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1128 lines
68 KiB
Plaintext
1128 lines
68 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/BOY-SCOUT-GAMES.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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Boy Scout Games
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Through games, values are being developed that may go unseen by Scouts. Among these
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traits are team spirit, sportsmanship, and fair play that young people may acquire through
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games and contests.
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Copyright © 2012 Boy Scouts of the Philippines
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All Rights Reserved. No part of this book may be reproduced in any form without permission in
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writing from the Boy Scouts of the Philippines.
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Foreword
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The development of a Scout’s physical fitness, along with the boy’s character and other values
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should be one of the major goals of a Troop Leader. An easy and effective method by which this
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could be done us through games.
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Games and contests for testing the skills that the Scout learned, including fitness and fun games
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should have part in every troop activity. Fun for fun’s sake through games can also be meaningful
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when the objects of Scouting are kept in mind.
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The fitness and fun games, included here after the Scouts Craft games, while they may be classified
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as pure recreational games, are intended to contribute in developing the boy’s physical fitness and
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mental alertness.
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Ample time should be provided in the weekly meeting of the troop and in its camping program to
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cater to the recreational needs of Scouts, not-withstanding the pressure of other activities deemed
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more valuable.
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Through games, values are being developed that may go unseen by Scouts. Among these traits are
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team spirit, sportsmanship and fair play that boys may acquire through games and contests. The
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leader has a unique opportunity, through these activities to help boys develop in body, mind and
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--- PAGE 2 ---
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Notes on Games
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Baden Powell gave us a simple formula for the activities of Scouting. The training of Scouts is
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done mainly by means of games, practices and competitions.
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Purpose
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1. Games are for the purpose of elementary knowledge about Scoutcraft and for fun.
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2. Practices are learned and executed on hikes and in camp to master the skills.
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3. Competition is implemented in the form of projects to determine to what extent the skill have
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been learned and for practice.
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Hints to Leaders on Games
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1. Your games must fit your Troop. They will have to be chosen over a period of trying and
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testing. A popular game may be used repeatedly, yet – don’t overwork any one game. Make a
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change while it is still good. Try out new games during the weekly troop meetings.
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2. Everybody should be active. Boys who are only ‘’looking on’’ easily get bored and will start
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getting into mischief.
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3. Game teams should be the Patrols. Make it an extremely rare exception to break up Patrols to
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form teams.
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4. Let boy leaders lead. Games may appropriately be the responsibility of a Junior Assistant Troop
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Leader, if possible alternating with the Senior Patrol Leader. Give each Patrol Leader a chance
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regularly to introduced and lead a new game.
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5. Introduce the game properly. A game will not be a success unless the rules for playing it are
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understood by all the players. This is done effectively in this manner:
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...Name the Game. The boys will remember the name and will know which is meant the next time
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it is to be played.
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...Get the Patrols in formation to play it. Whether line, relay, circle, etc.
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...Explain the rules. Make it short and clear.
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...Demonstrate the game. If a relay, have the first boys of each team run up and back; if a line
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game, go through the motions.
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6. “Any questions?” Give the boys a chance to get the explanation on points which may not be
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clear to them.
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7. Run the game with the necessary equipment and judges ready.
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2
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--- PAGE 3 ---
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Classification of Games
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1. Scoutcraft Games – which may be used for elementary practice in various Scout skills, e. g.
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Scout Law Relay, Rope Work, etc.
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2. Recreational Games – for fun, recreation, and physical action, and to add variety to the game
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‘’menu’’, e.g. On the Bank, In the Pond.
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3. Wide Games – over wide territory, providing practice in numerous Scout skills and physical
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exercise, e.g. Capture the Flag, Antelope Race, Skin the Snake, Tug-of –War, Roman Chariot Race,
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etc.
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Points to Consider in Conducting Games
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1. The space required – depends on the kind of game. Games suited for indoor and those for
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outdoors.
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2. The type of activity inherent in the game. The games e=are identified as being quiet, active,
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vigorous and strenuous.
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3. The teams participating
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4. The equipment needed
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5. Formation – line, circle, etc.
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3
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--- PAGE 4 ---
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SCOUTCRAFT GAMES
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Scout Ideals
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4
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--- PAGE 5 ---
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Scout Law Relay
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(Patrol Team | Active)
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Equipment: For each patrol – 1 pencil, 12 consecutively numbered cards, and a hat.
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Method: Place a hat containing shuffled cards and a pencil on a chair on opposite end of room
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from each patrol. Patrols line up in relay formation at starting line. When leaders shouts word
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‘’go,’’ each patrol leader runs to the hat directly in front of his patrol, draws a card and writes
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underneath the number on the card the point of the Scout Law indicated by the number. He runs
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back and touches off the next Scout who repeats the same process. The game is continued until
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points of the Scout law is written on each of the 12 cards.
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Scoring: Patrol that scores most points wins. One point is scored for finishing first and 1 additional
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point for each correct answer.
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Flag Quiz
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(Flag Respect | Patrol Teams | Quiet)
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Equipment: Two Philippine Flags (one mounted on flag-pole), one Troop Flag, paper and pencils.
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Method: Plan in advance around twenty different right and wrong ways of displaying the Flag of
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the Philippines. Number each of these from one to twenty. Assemble the Troop by Patrols, each
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facing the front of the meeting room. Now, using the flags, present twenty right and wrong ways
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of displaying the flag. Announce the number of each presentation, hold the flag in position of 10
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seconds and allow 20 seconds for patrols to decide and record on paper whether the display was
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right or wrong, then move to the next display.
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Scoring: Give 5 points for each correct answer. Patrol with highest score wins. Repeat
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demonstrations that were marked incorrectly by the Patrols and explain reason for the correct
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answer.
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Historical Quiz
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(Historical | Patrol Teams | Relay)
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Equipment: For each patrol, a small cardboard box or a hat, paper and pencil.
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Method: Line up patrols in relay formation. In other end of the room, opposite each patrol, place
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a box or a bench, sheet or paper and pencil. On signal “Go,” the first Scout of each Patrol runs up
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and writes the name of the present president of the Philippines. He runs back, touches off the next
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Scout in line, who in turn runs up and writes the name of the president before the one already
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written. The idea is to write down the name of the presidents of the Philippines in descending
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order. Variation can be made by writing the names of national heroes, government officials, etc.
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Scoring: give 100 points for first patrol, 80 to second, and 60 to third patrol. Deduct 5 points for
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every error.
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5
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--- PAGE 6 ---
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Ropework & Knot-tying
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Creativity
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(Pioneering | Patrol Teams | Quiet)
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Equipment: For each patrol – a supply of same kind of materials such as Scout staves or saplings,
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lashing cord, tin cans, and coat hangers.
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Method: Assign the problem of creating a device for a specific job using materials provided. Here
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are few sample projects: a device that will weigh camp objects up to 50 pounds in weight, a device
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to signal a message by a concealed operator located at least 10 feet away from the gadget, and a
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device to catapult a 25-pound weight at least 30 feet. The leader can dream up of additional projects
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as desired. Patrols are given a time limit.
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Variation: Instead of giving all patrols the same project, assign each one to work on different
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projects. This will eliminate one patrol copying the idea of another.
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Scoring: Patrol are judged on ingenuity and how well their device meets the requirements of the
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jobs.
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Pony Express Race
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(Knotting | Patrol Teams | Active)
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Equipment: A 6-foot length of rope for each Scout.
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Method: Patrols in relay formation. On a given signal, each Scout, except the front man, ties a
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clove hitch around one leg of the man in front of him, grips the free end of the rope in one hand,
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and raises the other hand. When all hands are up, the races to the end of the line without releasing
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grip on ropes or having knots come united.
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Scoring: The patrol that crosses the line first wins, provided no one loses his grip and all knots
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have stayed.
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Variation: Use two-half hitches around the leg or a bowline around waist.
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6
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--- PAGE 7 ---
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Chain Gang Race
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(Patrol Teams | Active | Indoor or Outdoor)
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Equipment: A rope for every boy.
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Method: On a given signal, boy No. 1 ties rope around his ankle with bowline and hands end to
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second boy. Second boy ties his rope with a square knot to the rope of the first boy, then ties rope
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to his own ankle with a clove hitch and hands loose end to the third boy, who treats himself
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likewise. When all are tied together, patrol races to the finish line.
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Cannibal Rescue
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(Knotting | Patrol Teams | Active)
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Equipment: Six 6-foot ropes, per patrol.
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Method: Patrol in relay formation faces line drawn 20 feet in front of them. The ropes for each
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patrol are beyond this line. Leader tells this story. “You are fleeing from cannibals and have reached
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the bank of a river. Only one Scout in each patrol can swim.’’ On signal, this Scout “swims” (runs)
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across to ropes, ties them into one long line, coils line, and throws one end to his patrol. The Scouts
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to be “rescued” tie the rope around their waists with a bowline and are pulled across to safety. The
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bowline is untied, and rope thrown back to next Scout and so on until all are rescued. If any knot
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comes untied, they must be retied before continuing.
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Scoring: The first patrol to get across wins. If patrols are of uneven size, have one or more Scouts
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from the smaller patrols run back and be reached twice.
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Knotting Circle
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(Active | Indoor or Outdoor)
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Equipment: One knotting rope.
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Method: Scouts are formed in circle facing inward, hands behind their backs. “It” walks around
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outside circle, places rope in someone’s hands, yells name of a knot and starts speedy run around
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circle. If recipient succeeds in tying knot correctly before “it” comes, “it” takes rope again.
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Otherwise, recipient becomes “it” and the real “it” takes his place in the circle.
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Chinning Bar Contest
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(Pioneering | Patrol Teams | Active)
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Equipment: For each patrol, seven (7) Scout staves or saplings, 6 feet long, and two lashing ropes
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long enough to tie tripod lashings.
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Method: Equipment is laid out in order in front of each patrol. On signal, the patrol members form
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two tripods by lashing the tops of three staves together with a tripod lashing. The tripods are set
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up just far enough apart to support the seventh stave across the top as a chinning bar. As soon as
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the project is finished, one Scout at a time chins himself as many times as he can. Each Scout in
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turn chins himself until a total of 40 pull-ups have been completed by the patrol members.
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Scoring: First patrol to complete total 40 pull-ups is the winner.
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7
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--- PAGE 8 ---
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First Aid & Rescue
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Two-Man Carry Rescue Race
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(First Aid | Patrol Teams | Active)
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Method: Patrols line up at the starting line in groups of three. One boy is the victim and the other
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two rescuers. On signal, the rescuers carry the victim, using the conscious patient two-man carry,
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out towards a turning point and back to the starting line. They place the victim on the floor where
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he pretends he is unconscious. The two rescuers pick him up from the floor and again carry him
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around the course, but this time using the two-man carry for an unconscious person. As soon as
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they finish, the second set of threes in the patrol repeats the same process. In case the patrol does
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not have even three- man team, the victim in the first round can become a rescuer in a late round.
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Scoring: First finish three to complete rounds around the course is the winner
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Help If You Can
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(First Aid | Individual | Quiet)
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Equipment: For Each patrol, bandages, Scout neckerchiefs.
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Methods: Patrols sit in their corners. Each Scout selects buddy. The game leader announces first
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aid, such as cut, etc. on signal each Scout ties correct bandage on his body, patrol leader checks
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bandages as they are finished. All bandages must be correctly tied, neat and with ends secured.
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Scoring: Each correct bandage scores 10 points. First patrol to finish with all bandages approved
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by leader score 50 extra points.
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8
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--- PAGE 9 ---
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Fireman’s Drag Relay
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(Indoor or Outdoor | Patrol Teams | Active)
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Equipment: Neckerchiefs
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Method: Half of each patrol are “Firemen” the other half, lying on their backs, are “victims.” On
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signal “Go,” first firemen in the Patrol runs up to his victims, ties victim’s wrists together with
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neckerchief, and hauls him back to starting line with fireman’s drag’s. He touches off next firemen
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who the rescues his respective victim. First patrol to finish is the winning team.
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Observation & Sense Training
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Blackout Fun
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(Quiet | Indoor)
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Equipment: See description of event below.
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Here are five ideas adaptable to troop or patrol games. Each idea requires blindfolding each
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contestant:
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1. Identify correctly a sudden sharp or a series of noises made by dropping items, striking match,
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pouring water etc.
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2. Prepare small cans with different aromatic ingredients such as coffee, onions, garlic, pomade,
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vinegar, etc. contestants identify ingredients by smell.
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3. Walk prescribed number of steps, turn around and walk exactly back to the starting place.
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4. Place several objects 15 feet away from line of contestants. Allow Scouts to observe for a few
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minutes, then put on the blindfolds, start out and ask them to pick up the objects.
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5. Which blindfolded, patrol members write down names and addresses of all patrol members.
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They then take off blindfolds and exchange lists to see whether someone else can read their
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blackout writing.
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9
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--- PAGE 10 ---
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Nature Kim’s Game
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(Nature Observation | Patrol Team | Quiet)
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Equipment: Nature items (20), a large cloth or neckerchief, and paper and pencil for each patrol.
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Method: spread the nature item on the table and cover them with a cloth or neckerchief. Gather
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the patrol around. Lift the cloth for one minute and allow patrols to observe. Cover the items after
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the minute is up and have patrol members list them on a slip o paper.
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Scoring: Allow 1 point for each one correct item listed. Patrol with most correct items is the
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winner.
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The Leaking Packsack
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(Quiet | Outdoor)
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Equipment: Articles as needed, paper and pencils
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Method: Game leader arrangers various articles not too conspicuously along one side of a path.
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They may include flashlight, toothbrush, soap, paste, scissors, stocking, matchbox, spoon, fork,
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comb, etc. the whole troop passes slowly along the path in single file. No one is permitted to walk
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back when he has passed a certain article. Afterwards, patrols go into huddles and prepare list of
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articles seen, in right order.
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To add thrill to the game, develop a short story revolving around the leaking packsack and ask
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Patrols to solve the problem.
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What Do I Feel?
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(Sense Training | Patrol Teams | Circle)
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Equipment: Fifteen to twenty articles such as a marble, coin, pocket knife, hammer, etc. Paper
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and pencil for each patrol.
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Method: Line up patrols in circle formation, facing in. Put on blindfolds, using neckerchiefs. Hand
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articles one by one to the first Scout in line. He feels article and passes it on the next in line. Second
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Scout feels article and passes it on, and so on, until all items have made complete circle. Remove
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blindfolds and have patrols write down the items in the order in which they were passed.
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Scoring: Give ten points for each correct answer. Patrol with highest total wins.
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Variation: Place five to ten containers filled with vinegar, ammonia, vanilla, coffee, etc., on the
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table. Have patrols identify them by smell.
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Scoring: Same as above.
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10
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--- PAGE 11 ---
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Trial Signs
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(Observation | Patrol Terms | Quiet)
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Equipment: Two sets of 3 x 5 inch cards for each patrol. Each card of the first set with a drawing
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of a trial sign from pages of the Boy Scout Book. The second set has printed on each card the
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meaning of one of the same trial signs.
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Method: Patrols line up in relay formation. Twenty-five feet in front of each patrol are the two
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sets of cards. Cards from the set with design of trail signs are placed face down, while the printed
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cards are spread out face up. On a given signal, the first Scout from each patrol runs to his set of
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cards, draws one of the face-down cards. He then matches it with the correct printed card by
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placing it one that card, runs back and touches off next Scout. Continue until all cards are matched.
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Scoring: First patrol that finished with all correct matches wins.
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Nature Sensing
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(Sense Training | Patrol Teams | Quiet)
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Equipment: None
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Method: Each patrol sits quietly outdoors and members record the sounds, smells, sights, and
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feelings of nature in their minds. After 5 minutes, time is called, and each patrol has 3 minutes to
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prepare one written list made up of the different observations of its members. Before the contest,
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give suggestions to stimulate the observation power of Scouts – winds in trees, and feel of wind
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on face. Warn Scouts that whistles or car horns are not included.
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Forbidden Words
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(Sense Training | Individual | Quiet)
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Equipment: Beans or counters for each player.
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Method: Each Scout is given six beans or similar counters. When signal to start is given, each
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player engages another of his own choice in a brief question-and-answer period. Should either
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player detect the other using forbidden words, such as ‘’yes’’ or ‘’no’’ he will receive, on demand,
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one bean for each offense. At one-minute intervals, signals to change are given and all Scouts
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change opponents and engage new opponent in conversation, trying, of course, to make him say
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one of the forbidden words.
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Scoring: At end of game, Scout with the greatest number of beans is winner.
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Variation: Each time signal is given to change, new forbidden words can be announced. “I,” “my,”
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“me,” “you,” and “our” make good substitutes.
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11
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--- PAGE 12 ---
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Witness
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(Observation | Patrol Teams | Quiet)
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Equipment: One person, either not known to troop members or disguised so he cannot be
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recognized.
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Method: Sometime, during the meeting (just after the Scoutcraft Instruction period), the stranger
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enters the room, breaking into a talk being given by the leader at the moment. He takes the leader
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off to the side and vigorously discusses something with him in whispers. After the discussions, the
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stranger apologizes to the Scouts for breaking in and then leaves. Later in the meeting, patrols are
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asked to meet in their respective corners and develop an identification sheet on the stranger. This
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should include all features that would be helpful to someone in locating the man. After lists are
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submitted, have the stranger return and give his age, weight, height, and let Scouts check his
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general features and clothing. The patrol with the most accurate description of the stranger
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qualifies as the prize witness.
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In Line
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(Active | Patrol Teams | Indoor or Outdoor)
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Equipment: None
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Method: Members of each patrol line up according to height and troop assembles by patrols in a
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“U” or square formation facing the leader in the center. Leader then sounds alert and changes the
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direction he facing or moves to another location. On signal, the patrols must reassemble in their
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rightful places in relation to the new location of the leader.
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Scoring: The patrol that can assemble first and in the right position in relation to the leader wins
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points in the game.
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Submarines and Mine Fields
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(Active | Indoor or Outdoor | Patrol Teams)
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Equipment: Neckerchiefs for blindfolding
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Method: Blindfold the Scouts of one patrol and line them up across at room, feet widespread,
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outer sides of feet touching next fellows, hands at sides. Other patrol form lines, one behind the
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other, facing the blindfolded group. On a given signal scouts of first patrol attempt to go under or
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between the blindfolded “mines’’ without being heard. If a “mine’’ hears a “sub’’, he tries to blow
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him up by touching. A blown–up sub is out of the game. A sub safely through the line scores a
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point for his patrol. Each “mine’’ has two shots in his two hands. If he tags and misses, this shot is
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used, and he must place his hands on his knee to indicate a miss. He can no longer tag with this
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hand. If he tags and hits a “sub’’ this does not immobilize the tagging hand. If a “mine’’ misses
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twice, he can no longer tag; but neither can “subs’’ pass through this unprotected area.
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12
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--- PAGE 13 ---
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Wild Boar Hunt
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(Tracking | Troop Against “It” | Active)
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Equipment: Brush and can filled with red or other water color paint; a wooded area.
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Method: One Scouts the wounded wild boar and leaves a trail of blood (red poster paint applied
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with a brush) on grass, trunks of tree and on tips of shrubs. The rest of the troop are the “hunters’’
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and try to track down the wounded wild boar. The wild boar is given a three-to-five-minute head
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start, depending on the difficulty of the terrain. When caught, the wild boar may fight back (with
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the paint brush). Any Scout marked with poster paint (not just spattered, but actually hit with the
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brush) is wounded and must drop out. It will be up to the hunters to overwhelm the wild boar and
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hold his tusks (brush) from action. Note that poster of water- color paint will wash off the trail
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after the first rain and will come off clothing and skin with a little soap and water.
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Scoring: None, just for fun.
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Map & Compass
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What Constellation Is It?
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(Stars | Patrol Team | Quiet)
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Equipment: A set of cards with a different constellation sketched on each card. Number each card
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and fasten on walls of meeting place. Each Scout need pencil and paper.
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Method: Scouts are instructed to number their papers from one to twenty according to the number
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of constellation card displayed. On given signals, Scout scatter around the meeting place. They
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write the names of constellations that are displayed opposite the correct numbers of their papers.
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When papers are completed they are turned over to the judge.
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13
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--- PAGE 14 ---
|
||
Scoring: Score ten points for each constellation correctly identified. Add scores of all members of
|
||
a patrol average. Highest patrol average wins.
|
||
Blind Flying Relay
|
||
(Compass | Two Patrol Teams | Relay)
|
||
Equipment: A large paper bag, compass, and card for each patrol. The card lists compass degree
|
||
reading from one patrol to another.
|
||
Methods: This is a four patrol games with two teams of two patrols each. Patrols in relay
|
||
formation.
|
||
Give Scout No. 1 in each patrol a compass, degree reading card, and bag. On signal, he covers his
|
||
head with the bag so that he cannot see ahead but can see the compass held close to his body.
|
||
Before he start out, he turned around three times. Then he uses the compass and degree reading to
|
||
find his way to the opposite patrol. Once there, he gives the bag, card, and compass to scout No.2,
|
||
who repeats the same procedure. This continues until the two patrols have exchanged their places.
|
||
Scoring: The two patrols exchanging places first are the winning team.
|
||
Compass Change
|
||
(Active | Indoor)
|
||
Equipment: None
|
||
Method: Scouts facing inward, each Scout representing a compass point, except the “it” who
|
||
stands at the center. “It” calls out two compass points. The Scouts representing the points
|
||
mentioned proceed to change positions, while “it” tries to take the place of one of the contestants.
|
||
A Scout without a place in ring becomes next “it,” as the other two change their positions.
|
||
Pilot Navigation
|
||
(Compass | Patrol Teams | Patrol Corners)
|
||
Equipment: A map, ruler, compass, paper for each patrol.
|
||
Method: Patrol at patrol corners. Give each patrol an identical map with two points marked with
|
||
letters A and B. The distance, between points on each map must be the same. Then give patrols
|
||
this or a similar problem: A pilot, navigating his plane from point A to point B, must determine
|
||
how long it will take to reach point B. The plane is flying with an air speed of 120 miles per hour.
|
||
How many hours and minutes will it take to cover the distance between points A and B? What will
|
||
be the degree reading on the pilot’s compass when he leaves point A?
|
||
Variation: Mark more points en route from A to B and have patrols determine the flying time to
|
||
each point.
|
||
Scoring: First patrol with correct answers wins.
|
||
14
|
||
|
||
--- PAGE 15 ---
|
||
Fire building and Cooking
|
||
String Burning
|
||
(Active | Outdoor)
|
||
Equipment: Stakes, string, wood, ax or bolo, knife, 2 matchsticks.
|
||
Method: Two Scouts form a team. Two string are stretched tightly between two upright sticks,
|
||
one string 18 inches above the ground, the other 24. The team gathers wood, prepares it, and makes
|
||
a fire lay under the horizontal strings. Top of fire lay must be below the 18-inch string. Only natural
|
||
tinder and wood should be used. On a given signal, fire is lighted, using only the two matchsticks
|
||
provided. After lighting, fire must not be touched, nor extra wood added. First team to burn through
|
||
top string wins.
|
||
Can Opening Relay
|
||
(Cooking | Patrol Teams | Active)
|
||
Equipment: For each patrol, one Boy Scout knife with can-opener blade and one large used tin
|
||
can.
|
||
Method: Scouts line up in relay formation with tin can and Scout knife 15 feet in front of patrol.
|
||
When the game leader signals “go,” the first Scout in each Patrol runs to the can and starts to
|
||
remove the bottom of tin can by using the can-opener blade of the knife. After about 10 seconds,
|
||
the game leader shouts “stop,” and each Scout runs back to touch off the next Scout in line. He
|
||
runs up and continues to remove the bottom from the tin until the game leader shouts again “stop,”
|
||
which is the signal to change Scouts. This continues until a patrol cuts all the way around so the
|
||
bottom of the tin will fall free.
|
||
Scoring: First patrol to remove the bottom of can is the winner.
|
||
15
|
||
|
||
--- PAGE 16 ---
|
||
What’s Cooking?
|
||
(Cooking | Patrol Teams | Patrol Corners)
|
||
Equipment: Paper and pencil for each patrol.
|
||
Method: Patrols are assigned in respective patrol corners. Game leader gives short talk about
|
||
cooking on an overnight hike. Then each patrol writes a workable menu for the overnight activity,
|
||
including breakfast, lunch and dinner.
|
||
Scoring: Have Troop Leaders judge the best menu based on the following points: cost of food,
|
||
ease of preparation, and balanced diet. Patrol with best menu wins.
|
||
Fuzz Stick Relay
|
||
(Fire Building | Patrol Teams | Relay)
|
||
Equipment: For each Patrol, one sharp knife and one stick of dry, soft wood about ½ inch x 1 inch
|
||
x 9 inches.
|
||
Method: Each Patrol lines up in relay formation opposite equipment. On a given signal, Scout No.
|
||
1 runs up and cuts one sliver stick, lays knife down and runs to touch off No. 2 Scout, who runs
|
||
up – and so on. Slivers should be at least 3 inches long, 20 slivers, all attached, complete the fuzz
|
||
stick.
|
||
Scoring: First Patrol to finish, scores 10 points. Best fuzz stick scores 30 points, next best 15.
|
||
Camping
|
||
16
|
||
|
||
--- PAGE 17 ---
|
||
Pack Relay
|
||
(Active | Indoor)
|
||
Equipment: For each patrol a pack and all the articles required for a successful overnight camp.
|
||
Method: Patrols line up in relay formation opposite empty pack and camping articles. Scout No.
|
||
1 runs up, pack first item, runs back, touches off next Scout, who runs up and packs an item, and
|
||
so on. Patrol with best-packed pack, with items packed in good order, wins.
|
||
Tent Pitching
|
||
(Active | Outdoor)
|
||
Equipment: Four tents with poles and pegs; axes
|
||
Method: Patrol lines up 4 tents neatly rolled in front of it, poles and pegs enclosed inside of tents.
|
||
Patrols at attention. At command “Go,” patrol sets up its tents. Tents must be neat and tight. When
|
||
tents are erected, patrol lines up in front of them at attention. (Note: Instead of a patrol putting up
|
||
tents, have a team of 2 Scouts put up 1 tent Patrol finishing first wins.
|
||
Blanket Rolling
|
||
(Active | Indoor or Outdoor)
|
||
Equipment: Eight blankets per patrol.
|
||
Method: Patrol lines up in relay formation with a blanket in front of it. On word “Go,” No. 1 takes
|
||
a blanket and rolls it up into a tight roll, finishing with “ears” tucked in the roll. No strings or straps
|
||
can be used. Blanket must be secure enough to be picked up and transported without loosening.
|
||
When No. 1 has completed, No. 2 rolls a blanket, and so on, until all blankets are rolled. (Note: In
|
||
case of a small patrol, one or more Scouts may roll 2 blankets, until all 8 are rolled.
|
||
Scoring: Patrol completing first wins.
|
||
17
|
||
|
||
--- PAGE 18 ---
|
||
Nature Lore
|
||
Nature Hunt
|
||
(Active | Patrol Teams | Indoor or Outdoor)
|
||
Equipment: Collection of 30 labeled specimens. Material for labeling or tagging. Pencils.
|
||
Method: The patrol is shown an exhibit of 30 labeled nature specimens like leaves, flowers, twigs,
|
||
rocks, and so on. On a given signal, Scouts set out to collect specimens corresponding to those on
|
||
exhibit. When brought in, they are labeled or provided with tags. Time limit is around 30 minutes
|
||
(or more, depending upon the locality).
|
||
Scoring: Patrol with most collections wins.
|
||
Bird Recognition
|
||
(Active | Indoor or Outdoor)
|
||
Equipment: Twenty colored pictures of birds.
|
||
Method: Twenty pictures of local birds are placed before the Patrols. Patrol has five minutes on
|
||
which to write down the names of the birds. Patrol correctly naming most of the birds, wins.
|
||
Nature True and False
|
||
(Nature | Active | Outdoor | Half Troop Teams)
|
||
Equipment: A supply of true-false statements on nature prepared in advance.
|
||
Method: Line the troop up in two lines facing one another at a distance of 5 feet. Establish a goal
|
||
line for each team about 20 feet behind the team. Designate one team as “true” and the other as
|
||
“false.” Read one of the true or false statements in a voice loud enough to be heard by all Scouts.
|
||
If the statement is true, the “true” chase the “false” team, attempting to tag them before they can
|
||
retreat to their goal line. If the statement is false, the “false” team chase the “trues.” Each time a
|
||
Scout is tagged before reaching his goal, he becomes a member of the opposing team.
|
||
18
|
||
|
||
--- PAGE 19 ---
|
||
Name It
|
||
(Quiet | Indoor or Outdoor)
|
||
Equipment: As needed, also paper and pencils.
|
||
Method: The Troop’s nature expert collects specimens of things every Scout should know, such
|
||
as leaves, insects, shells, etc. About 15 of them are attached to cardboard, numbered consecutively,
|
||
and placed before the Troop. Each boy makes list of the items he recognizers. These are turned
|
||
over to judge, who gives one point to each correct answer. Total points divided by numbered of
|
||
boys in the patrol gives each patrol’s standing.
|
||
Tree Hunt
|
||
(Quiet | Indoor or Outdoor)
|
||
Equipment: Paper and pencils
|
||
Method: Patrols are given 10 minutes to gather a leaf from each of as many different trees as they
|
||
can locate around an area near the troop meeting place. When brought in the leaves are arranged
|
||
on the ground or blanket and slips of paper with names arranged next to them. The first patrol to
|
||
bring in its collection with most leaves correctly identified wins.
|
||
Nature Go Down
|
||
(Nature | Patrol Teams | Quiet)
|
||
Equipment: One set of ten or more nature items for each patrol. Set consists of twig, bark, nest,
|
||
flower seed, track cast, feather, rock, and similar items.
|
||
Method: patrols in relay formation. A junior leader with a set of nature items goes to first man in
|
||
each patrol, shows him the first nature item. If Scout identities it correctly, he stays in position. If
|
||
he cannot identify it, he is told to “go” down to end of line. In this manner the questioning is carried
|
||
down the line, then back again to the head for another round until all items are identified.
|
||
Scoring: First patrol to identify all nature items is the winner.
|
||
Edible Plant - Match It
|
||
(Nature | Plant | Teams | Quiet to Active)
|
||
Equipment: A collection of edible wild plants from the immediate vicinity of the meeting place.
|
||
This collection is obtained in advance of the game by troop leaders.
|
||
Method: The leader displays one edible wild plant for 30 second. Then he shouts “match it.”
|
||
Scouts scatter and try to find a similar plant. The Scout finding one picks it and runs to the leader.
|
||
Variation: Use other nature object in addition to edible wild plants.
|
||
Scoring: The first Scout to bring a matching plant to the leader wins 1 point for his patrol. If the
|
||
Scout who brought in the plant can identify it by its common name and tell how to properly prepare
|
||
it for eating, his patrol earns another point.
|
||
19
|
||
|
||
--- PAGE 20 ---
|
||
Signaling
|
||
Code Circle Content
|
||
(Signaling-Individual | Quiet)
|
||
Equipment: A Scout staff or stick.
|
||
Method: After some Scout have arrived at the meeting, select one to be “it.” The rest from a circle
|
||
around him. “it” places the stick or staff so it is standing on end at the center of the circle. He takes
|
||
his hand away and lets the stick fall. The top end will point at one of the Scout. As the sticks is
|
||
falling, “it” shouts out a letter of the alphabet. The Scout at whom the stick points should within
|
||
fifteen seconds sound out of three or four letter word in Morse code or become “it.” The word
|
||
must contain the letter shouted by “it.” When he finishes sounding the letters of the word (dit,
|
||
dah, . . .), “it” must say the word sounded. If he fails, he remains as “it” and repeats the process. If
|
||
“it” gets the word, he takes the place of the Scout who gave the word.
|
||
Scoring: None. Just for fun and to keep sharp on the Morse Code.
|
||
Message Relay
|
||
(Active | Indoor)
|
||
Equipment: For each patrol message of 20 words, written on paper, then each word cut out
|
||
separately, and pieces mixed together. Paper, pencil.
|
||
Method: Patrols line up in relay formation, opposite a hat containing cut-up message. On signal,
|
||
one boy at a time runs up, takes one word from hat and brings it back to patrol leader who is in
|
||
charge of arranging words into what he thinks is the original message. When finished, he writes
|
||
out message, delivers it to the judge. Even better: the message orders something to be done – first
|
||
patrol to do it wins.
|
||
20
|
||
|
||
--- PAGE 21 ---
|
||
Message Signaling
|
||
(Quiet | Outdoor)
|
||
Equipment: One flag for each patrol. Pencil and paper for each receiver.
|
||
Method: Patrol to have one signaler, the rest to be receivers, Starter gives signaler a message of
|
||
20 letters. Using flag, he sends message (by Morse Code) to receivers, 100 meters away. Each
|
||
receiver writes message on paper. No repeats by signaler; he must be slow enough to be understood
|
||
by all his patrol members. When message is completed, patrol leader collects slips and checks with
|
||
signaler on the correct letters with observer present. Total correct letters received by patrol are
|
||
added, then divided by number of receivers to give the patrol average Best Patrol average wins.
|
||
Morse Relay
|
||
(Active | Indoor or Outdoor)
|
||
Equipment: One signal flag for each patrol or flashlight or blinker.
|
||
Method: Patrols line up in relay formation. On word “Go,” first player from each patrol runs up
|
||
to flag or blinker and sends Morse letter “A.” Races back to touch off next player, who runs up,
|
||
sends “B” returns, and so on, until all letters of alphabet have been sent. First patrol to finish with
|
||
correct letters wins.
|
||
Signal Touch
|
||
(Active | Indoor or outdoor)
|
||
Equipment: One signal flag.
|
||
Method: Leader, standing at a suitable distance in front of the troop, sends word naming an
|
||
available object. When word is finished, each boy who has read it runs and touches object
|
||
mentioned. Build words of letters which all the boys can master – for example: “show,” “me,”
|
||
“teeth,” etc.
|
||
Code – O
|
||
(Signaling | Patrol Teams | Patrol Corners)
|
||
Equipment: Necessary number of Code -0 cards, as shown here, with different letter
|
||
combinations; and handful of beans or small pieces of paper for each patrol; a set of cards, card
|
||
with different letter from alphabet on it; a buzzer.
|
||
Method: Have patrols in corners. Give each Scout two Code-0 cards. The leader shuffles the
|
||
alphabet cards, draws one and sends the letter appearing on card to the patrols using the buzzer
|
||
and Morse code. Each Scout who has this letter on his card covers it with a bean. The first Scout
|
||
to get beans in any direction, including diagonal, is the winner.
|
||
Variation: Instead of five in a row, use combinations such as four corners, square in the center,
|
||
etc.
|
||
Scoring: One point is given to the Patrol to which the winning Scout belongs and the Patrol
|
||
accumulating the highest number of points within a given time is the winner.
|
||
21
|
||
|
||
--- PAGE 22 ---
|
||
Water Games
|
||
Beginner’s Water Games
|
||
(Water Sports | Patrol Representatives | Various)
|
||
Horse and Rider
|
||
Buddy team of two, a horse and a rider. Each team tries to unseat other teams in knee-deep water.
|
||
Last team standing up is the winner.
|
||
Wheel barrow Race
|
||
Two Scout from each Patrol line up, one behind the other, in shallow water. One Scout is wheel
|
||
barrow and gets down on all fours. The other grasps the ankles of the wheelbarrow and raises his
|
||
legs. On signal all race to finish line.
|
||
Water Poison
|
||
Scouts in circle with hands clasped. At center is a floating object which is “poison.” On a given
|
||
signal, each tries to pull others into “poison while avoiding touching it himself. All who touch
|
||
“poison” are eliminated. Two players who let go their grip are both out.
|
||
Pyramid Relay
|
||
This relay is conducted in shallow water. Two Scouts from each Patrol should stand side by side,
|
||
holding hands. A third Scout stand on the shoulders of the first two Scouts, places one foot on the
|
||
inner shoulder of each base Scout, while holding their upraised outside arms of balance. The
|
||
pyramid group races to a mark, turns around, and runs back to touch off a second set of Scout in
|
||
pyramid formation. This can be repeated until all Patrol members have had a chance to be part of
|
||
a pyramid or the leader can designate a certain number of times that Patrol can run.
|
||
22
|
||
|
||
--- PAGE 23 ---
|
||
Crew Relay
|
||
Four Scouts from Patrol straddle a Scout staff in water at least knee deep. The four Scouts face the
|
||
rear. A fifth Scout (the coxswain) straddles the staff at the rear, but faces forward. On signal, the
|
||
coxswain guides his crew as they are though the water to a mark, turn around, and return.
|
||
Underwater Tag
|
||
Equipment: None
|
||
Method: “It” must make the tag while his opponent’s head is above water. Thus to be safe from
|
||
tagging, the victim can submerge but is subject to being tagged as soon as he comes up for air. A
|
||
Scout legally tagged becomes “it.” Scoring: No score, just playing for fun.
|
||
PHYSICAL FITNESS GAMES
|
||
Torpedo
|
||
(Individual | Active)
|
||
Equipment: Beanbags, knotted neckerchiefs, boxing gloves, or other soft object for throwing.
|
||
Method: Six Scouts are selected to be “submarines.” They are blindfolded and seated in two facing
|
||
rows 10 feet apart. Each submarine is provided with several soft, throwing objects that represent
|
||
torpedoes. The rest of the Scouts represent ships that are trying to pass though the submarine –
|
||
infested waters. Scouts should make noises, resembling a ship’s motor, as they pass though the
|
||
submarines launch their torpedoes (throw the soft objects) by second, trying to hit one of the Scouts
|
||
going through the lines. If a Scout is hit, he changes places with the submarine that hit him and the
|
||
game continues.
|
||
Scoring: None – just for fun
|
||
23
|
||
|
||
--- PAGE 24 ---
|
||
Tree Climb
|
||
(Patrol Teams | Active)
|
||
Equipment: A strong tree in which a tin can has been suspended near the trunk at a height of 15
|
||
to 20 feet.
|
||
Method: Scouts from one patrol climb the tree in turn, tapping the suspended can when they can
|
||
reach it. Time each Scout from the signal “go,” until he hits the can. The time it takes to climb
|
||
down the tree to start the next climber is not timed or counted. The winner is the patrol with least
|
||
total climbing time.
|
||
Train Chase
|
||
(Individual | Active)
|
||
Equipment: None
|
||
Method: The game starts with a Scout designated as “it.” He tries to tag any other scout. When a
|
||
Scout is tagged, he joins on behind “it” by clasping hands around the latter’s waist. The two then
|
||
try to catch another and so on until there are four contestants hooked up. Whenever this happens,
|
||
the train splits up into two pairs doing the chasing. This continues with each pair able to capture
|
||
and add members. Whenever a new group reaches four, it again splits. This continues until one
|
||
contestant is left uncaught.
|
||
Scoring: This uncaught player is the winner and becomes “it” to start the next round.
|
||
Island Hopping
|
||
(Patrol Teams | Active)
|
||
Equipment: Sheets of bond paper – two for each patrol member plus one sheet.
|
||
Method: Papers are placed in a line on the floor. Patrol members form by placing one foot on each
|
||
sheet of paper. One sheet should be left unused at the rear of the line. On a given signal, the extra
|
||
sheet of paper is passed up the line from the last man to the first. He places the sheet down toward
|
||
the goal and steps on to it by moving the foot that is to the rear. Each Scout in line advances by
|
||
moving his rear foot to the now vacated sheet ahead of him. The final empty sheet is passed
|
||
forward and the process is repeated. If a Scout steps off a paper, his entire patrol must move back
|
||
and start all over again.
|
||
Scoring: The first patrol to cross a finish line prepared in advance is the winner.
|
||
24
|
||
|
||
--- PAGE 25 ---
|
||
Grasshopper Race
|
||
(Active | Patrol Teams | Outdoor)
|
||
Equipment: A Scout hat, small ball or similar item for each patrol.
|
||
Method: Patrols in relay formation. A turning line 25 feet in front is designated. First Scout in
|
||
each patrol places object between knees, hops to turning line and back without dropping object. If
|
||
item is dropped, Scout picks it up, puts it back between knees, and carries on. First patrol though
|
||
is winner.
|
||
Crosses in the Circle
|
||
(Vigorous | Patrol Teams | Indoor)
|
||
Equipment: A pieces of chalk for each patrol and a 6-foot circle for each patrol marked on the
|
||
floor.
|
||
Method: Each patrol has a circle to defend and may attack the circle of any other patrol. Object is
|
||
to make as many crosses as possible in the other patrol’s circles during the time limit. While
|
||
attacking, patrol members must also defend their own circle. Crosses may not be erased by players.
|
||
Chalk may not be broken and divided among patrol members but it may be passed from member
|
||
to member. Time limit for each game should be 60 second at end of time limit is the winner.
|
||
Steal the Bacon
|
||
(Active | Indoor or Outdoor)
|
||
Equipment: One neckerchief
|
||
Method: Troop, in two teams, lines up with 30 feet between the lines. Teams face each other and
|
||
number through, thus there are Scouts for each number –one in each line; two “1’s, “ two “3’s”
|
||
etc. The “bacon” – neckerchief – lies on the ground in the center. The leader calls “5’s” and the
|
||
two “5’s” dash out, each trying to seize the “bacon” and get home before the other “5” tags him.
|
||
Score one point for getting safely home or for tagging Scout trying to carry “bacon” home.
|
||
Skin the Snake
|
||
(Active | Indoor or Outdoor)
|
||
Equipment: None
|
||
Method: Each players stoops over, putting his right hand between his legs and grasping the left
|
||
hand of the player behind him. At a given signal the last man in the line lies down on his back,
|
||
putting his feet first between the legs of the player in front of him. The line walks backward,
|
||
striding the bodies of those behind, boys immediately lying down upon having no more to stride.
|
||
When finished, all are lying on their backs. The last man to lie down rises to his feet and strides
|
||
forward up the line, the rest following as fast as their turn comes. Team which breaks grasp is
|
||
disqualified.
|
||
25
|
||
|
||
--- PAGE 26 ---
|
||
Jump the Shot
|
||
(Active | Indoor or Outdoor)
|
||
Equipment: Long rope with soft (sand-bag) in end.
|
||
Method: Troop in circle formation, with one boy at center who swings rope around circle below
|
||
knees of others, who must jump it. If hit by rope or bag, they are given one penalty point. At end
|
||
of game Scout with least number of points wins.
|
||
Hopping the Gauntlet
|
||
(Half | Troop Tram | Vigorous)
|
||
Equipment: None
|
||
Method: Half of the troop lines up at one end of meeting place with other half out in the middle.
|
||
Line-up players try to hop on one foot from one end of the place to the other. They must firmly
|
||
hold with one hand the leg not being used. Players in center must also hold one leg up to try to
|
||
prevent opponents from crossing the area by shoulder charging (no hands to be used), trying to
|
||
knock them off balanced. If player from either side touches ground with his free foot, he must join
|
||
the other team.
|
||
Scoring: None – just for fun.
|
||
Dragons
|
||
(The-Man Teams | Vigorous)
|
||
Equipment: None
|
||
Method: Players group in threes with one man as the “head.” The other two Scouts join behind
|
||
him so No. 2 has his arms clasped around the waist of No. 1, and No. 3 clasped to No. 2 Two or
|
||
three Scouts are unchained. The Scouts try to hook on to one of the “dragons” by grabbing the No.
|
||
3 man of any group around the waist and hanging on for a count of five. The dragons try to keep
|
||
this from happening by moving around. The “head” may push chasers off with his hands, but the
|
||
No. 2 and No. 3 men may not use their hands to fend off pursuers since they must maintain their
|
||
grasp on the man ahead of him. If an Unchained Scout succeeds in hooking one, he becomes the
|
||
third man, and the “head” drops off to try to hook onto another trio.
|
||
Scoring: Just for fun. No scoring.
|
||
Horseback Relay
|
||
(Patrol Teams | Vigorous | Outdoor)
|
||
Equipment: None
|
||
Method: Patrols line up in relay formation with smallest member of each patrol at the front of his
|
||
patrol line. On starting signal, he jumps up on back of second Scout in line and the two race around
|
||
a mark set about 20 feet in front of the patrol. As soon as they reach the starting line, the “rider”
|
||
must transfer to the next Scout in line without touching the ground. If he touches the ground in
|
||
making the transfer, he must get back on the “horse” that just took him over the course and ride
|
||
around again before making the transfer. This continues until the rider has made the rounds riding
|
||
26
|
||
|
||
--- PAGE 27 ---
|
||
on each Scout in the patrol. If patrols are less than eight, the first horses will have to repeat to make
|
||
a total of seven laps.
|
||
Scoring: First patrol to complete seven laps of the course is the winner.
|
||
Obstacle Relay Race
|
||
(Patrol Teams | Vigorous | Outdoor)
|
||
Equipment: One long, heavy rubber band made by cutting an inner tube into strips and knotting
|
||
into one length. One wood or cardboard barrel, open at each end, for patrol contestants. A
|
||
turnaround mark about 50 feet in front of the patrol.
|
||
Method: Rubber band is stretched across field, flat on ground about 10 feet in front of starting
|
||
line. Barrels are placed on their sides about half-way between rubber band and turnaround mark.
|
||
Patrols lines up in relay formation. On given signal, first Scout in each patrol runs forward; lifts
|
||
rubber band and crawls under; runs to patrol’s barrel; crawls through runs around turnaround;
|
||
back through barrel; and this time, jumps over the patrol eight in the patrol, some Scout will have
|
||
to run twice to complete eight laps for the patrol.
|
||
Scoring: First patrol to complete eight laps is the winner.
|
||
Shuttle Run Relay
|
||
(Patrol Teams | Vigorous | Outdoor)
|
||
Equipment: Provided each patrol two blocks of wood 2″ x 2″ x 4″.
|
||
Method: Patrol divided into two equal groups. One half of members line up in relay formation
|
||
facing the other half lined up the same way on a line 30 feet away. Blocks of wood are placed at
|
||
line opposite starting line. On as given signal, Scout at starting point runs to opposite line, picks
|
||
up one block and returns with it, placing it at starting line. He runs back and does same with block
|
||
two until all Scouts in the patrol have run. First Scout on the opposite line runs across, picks up
|
||
one block and return it to his line. He runs back and does same with block two. This back- and-
|
||
front delivery of blocks continues until all Scouts in a patrol, repeat until a total of eight block
|
||
transfers have been made.
|
||
Scoring: First patrol to complete eight block transfers is the winner.
|
||
Fitness Medley Relay
|
||
(Patrol Teams | Vigorous | Outdoor)
|
||
Equipment: Each patrol provided with a used tire casing, two rice sacks, and eight triangular
|
||
bandages or neckerchiefs.
|
||
Method: Patrols line up in relay formation in pairs. On given signal, all pairs tie together ankles
|
||
and the above knees using triangular bandage or neckerchief. The first pair races around a marker
|
||
50 feet in front of the patrol. As soon as they return to starting line, the second team repeats same
|
||
process. When a total of four pairs have finished, they untie their bandages/ neckerchiefs. First
|
||
contestant of the Patrol steps into a sack with both feet and jumps around maker and back to starting
|
||
line until eight Scouts have hopped around the course. Then each Scout in the patrol, in turn, rolls
|
||
27
|
||
|
||
--- PAGE 28 ---
|
||
the tire around the mark and back to start point. When all eight Scouts have rolled the tire, event
|
||
is finished. If Patrol is less than eight is completed.
|
||
Scoring: First patrol to complete the three parts of the medley is the winner.
|
||
Holding the Line
|
||
(Half | Troop Teams | Vigorous)
|
||
Equipment: None
|
||
Method: Set up two goal lines as far apart as the meeting facilities permit. Divide troop into two
|
||
teams. One team lines up behind one goal. The other team lines up in the center of the playing area
|
||
between the two goals. On signal to start, players behind the goal try to reach the opposite goal
|
||
line. Players in center attempt to stop them from reaching it by catching and holding them. At the
|
||
end of 30 seconds, a signal is given to step the action. Those who reached the goal are counted.
|
||
The teams change sides, After another 30 seconds of action, those who reached the goal are again
|
||
counted. The difference between the two totals is given as a score to the team with the highest
|
||
total.
|
||
Repeat game as often as desired.
|
||
Antelope Race
|
||
(Vigorous | Patrol Teams | Outdoor)
|
||
Equipment: None.
|
||
Method: On given signal, Scout run in single file with one hand on the belt of the Scout ahead to
|
||
a point 50 yards away, make left turn, and turn back to starting point. Falling down or breaking
|
||
apart throws out the team.
|
||
Mixed Relay
|
||
(Patrol Teams | Vigorous)
|
||
Equipment: None
|
||
Method: Patrols line up at starting line in relay formation. At signal “Go,” Scout No.1 runs to wall
|
||
or finish line and returns to touch off Scout No.2 who starts by holding one foot and hops with the
|
||
other foot to the wall and returns to touch off Scout No. 3. Scout No. 3 runs backward to the wall
|
||
by jumping sideways and returns to touch off Scout No.5. Scout No.5 then runs to the wall and
|
||
back on hands and feet. The next two Scouts (Nos. 6 and 7) form a “chair” with their hands and
|
||
carry Scout No. 8 to the wall and back.
|
||
Scoring: First patrol to complete the course is the winner.
|
||
28
|
||
|
||
--- PAGE 29 ---
|
||
Poison
|
||
(Vigorous | Indoor or Outdoor)
|
||
Equipment: None
|
||
Method: Troop circle formation, but with Scouts of various patrols alternating. Mark a circle on
|
||
the ground, ‘5 – 6’ in diameter. All Scouts join hands and move rapidly around the circle, while
|
||
each Scouts tries to force the opponent next to him on either side to step into the inside circle. Any
|
||
Scout stepping into the circle is “poisoned” and receives one penalty point. And bend of game,
|
||
Scout with least penalty points wins. The patrol to which he belongs is the winner.
|
||
Circle Full
|
||
(Troop Teams | Vigorous)
|
||
Equipment: Chalk
|
||
Method: Divide troop into to equal teams. Draw a circle on the floor. One team of players is
|
||
stationed within the circle. The other team is scattered outside the circle. At a given signal, the
|
||
players who are stationed outside the circle the circle try to pull the players who are stationed
|
||
inside the circle to get their feet outside the circle. At the same time, the players inside the circle
|
||
try to pull their opponents stationed outside of the circle so their feet get inside the circle. Once a
|
||
player is pulled in or out of the circle, depending on which side he is on, he becomes a prisoner
|
||
and is out of the game. Continue the game for two minutes and count the prisoners of both sides.
|
||
Next, change sides and play a second round.
|
||
Scoring: Team with most prisoners wins.
|
||
Wild Bull
|
||
(Fun | Troop Against “It” | Vigorous)
|
||
Equipment: None
|
||
Method: Scouts form circle holding hands. One Scout, designated as the “wild bull,” is in the
|
||
center of the circle which represents a fence. The wild bull tries to break through the fence of
|
||
Scouts by rushing at a pair of joined hands. In his escape attempt, the wild bull cannot used his
|
||
hands to pry his way free, but must depend on his strength and ability to get through the encircling
|
||
Scouts. If he can break through, all Scouts in the circle drop hands and try to tag him. The first
|
||
Scout to tag the escaped wild bull becomes the new wild bull for the next game.
|
||
Variation : Two Scouts are the wild bulls. Play the same as above except that the two bulls cannot
|
||
escape through the same break in the fence.
|
||
Scoring: No score, just play for fun.
|
||
29
|
||
|
||
--- PAGE 30 ---
|
||
FUN GAMES
|
||
Do This – Do That
|
||
(Quiet – Indoor or Outdoor)
|
||
Equipment: None
|
||
Method: Leader in front of Troop, performs certain movements, preceding each with “Do this!”
|
||
or “Do that!” All movements following the order “Do this!” should immediately be executed by
|
||
all contestants, while movements following “Do that!” should not be followed. Contestants
|
||
committing mistakes take one step back. Continue for a certain length of time. Winner is Scout
|
||
nearest the starting line.
|
||
O-Grady Drill
|
||
(Quiet | Patrol Teams | Indoor or Outdoor)
|
||
Equipment: None
|
||
Method: Patrols line up in relay formation. Leader calls out commands like “Attention,” “Parade
|
||
Rest,” “Hand Salute,” “hands on hips,” etc., which the contestants will execute and obey only if
|
||
the command is preceded by “O–Grady says…” Contestants executing the command without “O–
|
||
Grady says…” are eliminated from the game. The Patrol having the most members remaining after
|
||
a given time wins the game.
|
||
Gabfest
|
||
(Patrol Representatives | Quiet)
|
||
Method: This is campfire type of game to be played with Scouts seated in a circle. Each patrol
|
||
select a representative to come forward to compete. The leader matches two patrol representatives
|
||
for each heat. He assign a topic for discussion to them, gives them a moment or two to think about
|
||
the subject, and then say “go”. The two must talk and look at each other continually from the word
|
||
30
|
||
|
||
--- PAGE 31 ---
|
||
“go” until the leader says “stop.” They must talk so the audience can hear. The time limit for each
|
||
gabfest heat is usually one minute.
|
||
Scoring: After each heat, the leader holds his hands over the head of first one contestant and then
|
||
other asking for troop applause for the Scout the troop members feel did the best job. The Scout
|
||
with the most applause wins a point for his patrol.
|
||
Note: Topics assigned can be serious but are usually more fun if they are complete nonsense.
|
||
Song Stumper
|
||
(Patrol Teams | Circle)
|
||
Equipment: None
|
||
Method: Scouts by Patrols in circle formation, with a song leader in front of each patrol. The game
|
||
leader takes position in the center of the circle and starts the game by pointing to one patrol. The
|
||
patrol members must immediately begin a song and sing until the game leader points to another
|
||
patrol. The idea is for each patrol to come up with a new song every time the game leader points
|
||
to another patrol is designated. A patrol must start singing before the game leader counts to three
|
||
or it is out. Once a song is used in the game, it cannot be repeated or the patrol is out.
|
||
Hike Memory Game
|
||
(Whole Troop | Single Line)
|
||
Equipment: None
|
||
Method: Scouts form single line of circle. Leader select a Scout to begin the game. He starts by
|
||
saying “I went on a hike and I took a haversack and in it I put…….” (name of article). The next
|
||
Scout in line repeats what the first one side and adds another article. This continues with each
|
||
Scout in line repeating what was said and adding another item. If participant misses an article, he
|
||
is disqualified. The game continues until a winner is selected.
|
||
Under and Over Relay
|
||
(Active | Indoor or outdoor)
|
||
Equipment: Ball
|
||
Method: Front player has a ball – or other large object – which he passes over his head, using both
|
||
hands, to the player behind him, and so on down the line. When the last player gets the ball he runs
|
||
to the front and passes it between his legs back down to the line. Next time over the head, and so
|
||
on. Ball must be passes, not thrown.
|
||
Scoring: First team to regain its original order wins.
|
||
Variation: Front player always passes over and the next under, and so on alternately.
|
||
31
|
||
|
||
--- PAGE 32 ---
|
||
Jack –en – Poy
|
||
(Quiet | Patrol Teams | Indoor or Outdoor)
|
||
Equipment: None
|
||
Method: Patrols line up facing each other 2 meters apart. Each patrol must make one common and
|
||
synchronized signal (scissors, rock or paper) when called upon to showdown with the other patrol
|
||
on the signal “Go!” The patrol winning the most showdowns wins the game. An opened hand
|
||
stands for paper which wins over a rock signified by a closed fist. A rock wins over scissors which
|
||
is shown by an extended fore- and middle finger.
|
||
Variation: Hunter, Gun, Rabbit. The Hunter (hands on hips) defeats a Gun (simulate firing a rifle)
|
||
which defeats a Rabbit (hands extended behind ears). The Rabbit, since it runs faster defeats the
|
||
Hunter.
|
||
Pocket Rope
|
||
(Fun | Patrol Teams | Quiet)
|
||
Equipment: None, except as may be available from the pocket of Scouts.
|
||
Method: Members of each patrol empty the contents of their pockets into a common pile and then,
|
||
using their collective ingenuity and knowledge of knots, tie the objects together to make the longest
|
||
possible continuous line capable of holding without breaking when held up by the two ends. This
|
||
can be played as a preopening game by adding the pocket contents of each Scouts to the total of
|
||
the Patrol as he arrives.
|
||
Variation: In addition to pocket contents, allow Scouts to add items of apparel from above the
|
||
belt.
|
||
Scoring: Patrol with longest line that holds without breaking wins.
|
||
Aso't Pusa
|
||
(Vigorous | Patrol Teams | Indoor or outdoor)
|
||
Equipment: None.
|
||
Method: Divide Troop into two teams, one team designated as “Aso” and the other team as “Pusa”
|
||
face each other ten feet apart from a center line. The home base for each team is a line 15 feet from
|
||
the center line. Leader calls out “Aso, Pusa, Aso, Pusa,” etc. until his final call when the team
|
||
called has the right to chase and tag the members of the other team before they reach their home
|
||
base. Those tagged become members of the team that tagged them. The team having the most tags
|
||
wins the game.
|
||
Variation: Instead of calling out the name of the team, the leader can use an object like a rubber
|
||
slipper which when tossed can land either side up. Designate who are to be “heads” and those who
|
||
are to be “tails.”
|
||
32
|
||
|
||
--- PAGE 33 ---
|
||
Human Chain Race
|
||
(Patrol Teams | Active)
|
||
Equipment: None
|
||
Method: Patrols line up in relay formation. They face starting line. Each player reaches between
|
||
his legs with his right hand and grasps the left hand of the player behind him, thus forming a patrol
|
||
chain. On signal “Go,” the teams race to a designated line. If at any time they should break the
|
||
chain, they must stop and repair the break before continuing.
|
||
Scoring: Patrol finishing first with chain intact is the winner.
|
||
Ball Over
|
||
(Active | Indoor or Outdoor)
|
||
Method: A line is drawn across center of room or cleared outdoor area, one team on either side of
|
||
the line. Players cannot cross over the line. Leader with a whistle is blindfolded or stands with his
|
||
back to the action. When the whistle is blown, the Scouts toss the ball back and front across the
|
||
line. Whichever team has the ball when the whistle sounds again is penalized by scoring one point
|
||
for the other team. The object, of course, is to get the ball as rapidly as possible into the other
|
||
team's territory each time it comes over.
|
||
Chariot Fight
|
||
(Patrol Representatives | Active)
|
||
Equipment: For each three-man team, a piece of newspaper for tail.
|
||
Method: From teams of three. First two Scouts link arms. They are the horses. The third Scout is
|
||
the driver. He holds belts of the two horses. The driver has a piece of newspaper tucked under his
|
||
belt on back. The object of the game is for the horses to grab as many newspaper tails as possible
|
||
without losing their own tail. When a team loses its tail, it drops out of the game. Only the horses
|
||
may grab tails.
|
||
Scoring: 25 points for last remaining team, 5 points for each tail captured.
|
||
Variation: Two Scouts from a team. Once a rider, the other the horse. Rider has newspaper tail
|
||
tucked under belt. On signal, riders mount horse and try to capture tails without losing their own.
|
||
Scoring: Same as above.
|
||
Duck on the Rock
|
||
(Whole Troop | Single Line)
|
||
Equipment: Outdoors use a block of wood, empty milk cans or a large rock and small stones for
|
||
each Scout. (For indoors, use a stool or table and bean-bags for each Scout).
|
||
Method: One Scout is “it.” He places his small stone (beanbag) on the rock (stool) and stands
|
||
beside. His stone is called the “duck” and he must protect it. All other Scouts stand behind a line
|
||
15 away the take turns throwing their stones (beanbags) at the duck, trying to knock it off the rock.
|
||
33
|
||
|
||
--- PAGE 34 ---
|
||
When a Scout misses, he tries to recover his stone by running and picking it up without being
|
||
tagged “it”. If he is tagged, he becomes the new ‘it”. When the duck is knocked of all, Scouts may
|
||
recover their stones before “it” replaces the duck. Once the duck is replaced on the rock, “it” may
|
||
tag the Scouts.
|
||
Scoring: No scoring, just fun.
|
||
British Bulldog
|
||
(Vigorous | Indoor or Outdoor)
|
||
Equipment: None
|
||
Method: One or two older Scouts take position in center of room – or area – facing troop. At “Go,”
|
||
the entire troop charges from one end of the room and tries to reach the other end, without being
|
||
caught. To catch someone, “bulldogs” in the center must lift player off the floor long enough to
|
||
yell “1-2-3 British bulldog.” When a player is caught, he too. Becomes a “bulldog” for the next
|
||
charge. Not more than three can tackle a player. If a struggling player is not completely lifted off
|
||
the floor while he counts to ten, he is declared free for another charge. Game is run until everyone
|
||
has been caught. Last man left is the winner.
|
||
Find Your Patrol
|
||
(Patrol Teams – Active)
|
||
Equipment: Neckerchief for each Scout, to serve as a blindfold.
|
||
Method: Patrol members are blindfolded and scattered around the room. On a given signal, all
|
||
patrol members give their call to attract other members of their patrol. When members meet they
|
||
join hands and continue to seek other members of their patrol by their call.
|
||
Scoring: The first patrol to get together with all its members is the winner.
|
||
Captured
|
||
(Half | Troop Teams | Active)
|
||
Equipment: None
|
||
Method: Draw a line across the center of the floor and divide the group into two teams with one
|
||
on each side of the line. One side is designated as “Attackers.” On a given signal, they have one
|
||
minute to cross the line and try to capture opponents by pulling them across the line. Once across,
|
||
the prisoner stands in “jail” to be counted. At the end of the minute, the prisoner are counted and
|
||
allowed to return to their own side. Then the roles are changed and those who were attacked
|
||
become the “attackers” for one minute.
|
||
Scoring: Team with the most prisoners after the two attacks is the winner.
|
||
34
|
||
|
||
--- PAGE 35 ---
|
||
Dropping Staff
|
||
(Whole Troop | Circle)
|
||
Equipment: One Scout staff or a broomstick.
|
||
Method: Number Scouts from one to the number of Scout playing. Have them sit on the floor in
|
||
circle formation. The game leader, standing in the center of the circle, balances the staff erect with
|
||
his hand. Then he calls a number and lets the staff fall. The Scout whose number was called must
|
||
catch the staff before it touches the floor. If he falls, a point is scored against him. Repeat game by
|
||
calling different numbers at random.
|
||
Scoring: The patrol with least points scored against its members is the winner.
|
||
Are You There?
|
||
(Patrol Representatives | Informal)
|
||
Equipment: Newspapers rolled up into swatters.
|
||
Method: Two Scouts are blindfolded. They kneel so that they face each other, within reach. Each
|
||
has a rolled-up newspapers to use as a swatter. The first Scouts asks, “Are you there?” Second
|
||
Scout responds, “Here I am” whereupon he take steps away from him. Scout No. 1 takes a swat at
|
||
Scout No.2. Should he succeed in hitting No.2, he gets another chance. If he misses, the second
|
||
fellow has his turn.
|
||
Scoring: The Scout with the most “swats” at the end of a certain time is the winner.
|
||
Bull in the Ring
|
||
(Patrol Teams | Circle)
|
||
Equipment: None
|
||
Method: Each patrol forms a circle by joining hands. A representatives from another patrol is the
|
||
“bull” and goes to the center of the ring. At signal, each bull attempts to break out of the ring in
|
||
any manner he may wish.
|
||
Scoring: The first bull break out of his ring wins a point for his patrol.
|
||
Variation: Each patrol in turn acts as bulls with the rest of the troop forming the ring. Time each
|
||
patrol. Patrol getting out in shortest time wins.
|
||
35
|
||
|
||
--- PAGE 36 ---
|
||
Hog-tie the Rustler
|
||
(Patrol Teams | Informal)
|
||
Equipment: two 6-foot ropes for each patrol.
|
||
Method: Select one Scout from each patrol to be the “rustler” and send him over to another patrol.
|
||
On a given signal, each patrol tries to hog-tie its “rustler” within one minute using the two ropes.
|
||
Do not tie rope above the “rustler’s” shoulders. At the end of the minute, all “rustlers” who gets
|
||
loose wins a point for his patrol. Repeat the game as many times as you wish.
|
||
Scoring: The patrol with most point at the end of the game is the winner.
|
||
Sorry to Pass the Shoe
|
||
(Whole Troop | Active)
|
||
Equipment: None
|
||
Method: All players remove their right shoes and place them in a circle, rosette fashion. Each
|
||
kneels and holds his shoe with the toe pointing toward the center. The object of the game is to pass
|
||
the shoes around the circle from one Scout to the next, increasing in speed to the tune of a simple
|
||
song, each player slapping a shoe in front of the Scout to his right. Soon the shoes are fairly flying.
|
||
Anyone who misses or lets the shoes pile in front of him drops out taking one shoe with him. The
|
||
game is continued until the last two players facing each other are left with just two shoes to pass.
|
||
One becomes champ.
|
||
The song, sung to the tune of “Farmer in the Dell”, runs like this...
|
||
...sorry to pass the shoes
|
||
...hooray, hooray, hooray
|
||
...sorry to pass the shoe so fast
|
||
...If you miss you cannot play.
|
||
Guardian Patrol Leader
|
||
(Fun | Patrol Teams | Active)
|
||
Equipment: A volley ball.
|
||
Method: One patrol is grouped in the center of a large circle formed the Scouts of the other Patrols.
|
||
Scouts in the circle throw the ball to the Scouts assembled in the center, by hitting them below the
|
||
waist. Any Scout hit, except the patrol leader, must drop out. The job of the patrol leader is to
|
||
guard his members by blocking the bell. He is the only patrol member who is not knocked out if
|
||
hit. Game continues until all have been eliminated except the patrol leader. At this point a new
|
||
patrol takes over in the center.
|
||
Scoring: Time this event from signal “go” for each patrol until last man is out. Patrol with longest
|
||
time in the center wins.
|
||
36
|
||
|
||
--- PAGE 37 ---
|
||
Catch Ten
|
||
(Half | Troop Teams | Active)
|
||
Equipment: A volleyball, basketball or football.
|
||
Method: Divide Troop into two equal teams. Identify all members of one team by tying
|
||
handkerchief on right arm. The ball starts in the hands of one team member who tosses it to a
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teammate. The opposition tries to intercept the ball. As the first player catches the ball, he shouts
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“one,” and throws to another teams mate who shouts “two,” as he catches the ball. This continues
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until “ten” is reached. If the opposition intercepts the ball, the man who intercepts shouts “one,”
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then that team tries to reach “ten.” As teams intercept the ball, they must always start with number
|
||
“one.”
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Scoring: The first team to reach “ten” is the winner.
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Barnyard
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(Individual | Active)
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Equipment: Slips of paper with name of animals. Each name appears on two slips.
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Method: The slips of paper are put into a hat. When everyone has a slip, each Scout starts making
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the animal sound that is appropriate to the animal name on his slip of paper. The object of this
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game is for each boy to find his “mate” who is making the same animal call as he. When a Scout
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finds his mate, both stop calling and step to one side.
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Scoring: None. This is strictly for fun.
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Variation: Barnyard surprises. To add some fun to this game, make only one slip with the name
|
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“goat.” The bleating at the end by one lone Scout will make everyone laugh.
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37
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