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1709 lines
88 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/1000 Fantastic Scout Games! - John Hemming-Clark.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 2 ---
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1,000
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FANTASTIC
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SCOUT
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GAMES
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John Hemming-Clark
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--- PAGE 3 ---
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© Searchline Publishing 2016
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First printed 2016
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ISBN: 978 1 897864 29 6
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British Library Cataloguing in Publication Data available
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Published by Searchline Publishing
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Searchline House
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Holbrook Lane
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Chislehurst
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Kent
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BR7 6PE
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UK
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Tel & Fax: 020 8295 0739
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www.inyougo.webeden.co.uk
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All rights reserved
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No part of this publication may be reproduced, or stored in a retrieval
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system, or transmitted, in any form or by any means, mechanical,
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electronic, photocopying, recording or otherwise, without the
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permission of Searchline Publishing.
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John Hemming-Clark is a Scout Leader in Chislehurst, Kent. He is
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also the author of the best-selling “In You Go! A year or two in the life
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of a scout leader”.
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Printed in England by
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Catford Print Centre
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020 8695 0101
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--- PAGE 4 ---
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Introduction
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I was getting fed up with organising the same old
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games for my scouts and they were getting fed up
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with playing them. It was time for a change. I needed
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loads of games, of all different types, and in one
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book. I needed some that were quiet, some noisy,
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some wacky, but most of all I needed games that my
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scouts would want to play. Sadly that book didn’t
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exist so I set about writing it. 1000 Fantastic Scout
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Games is the result. There are in fact, with the
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variations, well over one thousand. This is to make
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up for the fact that a few games may be very similar,
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they just have different names.
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Most of these games require, if any, minimal
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amounts of equipment. Nearly all of the games have
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been tried and tested by my scouts or some of my
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friends’ scouts. I’ve tried to make the instructions as
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clear as possible without rambling on too much. Also
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I’ve listed them alphabetically rather than by type. I
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did try categorising - but failed. Most games belong
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in several categories. After all, many indoor games
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can be played outside and vice-versa, with the
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exception of wet and wide games. Noisy games can
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be quiet and quiet games sometimes get very noisy,
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so rather than attempt to categorise them I’ve just
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thrown them all in and apologise in advance for the
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fact that you will have to read through or take pot
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luck to find what you’re looking for, rather than just
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--- PAGE 5 ---
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turn to a particular category. It’s therefore designed to
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be a book to either read through or dip into to find
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some gems that your group will love to play rather
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than a prescriptive, “You want a quiet game - here’s a
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list”. It is not intended that the deadly games are
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played. Hugo and his friends have commented on
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some of the games, and the ones that they really
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love have been given Top Fifty status, although,
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somewhat ambiguously, there are over sixty of them.
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The games are all ones that ten to fourteen year olds
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particularly love to play, but nearly all of the games
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can be played by any age, adult or child, and not just
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scouts and guides but anyone who realises the
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importance of group play (as opposed to sitting alone
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and in front of a y-bother box with a jittery finger and
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the attention span of a goldfish - i.e. ten seconds). I
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hope that you love 1,000 Fantastic Scout Games - do
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let me know via
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www.inyougo.webeden.co.uk or
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www.facebook.com/1000fantasticscoutgames.
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John Hemming-Clark
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Just a few words of explanation...
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Tagging: Touching, normally tapping on the
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shoulder. Rugby tackles and thumping are not
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considered to be tagging.
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Chalk: Chalk is mentioned quite a bit, mainly for
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doing nothing more than marking temporary lines on
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the floor.
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--- PAGE 6 ---
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Lead scout: The first scout in a line.
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Important Introduction by Hugo
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My daddy’s a seriously good scout leader but we
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don’t play enough games. He says that it takes him
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ages to try and find some new games each week and
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so gives up. Well, it’s alright for him ’cos he doesn’t
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play them, but I do. I love games. So I got together
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with some of my scout and guide friends to put
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together a book of games that we love playing.
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We’ve done a thousand plus, which should keep
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most scout groups happy for the next hundred years.
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Between us we’ve tried all of them (apart from the
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deadly ones) and they’re all fantastic, otherwise they
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wouldn’t be in the book.
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We’ve listed them alphabetically. We’ve included
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some games that we haven’t tried and these fall into
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a deadly category ’cos daddy says that if we try any
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of these games, it could be our last. It’s a good idea
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that you know that these games are out there – but
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don’t play them!
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We then gave the details of all the games to daddy
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so that he could tidy them up for this book. This
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involved taking out all our speling mistakes (not that
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there were many) and making the instructions a bit
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clearer. He’s also made it sound as though he’s
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written it but we’ve still managed to keep a few of our
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own comments in to make the book come alive,
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which is what all good authors do, according to Miss
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--- PAGE 7 ---
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Miles (she’s my English teacher). We’ve also marked
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a Top Fifty which are games that we’ve all particularly
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enjoyed.
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Now I know that there are loads of girls in scouts,
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and quite a few in guides, but I’ve referred to the
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players as scouts throughout this book and also as
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“he”, ’cos putting “scouts or guides”, or “he or she”
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each time would take up far too much space. In any
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case, the girls in scouts tend to win everything so
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that’s enough glory for them.
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I did mention the (scout) hut loads but as this can
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refer to any indoor space I changed most of it to
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“hall”. Out scout hut is, in fact, an old stables but I
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wasn’t going to write “stable” each time ’cos that
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would be far too confusing. I’ve also referred a lot to
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teams instead of patrols and sixes and whatever
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beavers have etc. ’cos this book is of use to not just
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beavers, cubs, scouts and explorers and their
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leaders, but also others who like playing proper
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games, i.e. any child that isn’t stuck in front of a
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computer or a y-bother box. These may be the
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guides or at schools, churches, youth clubs, that sort
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of thing. In any event, if we play team games in
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patrols then they’re always uneven as my patrol is
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always the biggest as mine is the popular patrol and
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Peter’s is normally just him so he would always lose
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the relay games ’cos he himself would have to run up
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and down ten times in each game. The idea of
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--- PAGE 8 ---
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having teams is that they all have the same number
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of participants in them, which makes it all a bit fairer.
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To put teams of four together daddy often hands out
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playing cards at random then calls out “All the Aces,”
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and that’s one team, then “All the Kings,” and that’s
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another team. When daddy calls, “All the Queens,”
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Simon always squeals. I’ve no idea why. Peter says
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Simon’s a bit odd but all I say back is “pots and
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kettles, Peter, pots and kettles.” Maybe he should be
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a guide, not that they would have him.
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That’s all from me. I present you, “1,000 fantastic
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scout games, plus a few deadly ones!”
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Hugo, Scorpion Patrol Leader, 3rd Chislehurst
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Don’t forget, you can read more about me in, “In You
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Go! A year or two in the life of a scout leader”.
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--- PAGE 9 ---
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10 Metres
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Equipment: Several buckets, Jaffa cakes
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For some reason, scouts love Jaffa cakes. Which is why they love
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this game. From a start line put several upturned buckets about ten
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metres away. Some can be very close to ten metres, others can be
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more like five or twenty, so long as one bucket is exactly ten metres
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away. Put the Jaffa cakes under the ten metre bucket. Scouts then
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have to go and stand by the bucket that they think is exactly ten
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metres away (to the middle of the bucket). Once they have all
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decided, measure the distance and give the scouts standing by the
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correct bucket all the Jaffa cakes.
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1,2,3,4,5
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Equipment: None
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Put the scouts into teams. Teams take it in turns to count to twenty
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as quickly as possible. There must be no pattern as to which scout
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says which number. Only one scout can speak at a time. If more
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than one scout speaks at once then the team has to go back to the
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start. The team that gets to twenty quickest is the winner. It’s not as
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easy as it sounds! If they get too good then they have to shut their
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eyes.
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1000 Game
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Equipment: Frisbee or Aerobie, pen and paper
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Send the scouts into a large open space and throw the Frisbee,
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shouting out “one hundred”, “two hundred”, or any other number. The
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scout who catches the Frisbee scores that number of points.
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Retrieve the Frisbee and repeat. The first scout to get to or beyond
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one thousand points is the winner. It’s best to have another leader
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keeping score.
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1000 Game Variations: The first scout to one thousand points
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becomes the thrower, with all scores reset or accumulating through
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the rounds.
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A Good Deed
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Equipment: None
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At the end of a troop meeting tell the scouts that they can take part in
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the competition to do the most good deeds during the coming week.
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--- PAGE 10 ---
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They are to go home and each time they do a good deed to write it
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down on a sheet of paper. Before the following week’s meeting they
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are to get an adult to sign them off. The scout who turns up at the
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following week’s meeting with the most good deeds accomplished is
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the winner.
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Above and Below
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Equipment: None
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Put the scouts in a circle standing up. Call out the name of a fruit or
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a vegetable. Each time scouts have to stand up if the item grows
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above ground, or sit down if it grows below. The last scout to sit or
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stand each time is out. If scouts are standing and you call out
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another standing fruit or veg (or vice-versa), any scout that starts to
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move can also be out. The last scout in is the winner.
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All Aboard
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Equipment: 2 x 1 metre square platforms, some bricks
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Raise two square platforms on one layer of bricks each. Put the
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scouts into two teams. The winning team is the team that gets all its
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members onto the platform first and remain in place for ten seconds.
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Scouts must not lie on each other.
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All Aboard II
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Equipment: 4 bricks
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Put the scouts into four teams and give them a brick each. They
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have five minutes to see how many scouts in their team they can get
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off the ground using just the brick. The winner is the team that gets
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the most scouts off the ground.
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All Aboard Variations: Use hula-hoops instead of bricks / platforms.
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All I Want for Christmas
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Equipment: None
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Put the scouts into one large circle having briefed a few scouts as to
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what the secret is. Start with one of these scouts, John Smith, who
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says, “All I want for Christmas is a jumper and a Satsuma”. You then
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say, “You may have those”. If a scout doesn’t use the initials of his
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name to want his two items you say, “You may not have those”. This
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--- PAGE 11 ---
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continues round and round the circle until everyone realises what the
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secret is.
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All Those with...
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Watch out for those scouts who say things like, “All those with a
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daddy who stinks,” or “All those with long noses, like you Stephanie”
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Equipment: Chairs
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The scouts all sit in a circle with one in the middle who is “It”. It calls
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out something like, “All those with black hair” whereupon all those
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who meet the description have to swap places with each other. If
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there’s an odd number some will have to double-swap. Whilst this is
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going on It has to try to get into one of the spaces temporarily
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vacated. The scout left in the middle remains / becomes It.
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Alligator Attack!
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Equipment: Chalk
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Mark two parallel lines on the floor, about fifteen metres apart. Divide
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the scouts into two teams and number them so that each team has a
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number one, two, three etc. Teams line up along either line with one
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scout between the lines. He is “It” or, if you like, the alligator in the
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river, who will patrol up and down. Call out a number and the two so-
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numbered scouts have to get to the other side of the river without
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being tagged. If a scout is tagged he becomes the alligator and the
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alligator takes the scout’s number. If one scout gets across the river
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before the other one has started to cross then the one who has yet
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to start becomes the alligator. Consider having more than one
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alligator.
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Alphabet Circle
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Equipment: None
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Put the scouts into a circle. The first scout has to say a word
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beginning with “A”. Go round the circle until a scout hesitates with an
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“A” word or says a word that has been used before. Continue until
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there is only one scout left in who is the winner.
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Alphabet Circle Variations: Use a letter with fewer words, for
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example, Q or Y. Scouts have to go through the alphabet as they go
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round. In this latter case, scouts could have to stick to one subject,
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such as fruit, vegetables, places, countries.
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--- PAGE 12 ---
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Alphabet Fruit
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Equipment: None
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Put the scouts into teams, each with a leader. On “Go!” a designated
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scout in each circle says “A”. The next scout, going round clockwise,
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has to name a fruit beginning with “A”. Subsequent scouts do the
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same without repeating an “A” fruit that’s already been said. Any
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scout that cannot name an “A” fruit says, “B”. The next scout has to
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name a “B” fruit or say “C”. Count each scout as the game
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progresses. The team that has most fruit names at the end is the
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winner. Scouts shouldn’t speak too loudly as the other teams may
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hear – it’s not a race but there must be no hesitation or repetition
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otherwise the leader can move his team up to the next letter.
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Alphabet Fruit Variations: Play the game with vegetables, or fruit
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and vegetables.
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Alphabet Quiz
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Equipment: Pen and paper per scout
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Give each scout a pen and paper with the alphabet vertically down
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the paper. On “Go!” scouts have to write the name of one fruit or
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vegetable against each letter, that starts with that letter. After five
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minutes scouts stop writing and swap papers to mark. The scout with
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the most fruits or vegetables is the winner.
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Alphabet Race
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Equipment: None
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Put all the scouts against one wall of the hall. You say one of three
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things, “First name,” “Surname,” or “Both names” followed by a letter.
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Scouts then take one pace towards the wall opposite per letter in the
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name. So if you call out, “First name Z,” Zac and Zara move one
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pace forward, Zozo moves two. Play continues until one scout
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touches the wall opposite. He is the winner. Make sure that scouts
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aren’t leaping forward. You may have to draw further lines on the
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ground to ensure that scouts all move the same distance each time.
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Alphabet Race Variations: The same game could be played with
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scouts’ road names in which case you just give a letter each time.
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You could also play with parents’ names.
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--- PAGE 13 ---
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Animal, Bird or Fish
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Equipment: 1 bean bag
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Scouts all stand in a circle with you in the middle. Throw the bean
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bag to a scout whilst saying, “Animal,” “Bird” or “Fish”. The scout
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who catches the bean bag, or who drops it and then has to pick it up,
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has to correctly name one animal, bird or fish and within a few
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seconds or he’s out and has to sit down. No name can be repeated.
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The last scout standing is the winner.
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Animal, Bird or Fish Variations: Don’t have you, or anyone else, in
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the middle. Instead, get the scouts to throw the bag around the circle
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with the catcher having to give a name before he throws the bean
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bag on to another.
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Ankle Shove
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Equipment: Chalk
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Draw a three metre diameter circle and stand all of the scouts in it.
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On “go!” they have to grab hold of their own ankles and try to shove
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their opponents out of the ring, push them over, or cause them to let
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go of one or both ankles. The last scout left in the circle is the
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winner.
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Ankle Tag
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Equipment: None
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One scout is "It" and the other scouts scatter. Once tagged, the
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tagged scout becomes “It” and the scout that has just tagged cannot
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be tagged straight back. To avoid being tagged a scout must grab
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the ankle of another scout. This makes the scout whose ankle has
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been grabbed extremely vulnerable and so must either get away or
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grab another scout’s ankle (but not the ankle of the scout that has
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grabbed his ankle, or any other scout in the same chain that may
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well be forming).
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Anteater
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Equipment: None
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The scouts all sit round in a circle apart from one. The one leaves
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the room and the scouts in a circle close their eyes whilst you walk
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round the outside and tap one on the shoulder. That scout becomes
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the anteater, the other scouts in the circle are ants. Call the one
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--- PAGE 14 ---
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scout back in the room and put him in the middle of the circle. He is
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the anteater abductor. He must find the anteater before all the ants
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die. The ants die by looking around at the other ants and if they see
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the anteater (they’ll know it’s him because he keeps sticking his
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tongue out) they must fall over and die. The anteater abductor has
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three guesses to guess who the anteater is otherwise all the ants will
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die. Then the anteater becomes the anteater abductor and a new
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round starts.
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||
Arm Knockout
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Wear long sleeves!
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Equipment: None
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||
Pairs of scouts face each other on the ground in the upper press-up
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||
position with feet together, arms and bodies straight. They then have
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||
to knock each other’s arms out or in so that they collapse. They
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cannot grab each other’s arms. The scout who stays in position or
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collapses last is the winner.
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||
Arm Wrestling
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Calm those boys down with an arm wrestle!
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||
Equipment: None
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||
Arm wrestling can be played lying on the floor but it’s easier sitting at
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a table. Get two scouts to sit or lie opposite each other. Get their
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elbows on the table / ground in front of them and get them to grip
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each other’s hand with their thumb muscles in the other scout’s
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palm. Move their elbows together so that they’re touching. At “Go!”
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the scouts have to try to push the back of their opponent’s hand
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||
down onto the table / ground for a win.
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||
Arrest!
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||
Surprisingly, this is one of those games that one of the girls often
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||
wins because they’re organised, unlike us.
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||
Equipment: None
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||
Put the scouts into two teams and line them up either side of a line
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||
running down the middle of the hall. On “Go!” scouts have to arrest
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||
by pulling the other team over the line to their side. Anyone stepping
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||
over the line is deemed to have crossed it. Once crossed, he is out
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||
and has to go and sit down. It does not have to be one on one,
|
||
|
||
--- PAGE 15 ---
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||
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
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||
not round the back of one already hiding!
|
||
Art Consequences
|
||
Equipment: Paper and pens
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||
Put the scouts into teams at one end of the hall. At the other end
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||
have a sheet of paper and pencil per team. On “Go!” the first scout
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||
from each team comes up to the table and draws a human head,
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||
then folds the paper so that only the neck is showing. The second
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||
player draws the shoulders, the third the torso, the forth the waist
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||
and hips, the fifth the legs and the sixth the feet. Leave part of the
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||
body showing each time when the paper is folded. When everyone
|
||
has finished open the folds and have a good giggle. The team with
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||
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 can’t see each other.
|
||
One scout throws the ball over the tarp shouting, “Auntie over!” If a
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||
scout catches it cleanly he runs round to the other side and from the
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||
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 they’re 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
|
||
bag’s 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 team’s 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 doesn’t burst (either the batter misses, hits it but it
|
||
doesn’t 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 doesn’t have to touch the ground,
|
||
it just has to enter a base’s 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
|
||
team’s 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 they’ve 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 it’s 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 they’re
|
||
sitting down and designate one line as one team’s target and the line
|
||
opposite as the other team’s target. Throw the ball into the scouts
|
||
who have to pat it over their opponent’s 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 opponent’s goal -
|
||
the balloon doesn’t 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 it’s 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
|
||
team’s 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. Don’t 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 doesn’t 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 scout’s 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 team’s 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 team’s area) the defender will take the
|
||
attacker to the defender’s 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 they’re 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 doesn’t 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
|
||
scout’s 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 they’re 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 Bear’s 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 Bear’s 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. You’re 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 they’re 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 they’re
|
||
out. Play continues until there is only scout left that hasn’t 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 he’s 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 they’ve 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 it’s 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 team’s 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 doesn’t 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 hasn’t 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.
|
||
Blindman’s 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
|
||
mustn’t 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 scout’s 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 scout’s team in whose half the
|
||
balloon isn’t. 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 you’re 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 aren’t 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 team’s 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
|
||
|
||
--- PAGE 37 ---
|
||
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 team’s
|
||
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
|
||
team’s 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 it’s 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 it’s 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
|
||
you’re 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
|
||
batman’s 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 it’s 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
|
||
team’s 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!” “I’m
|
||
not Jenny, I’m 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 isn’t much pushing, this game is often over
|
||
quite quickly because it’s 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: Don’t 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 there’s 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 team’s 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 it’s 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 you’ve 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 don’t 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 head’s 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 it’s 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 team’s 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
|
||
opponent’s 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 team’s 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, they’re 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 weren’t 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. Don’t 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 ---
|
||
card’s line. If it’s 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 scout’s 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.
|