
the rounds.
A Good Deed
Equipment: None
At the end of a troop meeting tell the scouts that they can take part in
the competition to do the most good deeds during the coming week.
--- PAGE 10 ---
They are to go home and each time they do a good deed to write it
down on a sheet of paper. Before the following weeks meeting they
are to get an adult to sign them off. The scout who turns up at the
following weeks meeting with the most good deeds accomplished is
the winner.
Above and Below
Equipment: None
Put the scouts in a circle standing up. Call out the name of a fruit or
a vegetable. Each time scouts have to stand up if the item grows
above ground, or sit down if it grows below. The last scout to sit or
stand each time is out. If scouts are standing and you call out
another standing fruit or veg (or vice-versa), any scout that starts to
move can also be out. The last scout in is the winner.
All Aboard
Equipment: 2 x 1 metre square platforms, some bricks
Raise two square platforms on one layer of bricks each. Put the
scouts into two teams. The winning team is the team that gets all its
members onto the platform first and remain in place for ten seconds.
Scouts must not lie on each other.
All Aboard II
Equipment: 4 bricks
Put the scouts into four teams and give them a brick each. They
have five minutes to see how many scouts in their team they can get
off the ground using just the brick. The winner is the team that gets
the most scouts off the ground.
All Aboard Variations: Use hula-hoops instead of bricks / platforms.
All I Want for Christmas
Equipment: None
Put the scouts into one large circle having briefed a few scouts as to
what the secret is. Start with one of these scouts, John Smith, who
says, “All I want for Christmas is a jumper and a Satsuma”. You then
say, “You may have those”. If a scout doesnt use the initials of his
name to want his two items you say, “You may not have those”. This
--- PAGE 11 ---
continues round and round the circle until everyone realises what the
secret is.
All Those with...
Watch out for those scouts who say things like, “All those with a
daddy who stinks,” or “All those with long noses, like you Stephanie”
Equipment: Chairs
The scouts all sit in a circle with one in the middle who is “It”. It calls
out something like, “All those with black hair” whereupon all those
who meet the description have to swap places with each other. If
theres an odd number some will have to double-swap. Whilst this is
going on It has to try to get into one of the spaces temporarily
vacated. The scout left in the middle remains / becomes It.
Alligator Attack!
Equipment: Chalk
Mark two parallel lines on the floor, about fifteen metres apart. Divide
the scouts into two teams and number them so that each team has a
number one, two, three etc. Teams line up along either line with one
scout between the lines. He is “It” or, if you like, the alligator in the
river, who will patrol up and down. Call out a number and the two so-
numbered scouts have to get to the other side of the river without
being tagged. If a scout is tagged he becomes the alligator and the
alligator takes the scouts number. If one scout gets across the river
before the other one has started to cross then the one who has yet
to start becomes the alligator. Consider having more than one
alligator.
Alphabet Circle
Equipment: None
Put the scouts into a circle. The first scout has to say a word
beginning with “A”. Go round the circle until a scout hesitates with an
“A” word or says a word that has been used before. Continue until
there is only one scout left in who is the winner.
Alphabet Circle Variations: Use a letter with fewer words, for
example, Q or Y. Scouts have to go through the alphabet as they go
round. In this latter case, scouts could have to stick to one subject,
such as fruit, vegetables, places, countries.
--- PAGE 12 ---
Alphabet Fruit
Equipment: None
Put the scouts into teams, each with a leader. On “Go!” a designated
scout in each circle says “A”. The next scout, going round clockwise,
has to name a fruit beginning with “A”. Subsequent scouts do the
same without repeating an “A” fruit thats already been said. Any
scout that cannot name an “A” fruit says, “B”. The next scout has to
name a “B” fruit or say “C”. Count each scout as the game
progresses. The team that has most fruit names at the end is the
winner. Scouts shouldnt speak too loudly as the other teams may
hear its not a race but there must be no hesitation or repetition
otherwise the leader can move his team up to the next letter.
Alphabet Fruit Variations: Play the game with vegetables, or fruit
and vegetables.
Alphabet Quiz
Equipment: Pen and paper per scout
Give each scout a pen and paper with the alphabet vertically down
the paper. On “Go!” scouts have to write the name of one fruit or
vegetable against each letter, that starts with that letter. After five
minutes scouts stop writing and swap papers to mark. The scout with
the most fruits or vegetables is the winner.
Alphabet Race
Equipment: None
Put all the scouts against one wall of the hall. You say one of three
things, “First name,” “Surname,” or “Both names” followed by a letter.
Scouts then take one pace towards the wall opposite per letter in the
name. So if you call out, “First name Z,” Zac and Zara move one
pace forward, Zozo moves two. Play continues until one scout
touches the wall opposite. He is the winner. Make sure that scouts
arent leaping forward. You may have to draw further lines on the
ground to ensure that scouts all move the same distance each time.
Alphabet Race Variations: The same game could be played with
scouts road names in which case you just give a letter each time.
You could also play with parents names.
--- PAGE 13 ---
Animal, Bird or Fish
Equipment: 1 bean bag
Scouts all stand in a circle with you in the middle. Throw the bean
bag to a scout whilst saying, “Animal,” “Bird” or “Fish”. The scout
who catches the bean bag, or who drops it and then has to pick it up,
has to correctly name one animal, bird or fish and within a few
seconds or hes out and has to sit down. No name can be repeated.
The last scout standing is the winner.
Animal, Bird or Fish Variations: Dont have you, or anyone else, in
the middle. Instead, get the scouts to throw the bag around the circle
with the catcher having to give a name before he throws the bean
bag on to another.
Ankle Shove
Equipment: Chalk
Draw a three metre diameter circle and stand all of the scouts in it.
On “go!” they have to grab hold of their own ankles and try to shove
their opponents out of the ring, push them over, or cause them to let
go of one or both ankles. The last scout left in the circle is the
winner.
Ankle Tag
Equipment: None
One scout is "It" and the other scouts scatter. Once tagged, the
tagged scout becomes “It” and the scout that has just tagged cannot
be tagged straight back. To avoid being tagged a scout must grab
the ankle of another scout. This makes the scout whose ankle has
been grabbed extremely vulnerable and so must either get away or
grab another scouts ankle (but not the ankle of the scout that has
grabbed his ankle, or any other scout in the same chain that may
well be forming).
Anteater
Equipment: None
The scouts all sit round in a circle apart from one. The one leaves
the room and the scouts in a circle close their eyes whilst you walk
round the outside and tap one on the shoulder. That scout becomes
the anteater, the other scouts in the circle are ants. Call the one
--- PAGE 14 ---
scout back in the room and put him in the middle of the circle. He is
the anteater abductor. He must find the anteater before all the ants
die. The ants die by looking around at the other ants and if they see
the anteater (theyll know its him because he keeps sticking his
tongue out) they must fall over and die. The anteater abductor has
three guesses to guess who the anteater is otherwise all the ants will
die. Then the anteater becomes the anteater abductor and a new
round starts.
Arm Knockout
Wear long sleeves!
Equipment: None
Pairs of scouts face each other on the ground in the upper press-up
position with feet together, arms and bodies straight. They then have
to knock each others arms out or in so that they collapse. They
cannot grab each others arms. The scout who stays in position or
collapses last is the winner.
Arm Wrestling
Calm those boys down with an arm wrestle!
Equipment: None
Arm wrestling can be played lying on the floor but its easier sitting at
a table. Get two scouts to sit or lie opposite each other. Get their
elbows on the table / ground in front of them and get them to grip
each others hand with their thumb muscles in the other scouts
palm. Move their elbows together so that theyre touching. At “Go!”
the scouts have to try to push the back of their opponents hand
down onto the table / ground for a win.
Arrest!
Surprisingly, this is one of those games that one of the girls often
wins because theyre organised, unlike us.
Equipment: None
Put the scouts into two teams and line them up either side of a line
running down the middle of the hall. On “Go!” scouts have to arrest
by pulling the other team over the line to their side. Anyone stepping
over the line is deemed to have crossed it. Once crossed, he is out
and has to go and sit down. It does not have to be one on one,
--- PAGE 15 ---
several scouts can gang up on one scout. If any scout moves away
from their side of the line by more than fifty centimetres then they are
out. This allows for one scout to run round the back of another but
not round the back of one already hiding!
Art Consequences
Equipment: Paper and pens
Put the scouts into teams at one end of the hall. At the other end
have a sheet of paper and pencil per team. On “Go!” the first scout
from each team comes up to the table and draws a human head,
then folds the paper so that only the neck is showing. The second
player draws the shoulders, the third the torso, the forth the waist
and hips, the fifth the legs and the sixth the feet. Leave part of the
body showing each time when the paper is folded. When everyone
has finished open the folds and have a good giggle. The team with
the funniest human is the winner.
Auntie Over
Equipment: 1 volley ball, 1 long length of rope, 1 large tarpaulin
Put the scouts into two teams, either side of the tarp which has been
strung up above scout height so that teams cant see each other.
One scout throws the ball over the tarp shouting, “Auntie over!” If a
scout catches it cleanly he runs round to the other side and from the
edge of the playing area throws it at the other team. If he hits a scout
below the waist, the hit scout joins the other team. He then restarts
the game by throwing the ball over to his ex-team mates, shouting,
“Auntie over!” If the ball is not caught cleanly and it hits the ground
then a scout from that team throws it back, shouting, “Auntie over!”
Play continues until most or all the scouts are on one side,
depending on time constraints.
Awkward Address
Equipment: 1 blindfold, 1 pen and paper per scout
Blindfold the scouts and give them each a sheet of paper and a pen.
They then have three minutes to write their postal address. The
neatest complete address wins.
B.E.A.V.E.R.S
--- PAGE 16 ---
This two-part game can be played by any section, but the Beavers
love it!
Equipment: 1 bean bag
Scouts form a circle and sit down. Put the bean bag in the middle of
the circle. Go round the circle giving the scouts a letter as you go
S-C-O-U-T-S S-C-O etc. Then call out a letter, bearing in mind that
“S” becomes quite chaotic! The scouts with that letter have to get up,
run round the circle once (or twice) and sit back down in their space.
The first one to sit down is the winner. Once you have called out all
the letters you should have five winners (six for Beavers). These
winners can now enter the grand final. On “Scouts!” the five have to
get up, run round the circle back to their space, go through their
space and grab the bean bag. The first scout to grab the bean bag is
the ultimate winner.
B.E.A.V.E.R.S Variations: The scouts need to grab the bean bag in
the early rounds, making it easier to judge who was first.
Back Balloon Burst
Equipment: 1 balloon per pair of scouts
Put scouts into pairs back to back in a line. Put an inflated balloon
between the backs of each pair. On “Go!” scouts have to push
together to try to burst the balloon. The first pair to burst the balloon
wins. Any pair that drops its balloon is out.
Back Balloon Burst Variations: If you have loads of balloons you
can play with the last pair to burst their balloon going out in each
round, until you are left with just one pair which will be the winners.
Back Lift
Equipment: None
Pairs of scouts stand back to back with their arms interlocked. On
“Go!” scouts try to lift each other off the ground. Winners then play
other winners which continues until you have an overall winner.
Balance
Equipment: None
Scouts stand up, stand on one leg and shut their eyes. They must
not put their foot down for a minute otherwise theyre out.
--- PAGE 17 ---
Balance Variations: Make it five minutes and go and make a cup of
tea. Introduce a “no moving at all” rule as you may find some almost
hopping around.
Balance Relay Game
Equipment: 1 carrier bag containing ten items and 1 table per
team , chalk
Put the scouts into teams and line them up at one end of the hall. At
the other end put up the tables. On “Go!” the first scout in each team
has to take an item out of the bag, give the bag to the next scout,
balance the item on the back of his hand and walk / run and deposit
the item on the table before returning back to his team and tagging
the second scout. If the item is dropped at any time the scout either
has to go back to the start or simply restart from where the item was
dropped. The winning team is the first one to transport th e carrier
bags contents to the table. Suggested items - pen, pencil, ruler,
woggle, plastic cup (with / without water), sharpener, chalk, pine
cone, pebble / stone, rubber, sheet of paper (which they can scrunch
up), book, egg, coin, potato, carrot, marble, balloon, cotton wool ball.
Balance Relay Game Variations: Give each team a ruler and any
scout that transports his item on the ruler can have ten seconds
knocked off his teams total time.
Balance the Board
Equipment: Broom stick about 60 cms long, small plank of wood,
rope
Mark a start line with a length of rope. Each scout in turn must stand
behind the rope holding the broom stick horizontally out in front of
him or tucked by one side whilst you balance the plank across the
stick. As soon as he is ready he attempts to take the plank as far as
he can up the course before it falls off the stick. The scout who
travels the furthest is the winner.
Ball Round the Circle
Equipment: 1 ball
Scouts form a circle and one holds the ball. As soon as that scout
passes the ball to his neighbour on one side of him he has to run
round the outside of the circle and back to his place before the ball
--- PAGE 18 ---
has been passed all the way round to his place. If he gets round
before the ball does he stays in and passes the ball to his neighbour
for them to play the next round. If the ball gets round before the
scout then the scout is out. Play continues until you have three
scouts left and they are the winners.
Balloon Attack
Equipment: Several balloons, 1 stopwatch
Divide the scouts into two teams, attackers and defenders. Throw
the balloon into the playing area. The defenders try to keep it from
the attackers by patting it into the air, the attackers try to destroy it by
grabbing it and jumping on it, squashing it or scratching / poking it.
As soon as it pops throw in another one, then another, then another.
In all throw in five and once the fifth has popped record how long it
took for all five to be popped. Repeat with teams swapping roles. At
the end the team that defended for longer is the winner.
Balloon Baseball
A great game for the summer which is basically just about getting
really wet, but is also tension-filled.
Equipment: 1 baseball bat, loads of water bombs
Fill loads of small balloons with water. Each scout takes a turn to be
the batter and bowler. The bowler throws a water bomb to the batter
who must hit it with the bat and burst it. If, for whatever reason, the
water bomb doesnt burst (either the batter misses, hits it but it
doesnt burst or someone catches it etc), then the batter has to suffer
the ignominy of having the water bomb burst over his head.
Balloon Bases
Equipment: 1 large balloon, chalk
Put the scouts into teams and draw that number of large squares /
circles on the floor. Assign one square to each team as their base.
Throw the balloon into the air. Scouts have to pat the balloon into a
base to score a point. The balloon doesnt have to touch the ground,
it just has to enter a bases airspace to count. The team with the
most points (or the first to ten points) after a set time is the winner.
Balloon Bat
Equipment: 1 balloon per team
--- PAGE 19 ---
Put the scouts into teams with one metre between each scout. The
lead scouts are given a balloon each. On “Go!” they have to pat it to
the scout next to them and so on so that the balloon goes down the
line and back again. The first team to get their balloon back to their
lead scout is the winner. Scouts can turn on the spot but otherwise
cannot move their feet. If they do, or the balloon falls to the floor, the
balloon goes back to the lead scout to start again.
Balloon Batting
Equipment: Chalk, 1 balloon per pair of scouts
Pair up the scouts and put them at one end of the hall. Mark a start
and finish line. Pairs link inner arms at the elbow, one right to one
left. Give each pair a balloon. On “Go!” each pair has to pat the
balloon, one to the other and back again in turn as they go down the
course. The first pair to finish is the winner. Scouts cannot hold the
balloon. If they do, or drop the balloon to the ground, they must go
back to the start.
Balloon Bounce
Equipment: One balloon and 1 marker cone per team, chalk
Put the scouts into teams behind a line and give each lead scout a
balloon. On “Go!” the lead scouts have to bounce the balloon with
their hands, round the marker cone and back, followed one at a time
by the rest of their team members. The first team to complete the
task is the winner. There are various techniques for bouncing a
balloon (such as small bounces or just whacking it each time) which
can all be used so long as the balloon hits the ground every time.
Balloon Box
Equipment: 1 box, 1 balloon per scout
Put the scouts into teams and give each scout a balloon in his
teams colour or with his team name written on it. Put the scouts at
one end of the hall. At the other end, or in the middle, put a box that
is large enough to hold several balloons but not all of them. On “Go!”
scouts have to pat (not hold or scoop) their balloon into the box.
Once the box is full up the game stops. The team with the most
balloons in the box is the winner.
Balloon Burst
--- PAGE 20 ---
Equipment: 1 small balloon per scout
Give each scout one uninflated balloon each. On “Go!” they have to
have a race to see whose balloon is the first to burst by blowing it up.
The first scout to burst his balloon is the winner (unless theyve used
a pin).
Balloon Burst II
Equipment: As many balloons as you can blow up, pen and paper
Put the balloons on the ground in the hall and on “Go!” each scout
has to burst as many as possible by sitting on them. Each time a
balloon is burst the scout must bring you the remains which you take
and mark a point for that scout. Once all the balloons are burst the
scout with the most points is the winner.
Balloon Catch
Equipment: 1 balloon
Put the scouts in a large circle and number them. Number one goes
into the middle of the circle and is “It”. It holds the balloon as high as
he can. As he lets go he calls out a number. That number scout has
to catch the balloon before it hits the ground. If he succeeds he goes
back to the circle. If he fails he becomes It and It returns to the circle.
Balloon Catch Variations: Call out two numbers and the last to get
the balloon becomes It.
Balloon Darts
Equipment: Loads of balloons, darts, string
There are several ways of playing this game. Blow up the balloons
and attach lengths of string around the neck. The balloons can then
either be stuck to a wall in front of a notice board (best to remove the
notices first) or hung from a beam. Scouts then have to throw the
darts, either individually or in teams, in an attempt to burst the
balloons with the scout / team bursting the most or the first to burst a
set number of balloons in a period of time the winner. Position the
scouts well back from the balloons as darts can sometimes bounce
back.
Balloon Football
Equipment: Balloons
--- PAGE 21 ---
Put the scouts into two teams, sitting down opposite each other in a
line, with their feet touching a member of the opposing team. Throw
a balloon into the playing area. Scouts have to pat the balloon over
the heads of the scouts opposite. If the balloon lands on the ground
behind the scouts then a goal is scored. The first team to a certain
number of goals, or the team with the most goals after a set amount
of time, is the winner. If the balloon comes out at the end, simply
throw it back in. Scouts may lean back to try to prevent the balloon
from touching the ground behind them but they must not put their
hands on the ground behind them otherwise its a goal to the other
side.
Balloon Football Variations: Introduce more balloons. Let each
team have a goalie who is able to walk up and down behind his team
to assist (hands only, but still cannot hold onto the balloons).
Balloon Handball
Equipment: 1 balloon, chalk
Scouts form two teams and then sit down at random inside an
imaginary square. Mark square lines around the scouts once theyre
sitting down and designate one line as one teams target and the line
opposite as the other teams target. Throw the ball into the scouts
who have to pat it over their opponents line and land on the floor to
score one point. Anyone who puts their hand on the floor outside any
of the lines at any time scores one point for the other team. Swap the
lines over and also use the other two lines so that at different times
during the game each team will be aiming for one of four targets.
Balloon Handball II
Equipment: Chalk, balloon
Divide the scouts into two teams and put them in two halves of the
playing area. Mark on the floor two goals areas. Throw the balloon
into the playing area. Scouts have to pat the ball with their hands
above their heads and into the space above their opponents goal -
the balloon doesnt have to hit the ground - in order to score a goal.
Scouts must not hold onto the balloon. If it falls to the floor it needs
to be scooped up again into the air. The team with most goals scored
after a set amount of time is the winner, or the first to ten goals.
--- PAGE 22 ---
Balloon Handball II Variations: If, at any time, the balloon does
touch the ground other than when its above a goal area, then the
team member to touch it last gets a minus point for his team. Have
two coloured balloons in the game. Teams can only score with their
teams balloon. The scout that bursts a balloon gets a minus point for
his team. Have a square playing area and play with four teams with
two more goals in the spare sides.
Balloon Jump
This can be played as a relay but is great fun on camp with scouts all
playing individually.
Equipment: 4 marker cones, 1 balloon per scout
Put the scouts in a long line between two marker cones, each with a
balloon between their knees. On “Go!” they have to jump to the finish
line without dropping the balloon. Balloons that burst can be
replaced or can mean that the offending scout is out. A dropped
balloon can simply be picked up or mean “out”. In either case, if a
scout remains in, he could be told to go back a certain distance or
the start line. The first scout to reach the finishing line is the winner.
Balloon Passes
Equipment: 1 balloon per team, chalk
Put the scouts into teams and line each team up between a start and
finish line. Dont have them too far apart. Give the lead scouts a
balloon each. On “Go!” they have to pat the balloon to the next scout
in their lines, and so on until the balloon goes over the finish line.
The team with their balloon over the finish line first is the winner.
Scouts must not move out of their line unless they need to retrieve
their ball. If this has to be done, they must get back in line with the
balloon before continuing the game.
Balloon Passing
Equipment: 1 balloon per team
Put the scouts into teams in lines and give each lead scout a
balloon. The sausage-shaped balloons are best. The lead scouts
have to put their balloon under their chin so that it stays in place. On
“Go!” the balloon has to pass down the line, chin to chin, with no
hands. The first team to get their balloon to the end of their line is the
--- PAGE 23 ---
winner. Dropped balloons can be picked up and put back under the
chin. If scouts are close together they do not have to move, other
than rotate.
Balloon Pop
Equipment: 1 balloon per scout
Give each scout a balloon. On “Go!” they have to blow their balloon
up, tie it up and sit on it to pop it. The first scout to pop his balloon is
the winner. Given that some scouts will try to only blow up their
balloon a little bit, use sausage shaped balloons and tell the scouts
that it needs to be inflated all the way along.
Balloon Pop Variations: This game can also be played as a relay.
Balloon Relay
Equipment: 1 balloon per team, chalk
Put the scouts into teams and line them up at one end of the room.
Give the lead scout in each team a balloon. On “Go!” scouts have to
pat the balloon to the other end of the hut, touch the wall, and pat it
back. The next scout then repeats the process. The first team to
complete the relay is the winner. Have some spare balloons on
standby in case any burst.
Balloon Relay Variations: Scouts can kick the balloons as well as
pat (although kicking usually results in more burst balloons).
Balloon Throw
Equipment: 1 balloon and 1 x 2 metre length of string per scout, 2
marker cones, water
Give each scout a balloon and piece of string. Allow them to put in
as much water in it as they like, then tie it at the neck and tie the
string onto it. Scouts then have to throw the balloon as far as
possible. The furthest throw is the winner. The best way is to put a
small amount of water into the balloon (think how far you can throw a
cricket ball compared to a football) and swing the balloon around
your head before letting go.
Balloon Volley Ball
Equipment: Volleyball net or rope, balloons, water
--- PAGE 24 ---
Put the scouts into teams and put one team either side of the net or
raised rope. Mark out a playing area. Teams take it in turns to throw
a balloon containing some water over the net, the aim being to get
the balloon to burst within the playing area, whereupon a point is
awarded. Any balloon that doesnt burst can be thrown back. Play
continues with one balloon until it bursts. Balloons can be caught.
The team with the most points after a period of time or the first to a
fixed amount of points is the winner, or you can have a knockout
tournament.
Balloon Volley Ball Variations: Try different shapes and sizes of
balloon and throwing techniques (underarm, overarm, lobbing).
Instead of balloons use eggs (chicken, not ostrich).
Balloon Whack I
Equipment: 1 balloon
Put the scouts into two teams at either side of the hall. On “Go!”
throw the balloon into the centre of the hall and scouts have to
whack it with the palms of their hands so that it hits the wall at the
opposite end of the hall for one point. The first team to a certain
number of points, or the team with the most points after a set amount
of time, is the winner.
Balloon Whack II
Equipment: Several balloons, 2 chairs, 2 pins
Put the scouts into two teams at either side of the hall. Stand one
scout from each team on a chair at either end of the hall with a pin in
his hand. On “Go!” throw the balloon into the centre of the hall and
scouts have to whack it with the palms of their hands so that their
scout can burst it with a pin for one point. The first team to a certain
number of points, or the team with the most points after a set amount
of time, is the winner.
Bank Robbers
Equipment: Twelve silver bars (silver foil wrapped round a cigarette
pack. Ask around, one of your scouts will have a few packs.
Alternatively you could just shape some scrunched up foil into a
rectangle). Paper in two different colours (“lives”) cut into strips of 2 x
20 centimetres. Safety pins. Rope
--- PAGE 25 ---
Split the scouts into two teams. Each team will have one of the two
colours. Pin the team colour strip onto each scouts shoulder. Divide
the playing area into two with either team to defend one half. In each
half deposit six bars on the floor and mark out a jail with rope on the
ground. The jail needs to be at least three x three metres. The
scouts need to get into the opposing teams area and steal their bars
without being captured by having their life torn from their shoulder.
Only one bar can be held at a time. If their life is torn (which can only
be done in the opposing teams area) the defender will take the
attacker to the defenders jail. If the attacker is carrying a bar it must
be surrendered to the defender and put back on the ground. When in
jail, the attacker can be given a new life, but can only get out of jail if
he is tagged by someone from his team who has to get into the jail
with his life intact. The winning team is the one that gets all bars into
their own bank or the team with more bars after a certain period of
time. Ensure bars are carried in the hand and not stuffed down
trousers. For this reason bars may need to be made fairly big, such
as from kitchen towel tubes rather than cigarette packets.
Bank Robbers Variations: Outdoors the jails can be marked using
rope tied to trees. They may be different shapes, just start with two
equal lengths of rope. As it may be harder to mark off a playing area
outside, the whole playing area may be considered “live”, i.e. anyone
can lose a life wherever they are, unless theyre in jail, in which case
the defender cannot have his life taken whilst accompanying an
attacker to jail.
Basket Balloon
Equipment: A quantity of balloons with a different colour for each
team, a large box
Put the scouts into teams at one end of the room. Give each scout a
balloon of the same colour per team. Put the box at the other end of
the room. On “Go!” scouts have to pat their balloon with one hand to
the box and then allow it to drop in. If a scout touches his balloon
with his other hand, holds it or it drops to the floor, he must return to
the start. The first team to get all their balloons into the box is the
winner.
--- PAGE 26 ---
Basket Balloon Variations: Play as a relay. Scouts can do more
than one balloon with a time / number of balloons limit.
Basketball Tag
Equipment: Large sponge ball
The scouts form a circle facing in with "It" on the outside. Scouts in
the circle pass the ball round in either direction, preventing It from
tagging the ball. If the ball is tagged, the last scout to touch the ball is
It and swaps places. The ball has to keep moving; if any scout holds
onto the ball for more than five seconds then he becomes It.
Bats and Moths
A Top Fifty game. When scouts are bats they can be at their most
effective working as a team to catch the moths.
Equipment: 1 scarf per scout
Put the scouts into four teams. One team is the bats and they are
blindfolded with their scarves, the other three teams are moths and
they have their legs tied together with their scarves so that they have
to jump everywhere. The bats have to find the moths and when they
touch one the moth is out and leaves the play area. Give the bats
five minutes to catch as many moths as they can or time how long it
takes them to catch all of them. Then change round three times so
that every team has a turn at being the bats. At the end the winning
team is the one that caught most bats in the time allowed or that
caught all of them in the quickest time. You could also keep
individual tallies so that the bat that caught the most moths in any
one game, or overall, is also a winner.
Battle Ball
Equipment: Heavy medicine ball
The scouts form two teams and line up opposite each other, about
two metres apart. Starting at one end, scouts throw the ball
backwards and forwards to the other team. The ball must be thrown
at catching height. Anyone who doesnt catch the ball is out. The
team to still have (a) scout(s) in, when all the scouts on the other
team are out, is the winner. The ball does not have to be thrown at
one scout, it can be thrown between two scouts. This often results in
--- PAGE 27 ---
a failed catch, in which case both scouts, i.e. those either side of the
ball, are out.
Bean and Spoon Race
Equipment: 1 spoon and 2 cups per team, 5 beans per scout, chalk,
2 tables
Put the scouts into teams, lined up behind a line with a table behind
them with one cup per team on it. On a table at the far end of the hall
put one cup per team with the beans in. The lead scouts have a
spoon each. On “Go!” the lead scouts have to run up to their cup,
shovel up to five beans onto their spoon, run to the cup at the back
of their team and deposit the beans in it. They then give their spoon
to the next scout in their team who does the same. Play continues
until all the beans are in the empty cup. The team that gets all their
beans into the empty cup first is the winner. Any scout that spills any
of his beans has to take all of those on his spoon (and the ones he
has dropped), back to the cup and start again. Keep an eye on the
cup being filled up as that is often a place where beans are spilled.
Bean and Spoon Race Variations: Instead of up to five beans,
scouts can only transfer one bean at a time. Use a drinking straw
instead of a spoon and transport one bean at a time whilst sucking.
Bean Bag Grab
We love this game. Definitely a Top Fifty.
Equipment: 1 bean bag
Scouts form two circles, one inside the other and pair off. Put the
bean bag in the middle. The inside circle stays still and the outside
circle rotates. Once the circle has rotated a couple of times and the
scouts are the other side to their partners in the inner circle, shout
“Bean bag!” Scouts then have to run round the outside of the inner
circle to their partner, crawl through his legs and grab the bean bag.
The first to grab it is the winner. Have several rounds then a play-off
with just the earlier winners, everyone else stands still in their circle.
Finally swap circles and repeat.
Bean Bag Grab Variations: Outer circle scouts have to leap-frog
their partner.
--- PAGE 28 ---
Bean Bag Head
Equipment: 1 bean bag and 1 marker cone per team, chalk
Scouts form teams behind a line with a marker cone each at the
other end of the hall. On “Go!” each lead scout puts the bean bag on
his head and walks up and round his cone and back to the next
scout in his team. Successive scouts put the bean bags on their
heads but have to run, then hop, then skip, then jump etc. The first
team to complete the relay is the winner. If the bean bag falls off a
scouts head he has to go back to the start.
Bean Bag Relay
Equipment: 1 bean bag per team, chalk
Put the scouts into teams and divide the teams in half with one half
behind a line at one end of the hall and the other half behind a line at
the other end of the hall. On “Go!” the lead scout in each team
throws the bean bag to a teammate on the other side of the hall. If
he catches it cleanly the lead scout runs down the hall, tags his team
mate and goes to the back of the line. Now the teammate with the
bean bag repeats the actions of the lead scout. The first team to
completely change places is the winner. If a bean bag is dropped the
thrower has to retrieve it and start again.
Bean Bag Throw
Equipment: 1 bean bag per team, chalk
Put the scouts in teams behind a line, each with a circle drawn or
hoop three metres in front of them. On “Go!” the lead scouts have to
throw their bean bags into the circle, retrieving them each time they
miss and trying again until they succeed. When theyre successful
they give the bag to the next scout in their team. The first team to get
their bean bag in the circle from all their team members is the
winner.
Bean Relay
Equipment: 1 bean, 2 matchsticks and 1 jar per team, 2 tables,
chalk
Put the scouts into teams behind a line. At the other end of the hall
have a table with the empty jars on it. Behind the scouts have a table
with a pile if beans on it. Give each lead scout two matchsticks. On
--- PAGE 29 ---
“Go” they have to gather up a bean between the two matchsticks
and take it up to the jar and deposit it. The beans should not have to
be touched unless they are dropped, in which case the scout has to
pick them up and go back to the start table. After five minutes, the
team that has deposited most beans is the winner.
Bean Relay Variations: Balance the beans on a knife. Scouts can
carry up to three beans at a time, but if one is dropped all the beans
being carried go back to the beginning.
Bean Throw
Equipment: 10 billy cans, washing up bowls or similar, 10 dried
beans per scout, chalk
Mark a line that the scouts have to stand behind with their 10 beans.
Put a billy can one metre away on the other side of the line, with the
other cans behind each other in a line further and further away. The
first scout to go has to throw a bean into the nearest billy. Once
successful he tries for the billy behind it. He continues until he has
used up all of his beans. Each scout has a go, one after the other.
The winner is the scout who gets furthest up the line of billys.
Bear Grylls Chase
Equipment: None
One scout is chosen to be “It”. The other scouts stand or sit cross-
legged in a circle. It walks round the outside of the circle, patting
each one on the head or shoulder and saying, “Bear” to each one.
When he says, “Bear Grylls” that scout has to chase It round the
outside of the circle. If It gets to Bears space in the circle before
being tagged, then “Bear Grylls” becomes It. If It fails, It continues.
Bear Grylls Chase Variations: It and Bear Grylls have to run twice
round the circle before going into Bears space.
Beast Tag
Equipment: None
Pick three scouts to be “It”. They are called the Beast. They hold
hands; the hand at either end can tag scouts. Tagged scouts join the
Beast by holding hands with one end. Tagging continues until there
are at least six scouts in the Beast. At this stage Beast can break
--- PAGE 30 ---
into two Beasts which gives four hands for tagging. With another
three scouts tagged you could have three Beasts. Beasts can join up
and split up at will in order to catch the remaining scouts so long as
there are always at least three scouts making up a Beast. The last
three scouts to be tagged are the winners and start off as It in the
next game.
Beating the Square
Equipment: 4 chairs, buckets or oil drums, 2 wooden tent pegs
Put the scouts into two teams, either side of a large square formed
with 4 chairs in each corner. On “Go!” the lead scouts have to run
round the square, whacking each chair or other item with a tent peg
as they go. Once round they pass the peg to the next scout in their
team who repeats the circuit. If a scout misses any of the chairs he
has to go back to the beginning and start again. One team goes
round clockwise, the other anti-clockwise. The first team to complete
the circuits is the winner. This game can also be played with four
teams.
Benchball
Equipment: 2 benches, 1 volleyball
Put the scouts into two teams who start on either side of the playing
area. Choose a goalkeeper who goes to the far end, behind the
opposition, and stands on the bench. Throw the ball into the middle
and on “Go!” scouts have to throw the ball to each other, their aim
being to get their goalkeeper to catch it, whereupon a goal is scored.
There is no running with the ball, no physical contact, and no
defending or attacking within one or two metres of the “goal”.
Benchball Variations: If the ball touches the ground possession
passes to the other side to the thrower. Use two balls.
Best House
Equipment: 1 table, sheet of paper and pen per team, chalk
Put the scouts into teams behind a line and at the other end of the
hall put down a sheet of paper and pen, one for each team. On “Go!”
the lead scouts have to go to their sheet of paper and start drawing a
house, but they can only draw one line at a time. They return and the
--- PAGE 31 ---
second scout goes, and so on until five minutes is up. After five
minutes the team with the best drawn house is the winner.
Bicycle Drop
Equipment: 1 bicycle and 5 empty baked bean cans or similar per
team, 5 marbles per scout, chalk
The scouts form teams and line up behind each other, the lead
scouts sitting on a bicycle. In front of them, two metres apart in a
straight line, put five cans per team, opened end up. On “Go!” scouts
must take it in turns to cycle alongside the cans, dropping a marble
in each can either on the way out or back. Score one point per
marble in a tin and lose one point per foot down or touched can (by
bicycle or foot). The team with most points is the winner.
Big and Little
Equipment: 1 big and 1 little ball
Put the scouts into a circle. Scouts pass the small ball around from
scout to scout. Youre in the middle with the big ball throwing it at
random to the scouts. Any scout who drops either ball, hesitates in
his actions or passes the small ball incorrectly, is out. Continue until
there is only one scout left who is the winner. The game gets harder
as there become fewer scouts left as there is running to do.
Bigarm
Equipment: Chalk or tape-measure
Put the scouts into teams lined up behind a line. Scouts stretch their
arms out sideways so that fingertips are just touching. The team with
the longest line is the winner and can receive the honorary title of
“Bigarm”.
Bigfoot
Equipment: Chalk or tape-measure
Put the scouts into teams lined up behind a line. Scouts put one foot
in front of the other so that theyre touching toe to heel and up
against the scout in front. The team with the longest line is the
winner and can receive the honorary title of “Bigfoot”.
Bizz, Bozz, Buzz
Equipment: None
--- PAGE 32 ---
Scouts form a circle with one in the middle. The middle scout points
to any of the other scouts and says, “Bizz,” which means the scout
pointed to has five seconds to name aloud the Christian name of the
scout on his left, “Bozz,” which means the scout pointed to has five
seconds to name aloud the Christian name of the scout on his right,
or, “Bizz, Bozz, Buzz,” which means the scout pointed to has five
seconds to name the Christian names of both scouts. If he gets any
name wrong or is too slow, he swaps places with the scout in the
middle.
Black and White Tag
Equipment: A short length of square ended wood - 2”x2” or similar -
painted black on two sides and white on the other two (or write
BLACK and WHITE), two lengths of rope
Scouts form two teams (name them “Black” and “White”) and gather
round the length of wood which is in the middle of two rope lines
which are laid opposite each other and about thirty metres apart.
Spin the wood up in the air. If it lands white up, team white has to tag
team black before black gets back behind its line, and vice-versa if
the wood lands black up. Anyone tagged has to stand still and no
one must stand still until tagged. After scouts have all either made it
back behind their line or have been tagged, the tagged scouts join
the other side and the wood is spun up in the air again. The game
continues until scouts are all one colour or for a certain amount of
time or number of wood spins, after which the colour with more
members is the winner.
Blind Birds
Equipment: 1 whistle for each team, chalk, 1 blindfold per scout
Divide the scouts into teams and give each team a similar whistle.
Tell them that they have two minutes to agree a particular whistle
sound. Then put one scout per team at one end of the hall with the
whistle and all the other scouts at the other end are blindfolded.
Then swap the places over of the whistlers. On “Go!” the whistling
will start and blindfolded scouts have to find the correct whistler and
sit down behind him. The first team to gather all its members
together behind its whistler is the winner.
--- PAGE 33 ---
Blind British Bulldog
Equipment: 1 blindfold, 1 pillow
Blindfold one scout and arm him with a pillow. The other scouts all
stand at one end of the hall and on “Go!” have to get from one end of
the hall to the other without being hit by the pillow, otherwise theyre
out. Play continues until there is only scout left that hasnt been hit
whereupon he becomes the bulldog.
Blind British Bulldog Variations: If your hall is too wide then mark
some lines that the scouts have to stay between. Make the scouts
hop (putting a foot down constitutes an “out”), crawl or walk
backwards.
Blind Circle Tag
A Top Fifty game that can get extremely noisy!
Equipment: Two blindfolds, stopwatch, pen and paper
The scouts form a large circle with two blindfolded scouts inside, on
either side of the circle. On “Go!” one scout tries to find the other
scout and tag him, with the help of the scouts forming the circle, who
can give directions. Once hes been tagged the two scouts swap
roles, after which they swap with two other scouts. The game
continues until everyone has had a chance to be tagged and tagger
in the circle. There are two winners, the tagger who tags his
opponent the quickest and the tagged who escapes being tagged for
the longest.
Blind Clubbing
Equipment: 2 newspapers, tape, 2 blindfolds
Scouts are put into two teams and sit or kneel down in a large circle.
One scout from either team is chosen and blindfolded and put inside
the circle at the edge, kneeling, and facing his opponent. They are
each given a rolled-up and taped up newspaper. On “Go!” the two
scouts have to shuffle towards each other and attempt to tag (not
whack) each other with the newspaper. The first one to do so wins a
point for his team. Once everyone has had a go, the team with more
points is the winner. Scouts not blindfolded can shout instructions
and directions to their scout. This normally makes the exercise even
more confusing for the taggers.
--- PAGE 34 ---
Blind Ref
Equipment: 1 large sponge ball, chalk, 1 whistle
Divide the scouts into two teams and put them on either side of a
centre line. Scouts have to keep the ball out of their half by kicking
only. The one leader (who has his eyes shut) blows his whistle at
random times and the side that has the ball in its half gets a point.
The first team to get to ten points is the loser or, after ten minutes,
the team with fewer points is the winner.
Blind Square
Equipment: 1 long rope per team, scarves
Put the scouts into teams of - ideally - four, eight or twelve and get
each team to hold the outside of a long length of rope that has been
tied at the end. Blindfold all of them and then ask them to make a
square with the rope whilst holding onto it and remain holding onto it.
When they think theyve finished get them to remain holding the rope
with one hand and, with the other, remove their blindfolds so that
they can admire their handiwork. The squarest team wins.
Blind Square Variations: Have a time limit. Have a no talking rule,
although its better if one team member can talk in order to give
instructions.
Blind Victim
Equipment: Bunch of keys
Sit the scouts cross-legged in a circle with one blindfolded scout
seated in the middle. Put a bunch of keys in front of him. Pat a scout
on the head who is the thief and who has to stand up, walk once
around the outside of the circle, go into the circle where he was
sitting, get the keys and return to his place without being pointed at
by the victim in the middle. A correct point means the victim can stay
on. Get it wrong and the scout that was pointed at becomes the
victim and you can choose another thief.
Blind Victim Variations: Put the keys in a metal cup to make it
harder. Arm the victim with a small water pistol to use instead of his
finger. Have two thieves.
Blind Volleyball
--- PAGE 35 ---
Equipment: 1 volleyball, 1 volleyball net or length of rope, and large
tarpaulin
Put the scouts into two or more teams and mark out a playing area
with the net in the middle. Play starts with one scout hitting the ball
over the net. To get a point the ball must touch the ground inside the
other teams area or an opposing team member hits the ball twice or
more in a row, or the ball is hit more than three times before it comes
back over the net, or the ball doesnt go over the net, or the ball is hit
out of the playing area. Play continues until a certain amount of
points are reached or within a time limit. Being scouts there is a
twist. The tarpaulin is placed over the net or a rope is tied between
two trees above scout height with the tarpaulin placed over so that
the receiving team cannot see the ball until it is on its way over the
net. This keeps the scouts on their toes!
Blindman's Circle
Peter said that he knew of a leader that loved playing this game
himself, but one day he just disappeared and hasnt been seen
since.
Equipment: Blindfold
Put all the scouts in a circle and one scout goes in the middle
blindfolded. The scouts walk round the circle until the blindfolded
scout calls, “Stop!” He then moves to the circle and attempts to
identify the scout in front of him by feel. If he gets it correct the felt
scout becomes the blindfolded one; if he gets it wrong the scout that
he incorrectly chose is blindfolded. Have a leader on hand to ensure
that sensitive body areas are avoided.
Blindmans Tag
Equipment: Blindfold
Best played indoors. One scout is blindfolded while the rest of the
scouts stand spread out in the hall. Once the game starts they
mustnt move. The blindfolded scout moves around the hall slowly.
Everyone that he comes into contact with is out and goes and sits
down. The last scout to be tagged is the winner and takes the
blindfolded scouts place for a new game.
Blow Balloon
--- PAGE 36 ---
Equipment: 1 balloon
Put the scouts into two teams and number them. Put them at either
side of the hall. Call out a number and the two scouts come to the
centre. Throw the balloon in the air and the scouts have to blow it
onto the opposite wall for one team point. If they are still playing after
one minute, award the point to the scouts team in whose half the
balloon isnt. Likewise, if the balloon falls to the floor. Repeat with the
other numbers. At the end the team with more points is the winner.
Blow Balloon Variations: Play with all team members on the
playing area. Play with more than one balloon.
Blow Football
Equipment: Table, books, ping-pong ball, drinking straws
Set the table up with books all around the edge, with two gaps for
the goals. Put the scouts into teams and position two teams around
the table with a straw each. Throw the ball into the middle of the
table and youre off with scouts attempting to score by blowing the
ball through their straws. The winning team is the one that scores the
most goals.
Blow Football Variations: Play with more teams and have a
knockout. If your tables arent particularly big, considering buying a
piece of 4 x 8 chipboard and supporting it on a couple of tables. Try
without the straws.
Blow Ping Pong
Equipment: 1 ping pong ball, 1 straw per scout, 1 wide table (or
sheet of 8 x 4 hardboard) on a table, chairs
Put the scouts into two teams and put them sitting down either side
of the table. Put the ball in the middle and the scouts have to attempt
to blow the ball over the other teams edge. The team that loses is
out and the winning team splits in half and another round is played.
Eventually you will have a winner.
Blow Ping Pong Variations: Play with a straw each in the mouth to
slow things down a bit.
Body Tag
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Equipment: None
One scout is “It” and has to tag another scout. When tagged, that
scout is It and has to put one hand on the part of his body where he
was tagged and pursue the scouts with his other hand. If he fails to
tag someone within twenty seconds he is out and goes and sits
down whilst It passes back to the previous It. The last scout to
remain in is the winner.
Bomb Baloo
My favourite game in cubs, bombing our mascot!
Equipment: 2 chairs, 2 large sponge balls, 1 soft toy, skittle or large
plastic bottle
Put the scouts into two teams at either end of the hall with a chair in
front of them. In the middle of the hall put the cub mascot or
something else to knock over. Put a large sponge ball on each of the
chairs. Number the scouts so that you have a 1, a 2, a 3 etc in each
team. Call out a number and that number from each team has to be
the first to grab the ball, stand on their chair and throw the ball at
Baloo or who / whatever to knock him / it over. The successful
thrower gets one team point. If both throwers miss then they need to
jump off their chairs and retrieve their ball before having another go.
The team with the most points after a fixed amount of time, or first to
ten, wins.
Bomb the Mug
Equipment: 1 mug per team and 1 or 2 clothes pegs per scout
Put the scouts into teams and put one mug on the floor for each
team. Scouts then have to stand over their mug, bring the clothes
peg up to eye height and drop the peg into the mug. Once all the
scouts have had a go, count the number of pegs in each teams
mug. The team with most pegs in their mug is the winner.
Bombard!
This is such fun and is in our Top Fifty. Scouts must aim for the
football. Aiming for the other team to “take them out” first is not very
sporting, is it Peter?
Equipment: 1 football, a bucketful of tennis balls, chalk
--- PAGE 38 ---
Put the scouts into two teams and put them at different ends of the
hall behind two lines that are 5 metres apart. Put the football in the
middle and give each team half the tennis balls. On “Go!” scouts
throw the balls at the football to try to get the ball over the other
teams line. The first team to do so is the winner. Scouts can reuse
any tennis balls that come back over their line. Scouts that cross
their line or try to interfere with the ball are instantly out or lose the
game for their team. You could have one runner for each team that is
allowed to retrieve balls for his team, but from his half of the playing
area only.
Bombard! Variations: Score one point per “goal”. The winning team
is the one that gets to ten goals or the more goals within a fixed
period of time.
Bonkers Ball
Equipment: 1 chair, 1 empty tin can, 1 large sponge ball per team,
chalk
Put the scouts into teams, lined up behind the start line with a chair
each at the other end of the hall. Put a tin can on each chair with the
open end on the top. Give the first two scouts in each team a sponge
ball. On “Go!” each pair “carry” the ball and place it on the tin can
from either side of the chair. Once you have agreed that that has
been done correctly, one of the pair stands behind the chair whilst
the other runs back with the ball to repeat the exercise with the third
scout on so on. This way, all but the first and last scouts have two
goes. The winner is the team to get all its members behind the chair.
Sounds fairly straightforward? The fun part of this game is the
manner in which the ball is carried, which is also the position from
which the ball has to be placed on the tin can. You may have to write
the list on a whiteboard, or just tell each scout what they will be
doing depending on their place in the line, before the game starts.
Examples (and they can be repeated within a game) include: Ball
between foreheads, noses, palms, backs of palms, side of knees
(walk), side of knees (hop), backs (almost impossible unless the
chair is very skinny), bottoms or noses.
--- PAGE 39 ---
Bonkers Ball Variations: Put the tin cans in the middle of long
benches.
Bonkers Dodge Ball
Dodge ball is usually played by trying to get scouts out by hitting
them below the knee with a ball. We love this game because it
makes dodge ball look tame! This game makes it all a bit more
manic. Best played with loads of space.
Equipment: 3 sponge balls
As with the usual dodge ball, the last scout in is the winner. There
are, however, several ways of getting out. Start the game by getting
the scouts to run around, then throw the three balls into the game. If
a scout picks up a ball, throws it and hit a scout below the waist then
the hit scout has to sit down. If a ball touches a scout below the
waist, however it came about, that scout has to sit down. If a scout
tags another scout, the tagged scout has to sit down. If a scout
catches a thrown ball before its touched the ground then the thrower
has to sit down. If two scouts tag a scout together, the tagged scout
is out and has to leave the playing area. Scouts that are sitting down
cannot move from their position and cannot be out. They can
however still tag scouts, throw a ball at a scout below the waist or
catch a thrown ball before its touched the ground. In any of these
three incidents the other scout is out and has to leave the playing
area. For this reason, sitting scouts are quite dangerous. However, if
youre left with just sitting scouts then the last scout that was
standing is the winner.
Bottle Ball
Equipment: 1 large sponge ball, 2 large plastic bottles, chalk
Put the scouts into two teams. Instead of a goal, at each end of the
hall mark a one square metre box and in the middle place the bottle.
Each team has to try to knock the bottle over by throwing the ball.
After a “bottle” the bottle is reset and the ball is passed to the other
team for them to continue the game. Scouts cannot run with the ball,
go into the box and no physical contact is allowed otherwise a foul is
called and the other team takes free shot (i.e. with no obstruction) on
bottle. The winning team is the first to ten or the one that has scored
the most bottles in a certain period of time.
--- PAGE 40 ---
Bowler-free Cricket
Equipment: 1 cricket bat, 1 ball, stumps
In this cricket game, instead of having a bowler, the batsman starts
by balancing the ball on a horizontal bat and flicking it up in the air
before hitting it. Various rules can be introduced such as the
batsman has to run if he hits the ball or after so many flicks. He may
be stumped by anyone, or caught, or if the bat or ball hits the
batmans wicket when he is attempting to hit the ball.
Brains, Brawn, Brake
Equipment: None
Put the scouts into two teams, either side of a line across the middle.
Name one team Brains, the other Brawn. When you shout “Brains”
team members have to get to the wall behind the Brawns without
being tagged, otherwise the tagged Brains then have to join Brawns.
Shout “Brawn” and its all the other way round. Shout “Brake” and
anyone who moves even a smidgen has to change sides. The game
ends when all the scouts are Brains or Brawn. Have fun with saying
the B-word quickly or Bra...............ke!
Brains, Brawn, Brake Variations: You will need space so that
scouts have a chance of not being tagged, so is also suitable for
outdoors. Scouts can only tag once during each round.
Break Out
Equipment: Rope
Two scouts are designated cops, two are jailors and the rest are
robbers. Set up a jail in the woods by tying a long length of rope
round some trees to form a pen. On “Go!” the robbers go and hide. A
minute later set the cops off to find them. From thereon in the game
should look after itself. Every time a robber is tagged by a cop, the
robber must go with the cop to the jail where he will be left. The cop
then has to go and find more robbers. Jailors can also tag and put
robbers in jail. If a robber manages to get into the jail without being
tagged that robber shouts “break out!” and all the robbers can
escape from the jail and cannot be tagged for one minute. After
twenty minutes the robbers that are free are the winners. Play again
with new cops and jailors.
--- PAGE 41 ---
Break Out Variations: Have more cops and jailors. Instead of
tagging you could have the cops and jailors identifying a robber
correctly by name or flashing a torch at him.
Breakout
Equipment: 2 different coloured labels 1 per scout, torches
Scouts form two teams and have a coloured sticker on their back for
team identification. Members of the same team have the same
colour. One team goes to one end, the other team to the other end,
of the playing area. You and your fellow leaders patrol the centre
area. Turn out the lights. On “Go!” scouts try to get into the other
teams area without you or your fellow leaders shining a torch on
them whilst they are within a four metres deep centre area. Scouts
that are caught have to return to their end of the field. After a fixed
amount of time scouts go to the nearest end of the play area to
them. The team that got more scouts to breakout to the other side is
the winner.
British Bulldog Game
This is the game that daddy used to play at cubs and which led to
him leaving! You have been warned. Not only a physical challenge
but occasionally a mental one also. “Oliver, stop cuddling me!” “Im
not Jenny, Im trying to lift you off the ground.” “You calling me fat?”
“Well, yes.”
Equipment: None:
Scouts all gather at one end of the hall, with one chosen to be British
Bulldog. When this scout shouts British Bulldog! all the others must
run to the other end of the hall. If British Bulldog manages to catch a
scout, lift him up in the air and shout, “British Bulldog, one, two,
three” whilst the captive is still being held in the air, then the captured
scout becomes a bulldog too. Play continues until the last scout is
caught, whereupon he becomes the bulldog for the next round,
which may have to be held in A & E.
Broken Bears
Equipment: None
Scouts all get into the bear position. This is on hands and feet facing
down. On “Go!” scouts push each other to try to get others to put an
--- PAGE 42 ---
elbow or knee on the floor. Any scout whose elbow or knee touches
the floor is out. The last scout to put down an elbow or knee is the
winner. Even if there isnt much pushing, this game is often over
quite quickly because its not particularly easy to remain in the bear
position for any length of time.
Broken Bears Variations: Play in teams so that scouts can work
together.
Bronco Tag
Equipment: None
Divide the scouts into two teams and then put them into two circles,
one outside the other so that each scout in the outer circle has a
scout in front of him, all facing the centre. Outside scout puts his
arms around the waist of the scout in front. Take one pair and make
one scout “It” who has to chase the other scout, who is an escaping
scout, and tag him. If the escaping scout manages to get his arms
round the waist of an outside scout, then the inside scout becomes
the escaping scout and off he goes. Play continues until the
escaping scout is successfully tagged at which point the escaping
scout becomes It and It becomes the escaping scout.
Bucket Ball I
Equipment: 1 bucket, 1 small ball per team, paper and pen
Put the scouts into teams and then randomly in a circle. Put the
bucket in the middle. Scouts take it in turns to attempt to throw the
ball in the bucket. In (and stays in) scores one point, in but bounces
out is minus one, and missing completely is minus two. Keep a
running total, which is why teams having a different colour ball each
is a good idea. After a set number of rounds the team with the
highest score, or the least minus score, is the winner.
Bucket Ball I Variations: Instead of a bucket, use a dustbin. Make
the circle bigger. Scouts have to bounce the ball in (i.e. throw - one
bounce - in and stay in, which scores two points).
Bucket Ball II
Equipment: 1 large ball, 2 chairs, 2 buckets or hoops
--- PAGE 43 ---
Put the scouts into two teams. Put a chair at either end for one of
each team to stand on with a bucket. Have a one or two metre
exclusion zone. Teams start play from the half of the hall that is
further from their team member and their bucket. Throw the ball in
and play starts. Scouts have to try to get their ball into the bucket
(and stay in) or through a hoop. Bucket holders can move the bucket
about to assist the thrower. Each “bucket” scores one point. After a
“bucket” the ball is passed to the other team for them to continue the
game. Players cannot run with the ball and no physical contact is
allowed otherwise a foul is called and the other team takes a free
shot (i.e. with no obstruction) on goal. The winning team is the first to
ten or the one that has scored the most goals in a certain period of
time.
Bucket Ball II Variations: Dont stop after each goal - just keep
playing.
Bucket Line
Equipment: 2 buckets and a few plastic cups per team
Put the scouts into teams and line them up between a full bucket of
water at the front, and an empty bucket at the back. Give the lead
scout a plastic cup and at “Go!” he has to dunk the cup in the bucket
of water and pass it backwards over his head to the next team player
and so on down the line. The last scout in the line has to tip the
water (if theres any left) into the empty bucket to start filling it up.
The team with the most water successfully transferred is the winner.
You may need a dip stick or scales to measure the volume of water
in each bucket.
Bucket Line Variations: You can use just one cup or have several
in circulation with the lead scout in each team having to retrieve the
cups from the back of the line. Alternatively the cups can be passed
back up the line, over the heads again. You could also play with cups
going down the line in the left hand and up the line in the right. Put a
time limit on the game.
Bucketball
Equipment: 2 buckets, 1 basketball, pen and paper
--- PAGE 44 ---
Put the scouts into four teams, two on the court, two off and on either
side. Put the buckets at either end on the floor. Play as per normal
basketball except when one side scores by getting the ball in the
bucket then that team moves off the court and the team that has
been off the court longer comes back on. There is no break in the
game and as soon as a basket is scored the defeated team can start
straight away. Keep a note of each teams score. The team with the
highest score after a set amount of time, or the first team to ten
points, is the winner.
Bugs and Ants
A very silly game but one which we enjoy playing. When Peter was
tagged, he decided to die on an ant hill which rather confused us all
for a bit.
Equipment: 4 small tarpaulins, benches or hoops
Put the tarpaulins into the play area, these are the ant hills. Divide
the scouts into two teams of ants. Two ants from each team are
bugs. On “Go!” the bugs have to tag ants from the other team. When
tagged ants have to lie on their backs with their hands and feet in the
air. They stay in that position until rescued by two of their team
members who carry them by hands and feet to an ant hill. Once on
an ant hill an ant can get back up and resume playing. Ants cannot
be tagged whilst on ant hills so can only remain on ant hills for a
maximum of ten seconds. A team has lost when all its ants are lying
on their backs. After a set amount of time the winning team is the
one with more ants still standing, so to speak. Reduce / increase the
number of bugs and / or ant hills to make the game easier / harder.
Buried Treasure
Equipment: 1 paddling pool, 100 x 1p coins, 50 x 2p coins, 4 plastic
cups, 4 washing-up bowls, mud
Put the scouts into four teams lined up at one end of the playing
area. Behind each team have a washing-up bowl. At the other end of
the playing area have a paddling pool filled with mud. Into the mud
scatter the one hundred 1p coins. Give each lead scout a plastic
cup. On “Go!” the lead scouts run to the pool, put their hands into the
mud and pull out one coin. They put it in their cups, shout, “Buried
Treasure!”, run to their washing-up bowl, deposit it in the bowl and
--- PAGE 45 ---
give the cup to the next scout who repeats the process. The team
with the most amount of value in coins after a fixed amount of time,
or the first to twenty pence is the winner.
Buried Treasure Variations: This game can get extremely messy,
especially when scouts start climbing into the mud, so consider
something not quite so bad, like baked beans, jelly or even consider
hiring a foam machine. Add fifty 2p coins which count for twice as
much.
Buzz
Equipment: None
The scouts get into a circle and one player starts by counting,
starting at “one”, then the scout to his right says “two” and so on.
When the counting gets to “three” the scout has to say “buzz”
instead. “Buzz” is repeated for every multiple of three. If a scout
hesitates or forgets to “buzz” he goes out and play starts back at
“one”.
Buzz Variations: Introduce “fizz” for five and multiples of five. Of
course, some numbers will attract a “buzz, fizz”. Make it a league
system. Put yourself in the circle and every time a scout gets it
wrong he comes and sits immediately to your left. The winner is then
the one who is immediately to your right when you decide to finish.
Caged Tiger
Equipment: None
Scouts stand in a large circle with one inside (who has to stay
inside). Brave or foolish scouts will venture into the circle to torment
the tiger inside. If the tiger manages to tag a tormentor whilst inside
the circle then the tormentor becomes the tiger and the tiger goes
into the circle of scouts.
Call that Hiding?
Equipment: Torch
Find a suitable path through some undergrowth or woodland -
preferably when its dark - and send the scouts down it. Tell them
they have three minutes to hide themselves, no more than five
metres from the path. After five minutes (which gives them time to
--- PAGE 46 ---
get restless!) walk quietly down the path without leaving the path -
looking and listening for signs of scout. When you see (normally a
torch) or hear (normally chatting because only the clever ones hide
on their own!) shine or flash your torch in the direction of the scout
and declare, “Call that hiding?” Any scout that is “hiding” in that
immediate area will have to come out of hiding and can then help
you find the others. After youve walked up and down the path twice,
call the rest of the scouts from out of their hiding places. The winners
are the scouts who dont get found. A talk about how to camouflage
oneself well can be a follow-up, with the winning scouts contributing.
Camels
This is best played as a time trial, unless you have loads of space.
Equipment: 1 marker cone, chalk, stopwatch
Put the scouts into teams of three. One stands up and is the head,
the second puts his head down and holds onto the waist of the
“head” and is the body, and the third scout sits on the “body” and is
the rider. The camel then races, from the start line, round the marker
cone and back over the line. The team that completes the circuit
quickest is the winner. If the camel comes apart then the team either
has to go back to the start line and regroup or restart from where the
disintegration occurred.
Camels Variations: Blindfold the head with the rider steering with
his hands on the heads shoulders.
Can Stack Relay
Equipment: 10 baked bean (or similar) cans per team, chalk
Put the scouts into teams and line up the teams behind a line at one
end of the hall. Mark another line at the other end of the hall. Give
each team ten (full or empty) cans. (Full cans are more stable but
hurt if they fall on your foot). On “Go!” the lead scouts have to take
one can and put it on the line at the other end of the hall, and run
back. Then its the turn of the second scouts. The cans have to be
stacked up, one at a time, with no more than four cans on the floor.
Once all ten have been successfully stacked up the relay continues
with the cans being returned, one at a time, to the start line, and
stacked again. The first team to complete the return stack is the
--- PAGE 47 ---
winner. If at any time any part of the stack falls, then the whole team
can help rebuild it.
Candle Relay
Equipment: 1 candle and 1 box of matches per team, chalk
The scouts form into teams behind a line at one end of the hall. Give
each lead scout a candle and a box of matches. On “Go!” scouts
have to light a match and then the candle, run to the other end of the
hall with the candle and matches and back again for the next scout
to repeat the exercise. The first team to complete the exercise is the
winner. If, at any time, the candle goes out, the scout holding it has
to stop and relight it before he can continue.
Cannons
Equipment: 1 large sponge ball, chalk or benches
The scouts form two teams and stand at either end of the hall with a
line or benches across the middle. Throw the ball in. Team members
have to throw the ball into the other half to hit one or more of the
other teams scouts. Scouts that are hit are out straightaway and
must retire from the game. The first team to lose all its members
loses the game. The ball can be passed around a team but scouts
cannot move if they are holding the ball. The ball can be caught or
picked up cleanly without penalty. Scouts who stray across the
middle line are out.
Cannons Variations: The ball is only live during each throw until it
hits the ground. Play with two balls (but you may need a few
referees!).
Capture the Flag
Equipment: 2 flags, 2 long lengths of rope, 4 lamps
Put the scouts into two teams. Both teams have a base and jail in
their half of the playing area. Their flag is placed in their half as is
their jail which is a roped off area. (You may or may not decide
whether scouts should be shown before the game starts where their
opponents flag and jail is located). Scouts start in their own half. On
“Go!” scouts go into their opponents half to capture their flag. Whilst
in their opponents half, if they are tagged they will be escorted to the
opponents jail. There they will stay until a team member releases
--- PAGE 48 ---
them by tagging them (at danger to himself). No one can be tagged
whilst inside the jail. Released scouts are allowed to get away from
the jail without being retagged. If a flag is captured it has to be
brought to the capturing teams half of the playing area before they
can win the game. If they are tagged carrying the flag they either
have to leave the flag where they were tagged or it is taken back to
where it was being held originally. Defending scouts are not allowed
within five metres of their own flag.
Capture the Flag Variations: In a very large area, a lamp can be
used to show where the flags and jails are located. Instead of a jail,
have an exchange area where the two sides can meet to swap
prisoners.
Capture the Fort
A Top Fifty game. This is simple to play but can get quite tactical,
drawing the defenders over to one side, then getting the ball in round
the back.
Equipment: 1 x 12 metre and 1 x 25 metre lengths of rope, 1
football, 1 stopwatch
Put the scouts into two teams. Make two circles with the rope, one
inside the other. The defending team stands anywhere between the
two circles with one scout inside the inner circle. The attacking team
have to stay outside the outer circle. Give the attacking team the
football and on “Go!” they have to get the ball into the inner circle,
either by throwing it through the defenders or by throwing or kicking
it over their heads. If the scout in the middle stops the ball from
touching the ground, by catching it or volleying it, then play continues
with the ball being thrown out. Once the ball touches the ground
inside the inner circle the fort is captured and teams swap places.
Once teams have played as both attackers and defenders the
winning team is the one that defended for longer.
Captured Message
Equipment: Named scarves, pen, paper and envelope
Put the scouts into four teams. Put a secret message in an envelope
and give one to one scout in each team, who is not to read it. From
your base send the teams out into four parts of the area, all a similar
--- PAGE 49 ---
distance away. Each scout should then tuck his scarf into the back of
his trousers. Blow a whistle to signify the start. The scouts with the
envelopes then read the message and tell no one. They then try to
get their message to you back at base without being captured (by
having their scarf removed). If their scarf is removed they have to
give their message to their captor, theyre out of the game and go
back to base. The other scouts are attempting to capture the other
scouts by removing their scarves. Any captured scout is out of the
game and goes back to base. Once all the messages have been
delivered to you, blow the whistle to signify the end of the game.
Delivered messages (that werent captured), score ten points each.
Delivered messages (that were captured), score seven points each,
and each captured scout scores four points - all for the relevant
team. The team with most points is the winner.
Captured Message Variations: Give the secret message to more
than one team member.
Car Race
Equipment: None
Put the scouts into teams and number them individually so that each
team has a number 1, 2, 3 etc. Call out a car and a number, e.g.
“Mini 6” and the number sixes have to get from one end of the hall to
the other by the method they have been previously told. The first one
to the end of the hall gets a team point. Repeat. Dont write the
methods down, anyone starting with the wrong method is
disqualified. The team with the most points win. Caravan-Join hands
with a scout next to you and run, Convoy-Whole team joins hands
and goes together running, Ford-Skip, Honda-Backwards, Mini-
Tiptoe, Skoda-Crawl, Toyota-Sideways, Vauxhall-Hop, VW-
Backwards.
Card War
Equipment: Pack of playing cards
Put the scouts into two teams facing each other down the line, and
give each scout a playing card which they must keep to themselves.
The first opposite pair show their cards. The scout with the higher
card takes the scout with the lower card to the end of the higher
--- PAGE 50 ---
cards line. If its a draw then both scouts go to the end of the
respective line. The winning team is the one that ends up with all the
scouts on its side or more scouts (more likely) after a set amount of
time.
Cartwheel
Equipment: 1 tennis ball per team, 1 chair
Put the scouts into teams, lined up behind their lead scout who has
his left hand on the chair in the middle and the tennis ball in his right.
On “Go!” the lead scouts run clockwise round the outside of the lines
of scouts. When he gets back to his team, he gives the one at the
back the tennis ball who passes it up the line to the new lead scout
who should have his left hand on the chair. Once he has the ball in
his hand he repeats the action of the first scout. This continues,
finishing with the last scout who sends the ball up the line for the
lead scout to put it on the chair. The first team to put their ball on the
chair is the winner.
Cartwheel Variations: On camp, play the game round a tree, just
omit the putting the ball on the chair bit at the end, maybe giving the
tree a pat instead.
Castles
This is a fun game. Sometimes we need to have a plan to attack the
castle with the balls all at the same time otherwise some defenders
will be too quick at rebuilding.
Equipment: Up to 5 foam or tennis balls, up to 5 tin cans, chalk, pen
and paper
Mark a seven metre diameter circle on the floor. One scout is the
defender and goes into the circle and builds a castle with the tin
cans. This can be any shape he likes. Give the balls to some of the
scouts outside the circle. On “Go!” scouts have to knock the castle
over whilst the defender frantically rebuilds it. He cannot obstruct
balls. Once all the cans are all over at the same time the game ends
and the scouts time recorded. Repeat with another defender. The
winner is the scout that defends his castle for the longest. Scouts
must not enter the circle. You need to be on hand to eject stationery
balls in the circle.