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227 lines
12 KiB
Plaintext
227 lines
12 KiB
Plaintext
SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/Activities and Games Scouts NZ/Scouts Wide 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 – Wide Games
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Wide 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
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and Games” book written by Jack Dowling and first printed by The Scout Association of New Zealand in 1972
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and “Fun and Games 2” for all sections, edited by Diana Balham in 1987. More recent games have been added
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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
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into categories, 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
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forward the game instructions to reception@scouts.org.nz so it can be considered by the National Scout Leader
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for adding to this document.
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Customs Officers
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Equipment
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A piece of wood or a small cardboard box (illicit goods)
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3 or 4 powerful torches or spotlights
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Method
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This game is a variation of the Spotlight game.
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Locate a park with trees and bushes that will provide cover for the players.
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Appoint three or four Customs Officers who hide within 20 metres of the illicit goods and are
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armed with the torches or spotlights.
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The players scatter around the playing field using whatever cover they can find and on “Go”,
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start to creep up to the illicit goods.
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The Customs Officers use their torches to spot and correctly name the players as they attempt
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to collect the illicit goods and spirit them away.
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The spotlights or torches must be aimed and switched on for 5 seconds only, and not waved
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about in the hopes of spotting someone.
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Field Card Game
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Equipment
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An old pack of playing cards.
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Local map or a hand drawn map of a local park
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Method
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Define a playing area at a campsite or a local park.
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Hide the 52 cards right across the playing area.
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Devise some clues to help the Scouts work out the playing area where the cards are hidden, but
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not where the cards are placed.
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The Patrols work out the size of the playing area from the clues provided and set to work
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looking for the cards.
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After a set amount of time, the Patrols return to base and add up the values of the cards found.
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The Patrol with the highest value wins.
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July 2015 Scouts Wide Games.doc
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--- PAGE 2 ---
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Flag Raid
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Equipment
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Two flags and poles.
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Lengths of wool to tie around the wrists of each player, plus spares.
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A park with bush, trees or scrub on it for hiding in.
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Method
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Divide the troop into two teams.
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Each team sets up a base about 100 metres apart and hangs the flag on a tree or pole so that
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it’s clearly visible.
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All players tie a piece of wool around their wrist – this is the lifeline.
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Each team has to allocate players to be defenders and attackers.
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On “Go” the attackers creep up to the other teams flag and attempt to take it and bring it to the
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Scout Leader.
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If an attacker is tagged by a defender, the lifeline is removed and the attacker returns to the
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Scout Leader to get another lifeline.
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The intent is to use their tracking skills to get the flag, not an all out assault.
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The team who is first to take a flag to the Scout Leader wins.
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Hares and Hounds
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Equipment
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Two or three whistles, bells or billies and lids (noisemakers).
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Method
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This game is best played on a partially bush clad reserve or scrub land on a dark night.
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Appoint two or three hares and give them a noisemaker each.
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Send the hares off with instructions to keep moving around the playing area, but they have to
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make a loud noise for 10 seconds every three minutes or so.
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After 5 minutes, send the remainder of the players (hounds) after the hares. The hares are
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caught once they have been tagged.
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When the hares have both been caught, appoint two or three new hares and start again.
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This is a good game for getting young Scouts used to the dark, and to start learning how to
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work as a team to hunt down the hares.
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Have You Got The Body?
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Equipment
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Cotton wool or other ID feature,
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50 or so cardboard cards or disks etc.
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A Venturer Unit or members of another Scout Troop.
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Method
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Recruit up to 10 strangers to help with the game. It would be a good chance to involve a
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Venturer Unit or a Rover Crew. These strangers are the ‘body snatchers’.
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The ‘body snatchers’ are given a discrete identifying feature so the Scouts can work out who
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they are. A wad of cotton wool sticking out of one ear would work, or a Unit T shirt partially
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covered with a jacket etc.
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The ‘body snatchers’ go directly to the park or where the game is being played and circulate
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individually around the area.
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The Scout Patrols (in uniform and not with it covered up) have to identify the ‘body snatchers’
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in the park or street and ask them “Have you got the body?”.
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Having been asked the question, the ‘body snatchers’ then give the Patrol a card to show they
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have asked the question.
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Everyone returns to the base at the end of the allotted time.
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The Patrol with the most cards wins the game.
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SCOUTS - Wide Games SCOUTS New Zealand Page 2
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--- PAGE 3 ---
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Hunter And Avengers
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Equipment - Nil
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Method
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A large park, camp site, reserve or farm is needed for this game.
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Divide the troop into two teams, ‘Hunters’ and ‘Avengers’.
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On “Go” the ‘Avengers’ disperse and hide.
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After 5 mins, the ‘Hunters’ are sent out to capture the ‘Avengers’.
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When an ‘Avenger’ is tagged, he or she is escorted to the prison.
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An untagged ‘Avenger’ can break into the prison and free the prisoners by ‘high fiving’ them.
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The game ends at a set time, or when all the Avengers are in prison.
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Lighthouse
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Equipment
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One or two Glo sticks
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A large clear plastic soft drink bottle.
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Method
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Break a Glo Stick and place it inside the soft drink bottle.
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Place the bottle on a hillock or modest sized hill. This becomes the lighthouse.
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Divide the troop into one third ‘defenders’ and two thirds ‘attackers’.
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The ‘defenders’ go and hide around the hill with the aim of protecting the lighthouse.
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On “Go” the attackers plan a strategy and then set out to turn the light off. This is done by the
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‘attackers’ covering the light with a jacket or bag or otherwise removing the light from view.
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After a set time and if time permits, choose a new set of ‘defenders’ and play again.
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Lost Leader
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Equipment
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A small roll of wool per Patrol – each Patrol has a different colour.
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Torches will be needed if dark.
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Method
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Cut the wool into 10cm lengths or longer so that each Patrol Leader has about 50 pieces. Keep
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one piece back for the Assistant Patrol Leader.
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Send the Patrol Leaders out with the wool strips and ask them to lay a trail through the streets
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or a nearby park or both and then hide within several metres of the last strip of wool clue.
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(meant to be blood maybe?)
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After 30 mins, give the Asst. Patrol Leaders a sample strip and explain that the PLs have gone
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missing and that each Patrol needs to find their PL ASAP to make sure they are OK.
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The Patrols should collect the clues as they find them so no rubbish is left lying around.
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Brief the PLs about making sure the clues don’t blow or wash away etc. Also discuss putting the
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clues at different heights by tying them to low branches etc.
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Photograph Hunt
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Equipment
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Photographs of 6 to 8 different locations in the neighbourhood of the Scout Hall or the
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campsite. A different set for each Patrol and printed on one page.
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Pencil.
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A street map of the neighbourhood with map reference grids.
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Method
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There is quite a bit of preparation involved in this game.
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Take photos of notable items or objects within a kilometre of the hall or base. (gate posts,
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House letter box, street signs, odd shaped trees and shrubs, tennis courts, traffic islands, shop
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windows etc.). A different set for each patrol if possible.
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SCOUTS - Wide Games SCOUTS New Zealand Page 3
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--- PAGE 4 ---
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It would be best to write several street names on the back of any photo where the location may
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not be readily apparent so as to give a guide to the general locality.
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Hand out the sheet of photos to each Patrol or team. They have to identify the site and visit it,
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and write the map reference on the back of the photo.
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If the troop has one or more GPS, use those in place of a map for one or two Patrols.
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Sardines
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Equipment - Nil
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Method
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Select one person from the Troop and send them off to hide in an area that can hide 10 or more
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people – a patch of scrub or a gully etc.
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After 5 minutes, send the troop out to find the person.
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As each of the players find the hidden Scout they quietly hide with them.
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The game ends when the last Scout finds them all.
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Spotlight
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Equipment
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A powerful torch or spotlight that throws a beam at least 30 to 40 metres or further.
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Method
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The aim of the game is for the players to creep up to within 4 metres of the ‘spotlight’ holder
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without being seen.
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One person is appointed as the ‘spotlight’ person and stands at the home base.
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The players disperse around the playing area and on “Go” start to creep up to the home base
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using all available cover.
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The ‘spotlight’ person must not sweep the beam around the playing area. They must aim it at a
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particular spot and after 5 seconds switch if off again, wait 10 seconds and switch it on again
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and so on.
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If the ‘spotlight’ person sees a player and can identify them, he or she calls out their name
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while the light is still on them. At that point the player is out. The Scout Leader may need to
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confirm that the name is correct.
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Depending on time, the game may continue until a person gets to the Spotlight’ without being
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named, or continue until all players have made it home or are out.
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String Break
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Equipment
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Materials for a fire, or a hobo stove type burner.
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Materials to make a ‘torch’ to carry the flame 100 metres or more.
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A box of matches per team.
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Two stakes per team.
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A length of twine about 1 metre long per team.
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Method
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The aim of each team is to travel to and burn through a taut string belonging to the other team.
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Form the Scouts into two, four or six small teams if numbers permit.
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Pair the teams up and place them about 100 metres apart.
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Each team lights a small fire from which they can light and relight a ‘torch’. They could make a
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hobo stove burner out of a salmon or tuna tin, a strip of corrugated cardboard and could use
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cooking oil as the fuel.
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Each team hammers in the stakes about 80cm apart and ties the twine between them. Place
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these about 3 metres from the fire.
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Each team makes a ‘torch’ out of brush or other materials that when lit, will burn long enough
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to transport the flame 100 metres.
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On “Go” the team have to light the fire, make a ‘torch’, set the torch alight, travel to the other
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team’s string and burn it through.
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SCOUTS - Wide Games SCOUTS New Zealand Page 4
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--- PAGE 5 ---
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The first team to part the string wins the game.
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Be mindful of any fire restrictions.
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Talk about planning and delegation of tasks before starting the game.
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Wounded Spy
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Equipment
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Mix some chicken mash or untreated saw dust with red dye to resemble blood. The mix must be
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non harmful to birds and animals etc.
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Method
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Could be played in patrols.
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Could be played in a park where the Scouts can roam at will.
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If played in the streets, make sure the Scouts are easily identified as Scouts by the public
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(uniforms and scarves clearly visible).
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The spy heads off with a Ziploc bag of ‘blood’ and drops half a teaspoon full every two or three
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metres or so along the route. A bigger smear every now and then could be read as a fall etc.
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The trail could be laid so that it ends up back at or near the base.
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After fifteen minutes, send the patrol members after the wounded spy. The Patrol members are
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to be told the spy is wounded and to look out for blood etc.
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Once the spy is spotted he or she can be captured by tagging and brought back to base.
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The spy needs to be given a time to be back at the base or hall in case the Patrol members lose
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the trail.
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SCOUTS - Wide Games SCOUTS New Zealand Page 5
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