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168 lines
8.2 KiB
Plaintext
168 lines
8.2 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/Activities and Games Scouts NZ/Scouts Quiet Games.pdf
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CONVERTED: 2025-01-11
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==================================================
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--- PAGE 1 ---
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SCOUTS – Quiet Games
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Quiet Games
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Introduction
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These game sheets have been developed to support the National Programmes. The games are from the “Fun and Games”
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book written by Jack Dowling and first printed by The Scout Association of New Zealand in 1972 and “Fun and Games 2” for
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all sections, edited by Diana Balham in 1987. More recent games have been added as well.
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There are many more games listed on the internet that may be used if desired. The games have been sorted into categories,
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and are listed alphabetically in each document.
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If your Scouts have a favourite game in this category that you would like to share with other leaders, please forward the
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game instructions to reception@scouts.org.nz so it can be considered by the National Scout Leader for adding to this
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document.
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Ambulance Game
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(first aid training)
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Equipment - Nil
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Method
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Sit the Scouts in a circle.
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The leader calls out a part of the body and the Scouts have to
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touch or point to the relevant part of their own body.
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Make the names a mix of easy and harder names as some will
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still be learning first aid.
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Players who make more than two mistakes are out and move
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back from the circle.
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Here are some names: scalp, skull, eyes, nose, neck, thigh,
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calf, carotid artery, humerus bone, femur, ulna, ankle,
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vertebrae, radius, tibia, fibula, pelvis, sternum, clavicle (collar
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bone), knee, rib and so on.
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Battleships
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(strategy and planning)
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Equipment
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A blanket, sheet or tent that can be used as a screen.
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A soccer ball or similar.
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Method
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This game is best played in patrols or teams of 6. Two teams plus several leaders or three teams would be
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ideal.
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Have two Scouts or two leaders hold up a screen. And another two are needed to fetch the balls.
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Sit a patrol or team on either side of the screen.
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Each team sits as follows: 3 in a row = cruiser, 2 in a row = destroyer, 1 = submarine. Place the ‘ships’ at
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random.
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Give the ball to one team and have them lob it over the screen.
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If the ball misses a ship the leader calls out “missed”, if it hits one of the ‘ships’ the leader calls out ‘hit’ or
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in the case of the submarine, ‘sunk’.
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The second team then lobs the ball back over the screen and tries to hit and sink that teams ‘ships’.
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Once a hit is achieved, the team needs to remember where they lobbed the ball so they can try and achieve
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another hit on the same ‘ship’. Team work is essential and they should be encouraged to consult with each
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other before lobbing the ball.
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Buzz Wuzz
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(mathematics skills)
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Equipment -nil
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Method
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The Scouts sit in a circle and count in turn
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Whenever the number has a 7 in it, is divisible by 7, or is a multiple of 7, that Scout must say “Buzz”.
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July 2015 Scouts Quiet Games.doc
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--- PAGE 2 ---
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If the number is say 17 the Scout says “1Buzz”. 77 is “Buzz Buzz”
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One mistake is permissible, two mistakes and the Scout is out.
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After each mistake, carry on from the number reached so far.
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Five Match Kim
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(memory development)
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Equipment
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One box of matches for each patrol.
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A clean handkerchief, cloth, newspaper page or book.
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Method
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The game is played in patrol corners.
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Give each Scout 5 matches.
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One Scout drops five matches on the table in a random pattern.
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The other Scouts observe and try and memorise the pattern.
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After 5 seconds, the matches are covered carefully.
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The patrol members now have to recreate the pattern using their own matches.
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After 2 or 3 minutes, remove the cover and compare the patterns.
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Start again with a different Scout dropping the matches.
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Leaf Matching
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(environment awareness)
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Equipment – Nil
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Method
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Send the teams or patrols out into different parts of the park or neighbourhood to gather 10 or more
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different leaves.
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Return to the meeting place and sit the teams across from one another.
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The first team holds up a leaf and calls out what tree they believe it’s from. If they are correct (the leader
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judges) they get 10 points.
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A second (or third) team then try and match the leaf from their own collection. If they succeed they get 5
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points.
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The next team then holds up one leaf and the process continues.
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If a team cannot identify a leaf but another team can, that team gets the 10 points.
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Matthew, Mark, Luke and John
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(concentration training)
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Equipment – Nil
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Method
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Sit the Scouts in a circle
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The first 4 players are called “Matthew, Mark, Luke and John”, then number the rest 1, 2, 3, 4 and so on.
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Matthew could start by saying “Matthew to 1”
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1 then responds and could say “1 to Luke”
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Luke could then respond “Luke to 12”
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12 could respond “12 to John” and so on.
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If anyone fails to respond promptly or the wrong person responds, they leave the circle, everyone
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renumbers and the game starts again.
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One Oily Onion
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(memory game)
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Equipment - Nil
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Method
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The players sit in a circle.
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The leader says “One oily onion”. This is then repeated by each Scout, one after another.
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The next player in the circle says “One oily onion and two tame tadpoles” and everyone then repeats it one
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after the other. (Making sure it sinks into their memories).
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The next player starts again but adds a third rhyme such as “One oily onion and two tame tadpoles, three
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throbbing thrushes”.
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A Scout getting the words wrong, forgetting them or hesitating too long is out and sits back from the circle.
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Have a practice run first before starting to eliminate people.
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Pinch The Keys
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(listening skills)
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Equipment
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One chair
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A set of keys (preferably about 4 or 5 keys on a ring)
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SCOUTS - Quiet Games SCOUTS New Zealand Page 2
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--- PAGE 3 ---
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Method
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The aim is for nominated Scouts to retrieve the keys without being heard.
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Sit all the Scouts around the perimeter of the playing area.
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Place a blindfolded Scout on a chair in the middle of the area.
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The Leader points to two or three Scouts, who proceed to creep up to the chair, gently lift the keys and
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return equally as quietly to his or her place.
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The blindfolded Scout listens intently and points to where he or she believes a sound came from.
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A Scout who is accurately pointed at is out and the game stops while the Scout returns to the perimeter.
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A Scout who successfully retrieves the keys is blindfolded and sits on the chair.
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This game will only work in a quiet environment without undue street noise.
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Steady Sam
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(hand and eye co-ordination)
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Equipment
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Two boxes of matches for each patrol.
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A plastic jam jar with the lid on it for each patrol.
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Method
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This game is played in the patrol corner.
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Each Scout places a match on the jam jar lid.
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Continue taking turns until all the matches are stacked on the lid.
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If a Scout topples any matches off the lid, he or she is out.
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The last Scout still playing wins.
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Who is the leader?
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(Observation training)
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Equipment – Nil
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Method
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Sit the Scouts in a circle and then send one Scout out of the room.
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Appoint one Scout in the circle as the leader.
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The leader starts the Scouts clapping, waving or making other actions. These should change at least every
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minute. (Clapping behind the back, over the head, out to one side etc)
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Once the Scouts have started the actions, bring the Scout back from outside and ask him or her to identify
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which Scout is leading the action.
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If the leader has not been identified within 3 minutes, start the game again.
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Once the leader has been identified, that person leaves the room and the game starts again.
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Uniform observation
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(observation training)
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Equipment
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Paper and pencil for each team or patrol.
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Method
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One patrol is inspected by the troop for one minute.
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The troop turns their backs while the patrol makes one or two changes to each member’s uniform – button
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undone, scarf crooked, socks down, shirt tails out etc.
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When ready (about 1 minute) the troop turns around and re-inspects the patrol.
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After 2 minutes the troop returns to their patrol corners and compile a list of the changes.
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Score two points for each correct answer and deduct 1 point for wrong answers.
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SCOUTS - Quiet Games SCOUTS New Zealand Page 3
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