1201 lines
55 KiB
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1201 lines
55 KiB
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Newsgroups: rec.scouting,rec.answers,news.answers
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Path: bloom-beacon.mit.edu!news.kei.com!sol.ctr.columbia.edu!xlink.net!scsing.switch.ch!bernina!macman
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From: stolz@fnalv.fnal.gov (Mike Stolz)
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Subject: rec.scouting FAQ #3: Games (2/3)
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Message-ID: <scouts-games2_757739703@bernina.ethz.ch>
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Followup-To: poster
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Last-Modified: 93/07/14 11:15:00 CST
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Keywords: games fun campfire kids scout wolf cub pack troop faq
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Sender: macman@bernina.ethz.ch (Danny Schwendener)
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Supersedes: <scouts-games2_755147705@bernina.ethz.ch>
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Organization: Pfadi Glockenhof, 8001 Zurich, Switzerland
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Date: Wed, 5 Jan 1994 03:15:25 GMT
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Approved: news-answers-request@MIT.Edu
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Archive-Name: scouting/3_games/part2
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Expires: Fri, 18 Feb 1994 03:15:03 GMT
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Lines: 1181
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Xref: bloom-beacon.mit.edu rec.scouting:6044 rec.answers:3574 news.answers:13724
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This file contains a number of games collected on rec.scouting, misc.kids and
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scouts-l, for your pack, den or troop activities. Due to its size, this FAQ
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has been split into 3 separate postings.
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If you know a good game that hasn't been included in this FAQ,
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please do all of us a favor and post it on rec.scouting. Sending copies to
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macman@bernina.ethz.ch (Danny Schwendener) - and/or -
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stolz@fnal.fnal.gov (Mike Stolz)
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will ensure that it gets included in this file.
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This file is in digested format, like all FAQ files on this newsgroup. If
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you're using nn as newsreader, simply type 'G %" to split the digest into
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individual postings In bn or rn, typing control-G should cause the reader to
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skip to the next posting within this file.
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**
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** from Mike Stolz, current maintainer **
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Okay folks - here goes. I'm going to split the games listing into 3 files to
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start with, and will expand to 4 as needed. the first 2 files will be based on
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the SCOUT-L.GAMES files that came from TCUBVM.BITNET. A lot of effort went
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into producing that compendium, and I intend to take advantage of it. You will
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find the updated index for SCOUTS-L about a page down from here, and also at
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the top of FILE2. Lots of folks have sent in additions that will fit nicely
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into the SCOUTS-L format - there are both variations of existing games, and new
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games that fit the already defined categories. In file 3, I intend to put
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'long explanation' games, along with any that don't seem to have an existing
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category. This organization is a bit different from Danny's current format, the
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difference being that I will sort the new additions and put them in the same
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'Chapter' as the SCOUTS-L games.
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Games that have come from the net will have headers indicating who posted them
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-
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If there are no headers, the game was part of the original SCOUTS-L file.
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For U.S. readers, the SCOUTS-L games use British Scout terms. A 'Sixer' is a
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den or patrol, clothes pegs are clothes pins, and a 'bat' is a long, flat
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Cricket bat. If anyone spots other terms they're not familiar with, please let
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me know and I'll add it to this explanation!
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Internet: stolz@fnal.fnal.gov Bitnet: Stolz@fnal
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Snail mail: 589 Lochwood, Crystal Lake, IL, 60012, USA
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------------------------------
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Subject: 3_GAMES INDEX
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From: stolz@fnal.fnal.gov (Mike Stolz)
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******************************
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file 3_GAMES_PART1.
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Subject: GAME BOOKS
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Subject: Game Compendium -- Tips and Miscellaneous items
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Subject: Game Compendium -- Games needing little or no equipment
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Subject: Game Compendium -- Wide Games
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******************************
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file 3_GAMES_PART2.
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Subject: Game Compendium -- Memory Games
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Subject: Game Compendium -- Pencil and Paper Games
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Subject: Game Compendium -- Party Games
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Subject: Halloween party for Cubs
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Subject: Game Compendium -- Water Games
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Subject: Game Compendium -- Games with Bats or Sticks
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Subject: More games you may wish to consider.
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Subject: Game Compendium -- One on one challenges [ACTIVITY]
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Subject: Summer Olympics games
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Subject: Winter Games
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******************************
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file 3_GAMES_PART3.
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Subject: Game Compendium -- Relay Games
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Subject: Game Compendium -- Strategy Games
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Subject: LONG GAMES
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Subject: Space Training Game
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Subject: Desert Survival Game
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Subject: Fire Safety Game
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Subject: Games for Pirate Theme Birthday Party
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Subject: Bop Sticks
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Subject: Christmas Games
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------------------------------
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Subject: Game Compendium -- Memory Games
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From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
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**
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SILHOUETTE KIMS GAME
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You will need:
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*) About twelve different shaped items, a sheet or back
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*) projection screen and a slide projector or strong light
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(Note: clear bulbs are better than pearl)
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A number of objects are held, one after the other, behind the screen, eg.
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scissors, bulldog clip, flower. After all the objects have been seen, a short
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time is given for the lads to write down or tell to the leader, the objects that
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they saw in the correct order of viewing.
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**
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BATTLESHIP KIMS GAME
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You will need: (for each six or patrol)
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*) A table, a piece of chalk and ten items
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Each patrol gets a table set up on it's side in their corner as a barrier, so
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that the other patrols can't see behind it. On the floor they draw a 747 grid,
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and mark horizontal axis A to G and vertical axis 1 to 7. They then take ten
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items and place them at random on their grid. The patrols ar now given five
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minutes to look at each others grids and try and memorize the locations of as
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many items as they can. After five minutes they each retire behind their
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barricades. Each patrol in turn fires three shots. For a shot they must say
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the name of the patrol they are firing at, the grid reference and what item is
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at that grid reference. If they are correct then they capture that item. Each
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patrol only gets 3 shots per round. After a set number of rounds, the patrol
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that has captured the most items are the winners. Please note that this is a
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memory game, no pencils and paper allowed.
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**
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KIMS GAME Variant
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You will need: (for each six or patrol)
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*) Two bowls or buckets on chairs
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*) ten mixed items
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Teams or patrols stand in single file facing the front of the hall. At the
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front of the hall facing each team is a bucket or bowl on a chair. In each bowl
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there are ten items (the same items for each team). At the back of the hall
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opposite each team is an empty bucket or bowl. The scout leader calls out an
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item and the first man in each team has to run to the front, get that item
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place it into the other bucket at the back of the hall and then run back to the
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back of his team. The first team with their man back get a point.
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As you continue playing this the objects will be distributed between the front
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and the back buckets. If the scouts have good memories they will remember what
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items are in what buckets. This will save them time. If an object is called by
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the leader and it is in the back bucket then it has to be placed in the front
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bucket and vice versa. The reason for the bucket being on a chair is so that
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the scouts can't look in to see what is in the bucket.
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**
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PATIENCE
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You will need: (for each six or patrol)
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*) A suit of cards Ace to ten
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(one pack of cards will supply four teams)
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The ten cards for each team are laid out at random, face down on a table in
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front of them. One at a time the boys run up and turn over a card. If it is not
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the Ace then they turn it face down again and run back to their team and the
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next player has a go. When the ace is turned up they can lay it face up at the
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front of the table. The next card needed is the two and so on. Play continues
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until one team has all its cards turned face up in the correct order.
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**
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COMPASS SKILLS PATIENCE
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You will need:
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*) Sets of cards having the compass points printed on them
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This game is played the same way as the previous game, but this time the boys
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have to place the cards at the correct compass position for that card.
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Suggested order for laying down cards: North, South,
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East, West, North East, South East, South West, North West.
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NNE, SSW, NNW, SSE, ENE, WSW, ESE, WNW
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**
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IT'S UNDER A CUP
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You will need:
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*) A number of plastic cups and
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*) objects to fit under them (e.g. a ball, a ring, a key etc.)
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Two teams one each side of the hall. Each team is numbered 1 to N with boys
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with the same number on each team of similar size. The object are placed in the
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centre of the hall in a row and the plastic cups placed over them. The leader
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now calls out an object and a number. The two boys with that number have to
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rush to the row of plastic cups, find the correct cup and take the object to the
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leader. The lad who gets the object to the leader wins a point for his team.
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**
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RUBA DUB DUB
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You will need:
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*) Twenty four 35mm film cannisters, these should be opaque and all look
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the same. Into twelve of these you place a marble, fishing bell or
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anything that will make a noise when the cannister is shaken.
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The boys sit in a circle and take it in turn to pick up two cannisters
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at a time and give them a shake. If they both rattle then a prize or point is
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given to the boy who picked them. These cannisters are then removed from the
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game and the next boy has his turn. If both cannisters do not rattle then they
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are both replaced where they were picked up from and the game continues. The
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game gets more difficult as more are removed as there are then more empty ones
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left in the game than ones that rattle. You could make it more difficult by
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having a larger number of containers to begin with. You could also guild the
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lilly by putting numbers on the cannisters but I have not found this to be
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necessary. You can use this as a team game, the winning team being the one
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with most points or as individuals against all the rest.
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**
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POST OFFICE
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You will need: (for each six or patrol)
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*) 2 chairs
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*) coins adding up to 50 pence
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The boys stand in their patrols or sixes, in straight lines across the middle of
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the hall. In front of each patrol is a chair, this chair is the post office.
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On this chair at the beginning of the game is an assortment of coins. We use
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coins that add up to 50 pence. Each teams post office,has the same number and
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value of coins. Behind each patrol is placed another chair, this chair is the
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'BUREAU DE CHANGE'. The leader calls out a sum of money, say 20 pence. The
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front man in each team then runs to the post office and has to leave 20 pence on
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the post office chair. Any extra coins must be taken and placed on the BUREAU
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DE CHANGE chair. On finishing his move the player runs
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back and joins the back of his team. The first man back gets a point for his
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team. If a value is called which is higher than the value on the post office
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chair, the boys must run to the BUREAU DE CHANGE to collect the coins they
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need. Great fun can be had by calling out 49, a lot of them will start
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counting the coins out, but the smart ones soon realize that they only have to
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leave one coin at the BUREAU DE CHANGE to get 49 at the post office. Calling
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out the value that is already at the post office also causes a laugh.
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**
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OBSTACLE COURSE IN THE DARK
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You will need:
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*) Various items that will fall over easily such as skittles
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*) plastic bottles and short lengths of wood or plastic tube
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Give each team the same type and number of objects. Allocate each team a lane
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down the length of the hall across which they must lay out the obstacles. You
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could mark these lanes with chairs if you wished. When the teams have completed
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their task, line them up at one end of the hall and then get them to swap lanes
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with one of the other teams. This way if they have made the obstacle too easy
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then they will give this advantage away to another team. After allowing them a
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minute or two to look at the lane they are in, turn out the light and get them
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to walk down the lane to the other end. The patrol leader or sixer should be
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the leader for his team. At the finish end of the hall, one of the leaders
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could flash a torch on and off at random to give them a bearing. Points are
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deducted from each team for the number of obstacles they have knocked over.
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------------------------------
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Subject: Game Compendium -- Pencil and Paper Games
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From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
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**
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CUB 2000
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You will need: (for each six or patrol)
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*) A sheet of paper fanfolded into 6 sections
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*) a pen or pencil
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The cubs or beavers sit in a circle in their six. The sixer is given the fan
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folded sheet of paper and a pen. The rest of the six close their eyes, this
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makes the final result more fun. The sixer then draws on the first section, a
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hat suitable to be worn by a scout in the 21st century. Paper is passed onto
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the next cub who draws the head on the second section. This is continued with
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the shoulders body legs and feet. Open out the paper at the end to see the
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strange 21st century cub that the six have drawn.
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**
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MIME and/or KIM'S GAME
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You will need:
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*) A sheet of paper and a pen or pencil for each cub, or for
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sixers only if you do not have enough equipment.
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The cubs sit in a circle with paper and pen in front of them on the floor or
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just in front of the sixer. Akela sits in the circle with the lads and takes
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imaginary objects out of a sack in front of him and mimes the object. Cubs can
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either write the objects down as they are mimed, or wait until the end and then
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write them all down.
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Suggested items to mime:
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Hammer and nails, Necklace, Tea cup and saucer, Teapot, Telephone,
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Powder compact, Soap and flannel, Shoes, Watch, Hoola-hoop, Paper clip,
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Earrings, Hair spray and many more, limited only by your ingenuity.
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**
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PICTIONARY
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You will need: (for each six or patrol)
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*) Sheets of paper and a pen or pencil
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This is a game which has been commercialized in England. One member from each
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patrol comes up to the scout leader, who whispers a word or phrase to them. The
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patrol member then goes back to his patrol and attempts to draw on a sheet of
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paper, what the scout leader said. They are not allowed to give clues by
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actions, speech or writing. The first patrol to guess correctly win the point.
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**
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TIME TABLES
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You will need: (for each six or patrol)
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*) A set of time tables
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*) Paper and pens
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*) A prepared set of destinations and arrival times
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If you go to a couple of your local travel agents, you should be able to pick up
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some airline flight time tables. If you have four patrols then you will need
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five copies all the same, one for the leader and one for each of the patrols.
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You have to make up a list of destinations and times that you would like to
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arrive there. Put in some interesting ones that will need flight changes and
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different airports. You could also throw in things like certain flights only
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going on certain days. You could if you prefer, use railway or bus time tables,
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but airlines will give you more exotic destinations. This is a good training
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game for teaching the youngsters how to read and use time tables.
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**
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ANAGRAMS
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You will need:
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*) Cards with anagrams on pinned around the room
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*) pen and paper for each player or 1 per team
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There are so many variations that you can try with this, for example books of
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the Bible, rivers, towns, famous people.
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**
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CIRCLE LINE
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You will need:
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*) 6 cards with lists of railway stations on them in two columns
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*) Pen and paper for each player or 1 per team
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In England there is a circular underground line called would you believe it 'The
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Circle Line' . The object of the game is for each player or team to make their
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way all the way round the circle line. You start each player or team off at a
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different station. They then have to look at all the cards until they find
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their station in the first column, they then have to move across horizontally on
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that list to the second column which is the destination station, this they write
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down on their paper. The new station is now the one they are looking for in all
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the lists in the first column. To prevent players from cheating you can put in
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a few red herrings ie stations that are not on that line and which will send
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them in the wrong direction if they do not play correctly.
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------------------------------
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Subject: Game Compendium -- Party Games
|
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From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
|
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**
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PIRATE'S TREASURE MAP
|
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You will need:
|
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*) A map drawn on a large sheet of paper
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*) small sticky labels and a pen to write names on the labels
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Often you will find that at the beginning of a party where you are running the
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games, not all the children have arrived when you start. To overcome this a
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game was needed that could be played by the children as they arrived. I drew a
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pirate's treasure map on a sheet of paper that I stuck to a board. On top of
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this I stuck a sheet of clear adhesive film 'FABLON'. Between each game I ask a
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few children up and ask them their names. I write their names onto small sticky
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labels about the size of a thumb nail. The children then stick these onto the
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map where they think that the treasure is buried. At the end of the games
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session I turn the map around and show that I had stuck a label on the back of
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the map to mark where the treasure was buried. The closest person to this wins
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the prize. If you need to pad it out a little, you can tell a short story about
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the pirate coming ashore with his treasure chest, and deciding on the different
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places that he might bury his treasure. This game can be used with any age
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group. Because the map is covered in plastic film you can easily peel the
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labels off, you can then use the map for repeat shows.
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**
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SOUND EFFECTS
|
||
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You will need:
|
||
|
*) A tape player and a tape with sounds that you have recorded
|
||
|
|
||
|
This is another game that is good at the start of a show if not all the children
|
||
|
have arrived. Borrow some sound effects records from your local library. The
|
||
|
B.B.C. do quite a large selection of these records. They are used by drama
|
||
|
clubs and film makers. Record different sounds onto a tape leaving short breaks
|
||
|
between each sound. Put in some easy ones such as a dog barking and chickens
|
||
|
clucking, but put in some hard ones as well, such as submarine asdic noises and
|
||
|
music boxes. Tell the children, that you are going to play them sounds from the
|
||
|
television and the cinema. The first person with their hand up, will get the
|
||
|
prize if they can say what the sound is. Tell them not to put their hand up
|
||
|
until they are certain what the sound is. This game can be played by any age
|
||
|
group. A variation on this is to use the first few notes of popular songs.
|
||
|
|
||
|
**
|
||
|
FIRST PERSON TO ME
|
||
|
|
||
|
This game can be used with large numbers of children. It keeps them interested
|
||
|
and can play for as long as you have questions. The object of the game is for a
|
||
|
child to bring you an item that you ask for. The first child to you with that
|
||
|
item gets the prize. Listed below are some examples.
|
||
|
|
||
|
A Loose tooth
|
||
|
A rose coloured shirt dress or blouse. (any colour will do)
|
||
|
A picture of the queen (a coin or banknote)
|
||
|
Three hands on one wrist (a watch with hands)
|
||
|
A pair of white socks
|
||
|
A hairclip
|
||
|
|
||
|
Tell the children to be very careful that they don't bump into anyone as they
|
||
|
are running up to you. If you run out of ideas you can look to see what
|
||
|
different people are wearing. You often find a child that won't join in with
|
||
|
the games as they never win anything. Choose something that only they have,
|
||
|
this will make them want to take part.
|
||
|
|
||
|
**
|
||
|
BOAT OR CAR RACE
|
||
|
You will need: (for each six or patrol)
|
||
|
*) A toy boat or car connected to a long length of string on a roller
|
||
|
|
||
|
This is an oldie but very good when you have a large group to keep amused and
|
||
|
interested. You will need four toy boats or cars. These are attached to long
|
||
|
lengths of twine which are wound around pieces of dowel or broom handle.
|
||
|
Rotating the dowel winds on the twine and drags the toy car or boat along the
|
||
|
floor. Split the group into two teams and sit each team on opposite sides of
|
||
|
the hall. Choose the biggest person from each team, explaining to the children,
|
||
|
that these people are going to try and win points for their team. My boats are
|
||
|
red, blue, green and yellow. The first race we use the red and the blue boat.
|
||
|
One team is told to shout for the red and the other team to shout for the blue.
|
||
|
After the first race I change the boats for the other two boats. I tell the
|
||
|
children that this is to ensure that there was no advantage, as perhaps the
|
||
|
boats could have been different weights. I then run the new boats out and we
|
||
|
have another race. The children get very excited during this game, but you have
|
||
|
complete control. You only have to direct the two children running the boats.
|
||
|
The rest of the children are sitting at the sides cheering their boat in.
|
||
|
|
||
|
**
|
||
|
ISLANDS
|
||
|
You will need:
|
||
|
*) Four different coloured skittles or bean bags
|
||
|
*) Four coloured beads or balls to match the colour of the skittles
|
||
|
*) A small cloth bag to keep the balls in
|
||
|
*) A whistle or other noise maker, I use a siren whistle
|
||
|
|
||
|
This is a variation on musical chairs, but the kids will not realize this the
|
||
|
way that it is played. Place the four coloured skittles at the four corners of
|
||
|
your playing area. Tell the lads that these are islands. When you say "GO"
|
||
|
they must run around the outside of the four islands in a clockwise direction,
|
||
|
when you shout "CHANGE DIRECTION" they must run the other way round. When you
|
||
|
blow the whistle, they must go and stand next to one of the islands. You do this
|
||
|
a couple of times with no forfeits and nobody out, then you introduce the bag
|
||
|
with the coloured beads. You reach into the bag and take one out, all the boys
|
||
|
standing next to that colour has to do ten press-ups. You then sort them all
|
||
|
running again. This time all the lads who land on the colour you pick out of
|
||
|
the bag are out and have to sit in the middle (This keeps them out of the way).
|
||
|
You then take away that skittle and it's matching coloured ball. The next time
|
||
|
round all the lads on the chosen colour have to do a hand stand. The next time
|
||
|
all the lads on the selected colour are out and sit in the middle. You again
|
||
|
remove the selected skittle and it's matching coloured ball. So you are down to
|
||
|
two skittles. By this time most of the boys will be out and you just keep
|
||
|
playing with the two skittles until you get to a final winning boy.
|
||
|
|
||
|
**
|
||
|
PASS THE PARCEL UPDATED
|
||
|
You will needt
|
||
|
*) A timer or alarm clock with a loud ring - this should be in a small box
|
||
|
|
||
|
Pass the parcel is a bit old hat but the lads will enjoy this updated version.
|
||
|
A timing device with a loud alarm connected to it is passed in a box around the
|
||
|
circle. The person holding the box when the alarm goes off is either out or has
|
||
|
to do a forfeit. There was a toy put out on the market several years ago that
|
||
|
did just this. It had some name such as "TIME BOMB" or "GRENADE" you may have
|
||
|
seen it.
|
||
|
|
||
|
**
|
||
|
THE LIMBO
|
||
|
You will need:
|
||
|
*) A tape recorder with recorded music
|
||
|
*) A dowel, flat on 1 side, to act as a bar
|
||
|
*) 2 large clothes pegs or bulldog clips to balance the bar on
|
||
|
*) 2 upright stands
|
||
|
|
||
|
These can be made from two pieces of dowel about one and a half metres high with
|
||
|
a flat wooden base to make them stand upright. Place the two stands about four
|
||
|
feet apart. Put one of the clothes pegs on each stand at about four feet from
|
||
|
the ground. Balance the bar on the clothes pegs. If one clothes peg falls off
|
||
|
then use two clothes pegs per stand. Mark out the hall with four chairs and
|
||
|
tell the players that they must walk around the outside of all the chairs. This
|
||
|
prevents them bunching up, you only want one person at a time going under the
|
||
|
bar. To begin you get all the players to stand in a single line at one side of
|
||
|
the hall. You show them how to go under the bar, they must lean backwards and
|
||
|
bend their knees to get under the bar. They must not touch the floor with their
|
||
|
hands and they must not knock the bar off, anyone who does so is out. When
|
||
|
everyone has been under the bar once it is lowered down a few inches and the
|
||
|
process repeated Prizes are give to those who can get under the bar at the
|
||
|
lowest setting. Ideal for all ages, girls or boys and can be played with any
|
||
|
number. All you have to do is play the music and keep lowering the bar as they
|
||
|
go around.
|
||
|
|
||
|
**
|
||
|
ANIMAL SNAP
|
||
|
You will need:
|
||
|
*) Get several packs of animal snap type picture cards
|
||
|
*) make sure you have the same number of each animal card
|
||
|
|
||
|
Distribute these cards one to each person but tell them not to look at the
|
||
|
picture. On the command go they must look at their card and by making the noise
|
||
|
of that animal they must find all the other people in the hall with that card.
|
||
|
A very noisy game ideal as an ice breaker at mixed parties. Don't forget to get
|
||
|
your cards back afterwards.
|
||
|
|
||
|
There are quite a few spectator games where only a few take part but the rest
|
||
|
cheer the others on. Listed below are a few of these.
|
||
|
|
||
|
**
|
||
|
STOP
|
||
|
You will need:
|
||
|
*) 2 sets of large cards - there are four cards in each set
|
||
|
and the letters on the cards spell S T O P
|
||
|
|
||
|
You get up eight people and stand four on each side of you facing the audience.
|
||
|
Give each team member one of the cards from their set of STOP cards. To start
|
||
|
with they should spell out STOP as viewed from the audience. The idea is that
|
||
|
they have to rearrange themselves to spell out the word that you tell them. The
|
||
|
first team to finish each word are the winners. The words you can have are
|
||
|
STOP, TOPS, POST and SPOT. There is lots of room for fun here, try telling them
|
||
|
to spell a word they are already lined up spelling and see what happens.
|
||
|
|
||
|
**
|
||
|
CLOTHES PEG PEGGING
|
||
|
You will need:
|
||
|
*) Two lengths of rope or clothes line
|
||
|
*) Coloured plastic clothes pegs
|
||
|
|
||
|
Have two small groups at the front. This time they have to peg clothes pegs on
|
||
|
a length of line. The rest of the kids cheers their team on. Two people on
|
||
|
each team hold an end of the line the third person dashes to pick up the pegs
|
||
|
and put them on the line. You can make it more difficult by using coloured
|
||
|
plastic pegs and getting them to peg them on in a certain order. The team with
|
||
|
the most pegs on correctly in a given time are the winners points are deducted
|
||
|
for every peg that is wrong.
|
||
|
|
||
|
**
|
||
|
YES NO INTERLUDE
|
||
|
You will need:
|
||
|
*) A minute timer
|
||
|
*) a gong to strike when they say "YES" or "NO"
|
||
|
|
||
|
Only do this with half a dozen kids. One at a time they have to talk to you for
|
||
|
a minute answering your questions. They must not say YES or NO to any of your
|
||
|
questions. If you word your questions correctly then they have to think very
|
||
|
quickly. Tell them they will be out if they do not answer, if their answer does
|
||
|
not make sense, or if they hesitate.
|
||
|
|
||
|
**
|
||
|
SWITCH BOX
|
||
|
You will need:
|
||
|
*) 3 table lamp switches push ON/push OFF type, panel mounting
|
||
|
*) 1 small bulb and a holder for it
|
||
|
*) A battery of the same voltage as the bulb
|
||
|
*) Connecting wire
|
||
|
*) A small box to fit the whole lot into
|
||
|
|
||
|
Drill holes in the top of the box for the three switches and the light.The
|
||
|
switches have the numbers, 1, 2 and 3 painted against them. Wire the three
|
||
|
switches in series with the lamp and the battery.The battery can be fixed into
|
||
|
the box with a `TERRY` clip or a strip of 'VELCRO' material. You can solder the
|
||
|
wires to the battery or better still, if the battery has lugs on it, use
|
||
|
crocodile clips. In use, all three switches must be closed before the bulb will
|
||
|
light. Get the cubs or scouts in a circle and explain to them that the box has
|
||
|
a brain. By pressing the switches in the correct sequence, the brain will cause
|
||
|
the bulb to light. Demonstrate by pressing the switches until the bulb lights.
|
||
|
Now pick up the box, and tell them that you are going to change the program.
|
||
|
Press one of the switches and put the box down again. The bulb will now be out.
|
||
|
One at a time they take it in turns to come up and press one switch. If the
|
||
|
bulb lights, then they get a prize or points for their team. If the first person
|
||
|
to come up, presses the switch that you pressed, to switch the bulb off. The
|
||
|
bulb will light and they will win. This means that they have a one in three
|
||
|
chance of winning. If however they press one of the other switches, it means
|
||
|
that two switches are now open and need to be closed before the bulb will light.
|
||
|
|
||
|
EXAMPLE. 1
|
||
|
Switch 1 closing will light the lamp.
|
||
|
First person presses switch 1 and wins.
|
||
|
|
||
|
EXAMPLE 2
|
||
|
switch 1 closing will light the lamp.
|
||
|
First person presses switch 2, this means that 1 and 2 are now open.
|
||
|
Second person presses switch 3. All the switches are now open.
|
||
|
Third person presses switch 2. 1 and 3 are now open.
|
||
|
Fourth person presses switch 1. Only 3 is open now.
|
||
|
Fifth person presses switch 3 and wins.
|
||
|
|
||
|
**
|
||
|
IMPROVED SWITCH BOX
|
||
|
|
||
|
Available at the present time is a range of LED's (Light Emitting Diodes) which
|
||
|
have a flasher circuit built into them. These will run off any voltage between
|
||
|
6 and 12 volts with no series resistor. The one that I have fitted into my
|
||
|
switch box in place of the lamp, is 8mm in diameter, and it has a light viewing
|
||
|
angle of 140 degrees. The device is called a "SUPER BRIGHT" red LED in the
|
||
|
catalogue that I have. It is also available in 5mm and 10mm sizes. There is
|
||
|
also an ultra bright device, which is at least twice as bright, but the viewing
|
||
|
angle is only 90 degrees. All these devices flash at a rate of about two
|
||
|
flashes per second and they are very bright. I have changed the battery in my
|
||
|
switch box to a PP3 type 9 volt battery. It is now a much simpler job to change
|
||
|
the battery, as the battery connector just pushes on. While I was rebuilding the
|
||
|
switch box, I wired in another switch at the side of the box for testing the
|
||
|
battery. This switch is wired across the three switches that are wired in
|
||
|
series. When you press this switch the l.e.d. flashes if the battery is ok.
|
||
|
|
||
|
------------------------------
|
||
|
Subject: Halloween party for Cubs
|
||
|
From: jrholman@magnus.acs.ohio-state.edu (James R Holman)
|
||
|
Date: Tue, 20 Oct 1992 19:47:26 GMT
|
||
|
|
||
|
A game we tried that the kids really liked at Halloween was
|
||
|
blindfolded pumpkin carving. no no no no no no. NOT with knives!
|
||
|
(Unless your Webelos need a lot of Readyman training!)
|
||
|
|
||
|
You give the kids already inflated orange balloons and a black
|
||
|
magic marker, blindfold them and see how they do. You can give
|
||
|
prizes for the 'best', most original, worst, etc. Then you can
|
||
|
|
||
|
**
|
||
|
>From: rusa@diku.dk (Bjarne Steensgaard)
|
||
|
Date: 20 Oct 92 21:58:24 GMT
|
||
|
|
||
|
Something that may be a bit to scary for the Cub Scouts, but is great
|
||
|
for the older scouts, is a "feely box" that grabs your hand! You take
|
||
|
a plastic bucket; cut out a circle in the bottom, and glue a rubber
|
||
|
glove in its place, just like gloves in sterile boxes.
|
||
|
|
||
|
You should not blindfold people, but instead to this in an almost
|
||
|
place. Have buckets with spaghetti, liver, etc, in addition to the
|
||
|
"grabbing" bucket. The buckets should all be filled with water, and
|
||
|
the special bucket should be last. People get a good scare when
|
||
|
feeling for something in the bucket, and then suddenly this something
|
||
|
grabs their hand and pulls down !! The downward pulling makes the
|
||
|
shock even greater than just a grabbing hand.
|
||
|
|
||
|
--Bjarne Steensgaard
|
||
|
|
||
|
------------------------------
|
||
|
Subject: Game Compendium -- Water Games
|
||
|
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
|
||
|
|
||
|
**
|
||
|
WATER BOMB FIGHT
|
||
|
You will need: (for each six or patrol)
|
||
|
*) An endless supply of paper squares to construct water bombs from
|
||
|
*) A jug of water
|
||
|
|
||
|
Each patrol is given the same number of sheets of paper and a jug of
|
||
|
water. On the word go they have to fold the papers into water bombs. Fill
|
||
|
them with water and splatter the other patrols. You will find the instructions
|
||
|
for water bombs in any good origami book and also in many scouting books. This
|
||
|
game is best played out of doors.
|
||
|
|
||
|
**
|
||
|
BALLOON VOLLEY BALL
|
||
|
You will need:
|
||
|
*) A volleyball net or a rope over which the balloons can be tossed
|
||
|
*) An endless supply of balloons a quarter filled with water
|
||
|
|
||
|
This is a very messy game and is therefore ideal for hot days at camp.
|
||
|
Your net or rope is stretched between two poles or trees just above head
|
||
|
height. You have two teams and one balloon a quarter filled with water. If
|
||
|
you put too much water into the balloons then they tend to burst too easily.
|
||
|
The object of the game is to lob the balloon over the net and try and soak the
|
||
|
opposing team. There is a lot of strategy in this game on such things as
|
||
|
catching the balloon without bursting it and ways of lobbing the balloon to
|
||
|
make it difficult to catch. When the balloon bursts on one side then a point
|
||
|
is awarded to the other side, and a new balloon is brought into play.
|
||
|
|
||
|
**
|
||
|
WATER BALLOON TOSS
|
||
|
You will need:
|
||
|
*) An endless supply of balloons one-quarter filled with Water.
|
||
|
|
||
|
Players form two lines facing each other about 2 metres apart. Players
|
||
|
in line 1 each toss a water balloon to opposite players in line 2. Any players
|
||
|
who have a balloon burst are out. After each balloon bursts, a new balloon is
|
||
|
brought into play, both lines take one step backward and toss again. Repeat
|
||
|
until only one pair of players remain. There are on the market very tiny
|
||
|
balloons known as water bombs. If you are going to use vast quantities, then
|
||
|
these may be more economical to buy than regular balloons.
|
||
|
|
||
|
**
|
||
|
WATER RACE
|
||
|
You will need:
|
||
|
*) A bucket of water, a table spoon, and a plastic drinking cup
|
||
|
|
||
|
Form the players into teams (number and size of teams depends on number
|
||
|
of players available). players form parallel lines. Lead player of each line
|
||
|
has a bucket of water next to him and a table spoon in his hand. At some
|
||
|
distance (10 - 30 meters) from each line is a drinking cup sitting on the
|
||
|
ground. Lead player gets a spoonful of water and quickly takes (walk or run)
|
||
|
the water to the cup and dumps it in. He then RUNS back to his line and hands
|
||
|
the spoon to the next player in the line who is now the lead player. The
|
||
|
former lead player goes to the end of the line. The whole process is repeated
|
||
|
until one team fills it's cup to overflowing.
|
||
|
|
||
|
**
|
||
|
|
||
|
TILT
|
||
|
You will need: (for each six or patrol)
|
||
|
*) A billy can half filled with water
|
||
|
*) An aluminium foil cake container
|
||
|
*) 1 Alka-Seltzer tablet
|
||
|
|
||
|
For each patrol, put an Alka-Seltzer tablets in each foil cake dish and
|
||
|
then float one cake dish in each patrols billy can. The patrols must now
|
||
|
transport the billycan through an obstacle course without the tablet getting
|
||
|
wet or falling into the water. They are not allowed to touch the foil disk or
|
||
|
the tablet. The patrols could either carry the billy cans by their handles, or
|
||
|
if you are feeling very mean, you could get them to pick them up between two
|
||
|
poles.
|
||
|
|
||
|
**
|
||
|
WATER PISTOL FIGHT
|
||
|
You will need: (for each six player)
|
||
|
*) A water pistol or a washing up liquid squeezy bottle
|
||
|
*) A flack jacket made from a double sheet of newspaper with a hole in the
|
||
|
centre for the players head to go through
|
||
|
*) A supply of water
|
||
|
|
||
|
This game should be played out of doors and could come into the wide
|
||
|
game category. The trouble with shooting type games, is knowing when someone
|
||
|
has been hit. This is the object of the newspaper flack jackets. Any hits on
|
||
|
the jacket will be easily visible. Any players with wet patches on their flack
|
||
|
jackets, are not allowed to fire on an opponent and must return to their home
|
||
|
base for a replacement flack jacket. The team that has the most dry flack
|
||
|
jackets at the end of the game are the winners. Obviously you can't use this
|
||
|
idea if it is raining.
|
||
|
|
||
|
**
|
||
|
BUCKET LINE
|
||
|
You will need: (for each six or patrol)
|
||
|
*) 2 buckets, one filled with water
|
||
|
*) A supply of paper or plastic cups
|
||
|
|
||
|
This is a great game for hot days on camp. Teams stand in lines. They
|
||
|
have a bucket full of water at the front of the line and an empty bucket at the
|
||
|
rear. The object of the game is to transfer the water from the front bucket to
|
||
|
the rear bucket. To do this the team members must pass the cups of water over
|
||
|
their heads to the person behind. Empty cups must be passed back to the front
|
||
|
in the same fashion. To play the game fairly you could weigh the buckets at
|
||
|
the start and finish to see how much water has been lost. Penalty points could
|
||
|
then be taken into account when working out the winning team.
|
||
|
|
||
|
------------------------------
|
||
|
Subject: Game Compendium -- Games with Bats or Sticks
|
||
|
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
|
||
|
|
||
|
**
|
||
|
HOCKEY
|
||
|
You will need:
|
||
|
*) 6 hockey sticks and a block of sponge rubber as the puck
|
||
|
|
||
|
The troop is split into two teams, and each team numbers off from 1 to
|
||
|
15, or however many scouts there are. One hockey stick is placed in each goal
|
||
|
mouth, the other four are placed, two each side of the centre line. Instead
|
||
|
of a ball, we use a small sponge rubber block. A kitchen scourer pad is about
|
||
|
the right size. We have found that it is better than a ball for indoor use, it
|
||
|
doesn't roll too far and doesn't cause any damage. This is placed in the
|
||
|
centre at the start of each game. No sticks may be raised above ankle height
|
||
|
during play to reduce accidents, any player doing so has committed a foul. The
|
||
|
scout leader calls out three numbers, eg. 1,2 and 3. The first number called
|
||
|
is the goalkeeper. The second number is the defender, and the third number
|
||
|
called is the attacker. The scouts from each team with those numbers, run and
|
||
|
pick up their sticks and try to get the sponge into the opposite teams goal.
|
||
|
|
||
|
The goal keepers are not allowed out of their goal areas, but they are allowed
|
||
|
to pick up the sponge or kick the ball. Any scouts committing a foul of any
|
||
|
sort, have to spend 30 seconds in the Sin bin. The game continues until a goal
|
||
|
is scored. The sticks and the sponge puck, are then replaced in their starting
|
||
|
positions, and three new numbers are called. We continue playing, until each
|
||
|
scout has played in all three positions. We also play another version of this
|
||
|
game using only four sticks. In this game we have rush goalies, where the
|
||
|
goalie can come out of his area. This version is also a very fast game. When
|
||
|
we play this version we usually put one of the leaders on each team. Every so
|
||
|
often we call out the leaders number, as either the goal keeper or the
|
||
|
attacker. We therefore have a leader and a scout on each side.
|
||
|
|
||
|
**
|
||
|
2 BALL HOCKEY GAME
|
||
|
You will need:
|
||
|
*) 2 hockey sticks
|
||
|
*) 2 balls or sponge pucks
|
||
|
*) 4 chairs
|
||
|
*) 6 skittles or liquid dishwashing soap squeeze bottles.
|
||
|
|
||
|
Two equal sized numbered teams on each side of the hall. Two chairs each
|
||
|
end for a goal, with a hockey stick and puck in each goal mouth. A line of
|
||
|
skittles between each goal mouth. When a number is called, the two scouts with
|
||
|
that number race to their goal mouth, pick up the stick and then dribble the
|
||
|
puck between the skittles slalom fashion until they reach the end of the line
|
||
|
where they can shoot at the opposing teams goal.
|
||
|
|
||
|
**
|
||
|
CROCKER
|
||
|
You will need:
|
||
|
*) 2 stumps a yard apart for the wicket
|
||
|
*) A stump for the bowler 8 yards in front of the wicket
|
||
|
*) A stump 7 yards to the left of the wicket to run round
|
||
|
*) A large ball such as a football
|
||
|
*) A baseball bat or rounders bat
|
||
|
|
||
|
The ball must be bowled under arm from the bowlers stump. The batsman
|
||
|
must run round the running round stump, every time he hits the ball in front of
|
||
|
the wicket. The bowler can bowl as soon as the ball is returned to him. The
|
||
|
batsman is out if the ball passes between the wicket stumps, it hits his legs
|
||
|
twice (leg before wicket) or if he is caught out, in front of or behind the
|
||
|
wicket. To speed the game up, you could make the whole team out if someone is
|
||
|
caught out.
|
||
|
|
||
|
**
|
||
|
PANCAKE RACE
|
||
|
You will need:
|
||
|
*) A bat, frying pan or tennis racket
|
||
|
*) a ball or frisbee
|
||
|
|
||
|
Half of each team stand at one end of the course and half at the other
|
||
|
end. The first player has to run to the other end and give the frying pan to
|
||
|
the first man at the other end who runs back with it. This is continued until
|
||
|
each player has run the number of times the leader decides. On each run the
|
||
|
frisbee or ball must be tossed and caught twice without dropping it. If the
|
||
|
player drops it on the floor they must go back to where they started from and
|
||
|
do their run again. On pancake day use real pancakes.
|
||
|
|
||
|
**
|
||
|
FRENCH CRICKET
|
||
|
You will need:
|
||
|
*) A cricket bat or baseball bat
|
||
|
*) a tennis ball
|
||
|
|
||
|
All players form a circle and the batsman stands in the centre of the
|
||
|
circle facing the player who has the ball first. The player with the ball can
|
||
|
bowl under arm at the batsmans legs or pass the ball to another player around
|
||
|
the circle to bowl. The object of the game is to hit the batsmans legs. The
|
||
|
batsman must stay facing the man who first had the ball, but he is allowed to
|
||
|
move the bat around him to protect his legs. When the batsmans legs are hit,
|
||
|
he swaps places with the player who bowled the ball.
|
||
|
|
||
|
**
|
||
|
NO BOWLER CRICKET
|
||
|
|
||
|
Set up as for any other cricket type of game, but in this variant there
|
||
|
is no bowler. In this version the batsman has to balance the ball on his bat,
|
||
|
flip the ball in the air and then hit it. The batsman must run if he hits the
|
||
|
ball or not. Any fielding team player can stump the batsman if he is not at
|
||
|
his wicket or catch him out. The batsman may also be out if he drops the ball
|
||
|
onto his own wicket. When a batsman is out a new batsman, if one is available
|
||
|
takes his place. When all batsmen are out then teams change over from fielders
|
||
|
to batters.
|
||
|
|
||
|
------------------------------
|
||
|
Subject: More games you may wish to consider.
|
||
|
From: Jack W. Weinmann <bk233@CLEVELAND.FREENET.EDU>
|
||
|
|
||
|
**
|
||
|
DONKEY RACE
|
||
|
|
||
|
Two boys straddle a broomstick, back to back. On signal, one runs forward
|
||
|
and the other runs backwards about 50 ft. They then run back to the
|
||
|
starting line, but this time they change positions (forward becomes
|
||
|
backward runner) then the next two team members go.
|
||
|
|
||
|
**
|
||
|
FOOTBALL GAME
|
||
|
|
||
|
One team gets on each side of a table. Each side tries to blow a ping-pong
|
||
|
ball off the opponents' side of the table.
|
||
|
|
||
|
**
|
||
|
EATING RACE
|
||
|
|
||
|
Give each boy two double crackers. The boy who can eat them all and
|
||
|
whistle, or blow up a balloon wins.
|
||
|
|
||
|
**
|
||
|
FIFTY YARD SWIM
|
||
|
|
||
|
Each boy hops on one foot carrying a paper cup of water. First one over
|
||
|
the finish line wins. (Could also be done as a relay.)
|
||
|
|
||
|
**
|
||
|
DODGE BALL
|
||
|
|
||
|
Divide boys into two teams. One team makes a circle and the other team
|
||
|
stands inside it. The boys forming the circle throw a large ball at the
|
||
|
boys inside the circle, who are running around trying not to be hit. The
|
||
|
inside boys may not catch the ball. A ball hitting a boy on the head does
|
||
|
not count. Only boys in the outside circle may catch and throw the ball.
|
||
|
Boys who are hit join the outside circle and try to hit the inside boys.
|
||
|
|
||
|
**
|
||
|
CENTIPEDES
|
||
|
|
||
|
Divide the boys into two teams. Establish two lines about fifty to one
|
||
|
hundred feet apart. Line the two teams up on the starting line. Have the
|
||
|
first four (three or five if needed) boys in each line straddle a
|
||
|
broomstick and with their left hand grasp the stick. On signal the
|
||
|
centipedes race to the far line, turn around and race back to the finish
|
||
|
line. The centipede may only advance when all four boys are holding the
|
||
|
broomstick. Then the next four boys form a centipede and continue the
|
||
|
relay.
|
||
|
|
||
|
**
|
||
|
POTATO JUMP RACE
|
||
|
|
||
|
Establish a start and a finish line. Line the boys up on the starting
|
||
|
line. Give each boy a potato (ping-pong ball, balloon, etc.) to put
|
||
|
between his knees. On "Go" see who can jump to the finish line first
|
||
|
without dropping the potato. (May also be done as a relay.)
|
||
|
|
||
|
**
|
||
|
CLOTHESPIN RELAY
|
||
|
|
||
|
Divide into teams. Each team member must run from the starting line to a
|
||
|
team bottle placed a distance away, attempt to drop a wooden clothes pin
|
||
|
into the bottle (Each boy has only one attempt to get the clothes pin in
|
||
|
the bottle) and run back to tag the next team member, who then repeats the
|
||
|
action.
|
||
|
The rules are to hold the clothespin with a straight arm at shoulder height
|
||
|
or with a bent arm at waist height (as long as all do it the same way.
|
||
|
When all the teams are done the team with the most clothespins in their
|
||
|
bottle wins the game.
|
||
|
|
||
|
**
|
||
|
NAIL DRIVING RELAY
|
||
|
|
||
|
Stand one 2x4 block for each team on edge and start two or three 16 penny nails
|
||
|
to the same height in the edge. Place the blocks about fifteen feet from
|
||
|
the starting line and put a hammer next to each of the blocks. On "GO!" one
|
||
|
boy from each team races to the block, picks up the hammer, and swings ONE
|
||
|
blow to drive the nail into the block. He then lays the hammer down and
|
||
|
returns to his team, tagging the next boy in the relay. The race
|
||
|
continues, with each boy in turn going as many times as it takes for one
|
||
|
team to drive all of its nails flush into the block. Be ready to
|
||
|
straighten bent nails.
|
||
|
|
||
|
**
|
||
|
DISTANCE CLOVE HITCH
|
||
|
|
||
|
Using a very long rope and either a tree or a pole, the object of this game
|
||
|
is to tie a clove hitch around the tree (pole) without getting near the
|
||
|
tree. Draw a circle around the object that the knot is to be tied to and
|
||
|
tell the boys that they must not go inside that circle.
|
||
|
The knot can be tied, but only through the cooperation and teamwork of the
|
||
|
two boys. (Hint: One boy is a runner and the other stands in one spot.)
|
||
|
We did this at a Loggers Day for the Boy Scouts and it was as much, if not
|
||
|
more fun for the adults to try it as it was for the boys. It's not
|
||
|
anywhere as easy as it sounds ---- TRY IT, YOU'LL SEE FOR YOURSELF ... 8-)
|
||
|
|
||
|
I must also thank Indian Nations Council for most of the above games, as
|
||
|
well as those of my previous post to the list.
|
||
|
|
||
|
------------------------------
|
||
|
Subject: Game Compendium -- One on one challenges [ACTIVITY]
|
||
|
From: gjh@ukc.ac.uk (G.J.Harewood)
|
||
|
Date: 9 Jan 93 16:39:22 GMT
|
||
|
|
||
|
I shall refer to the two people from time to time as Alan and Bertie (my old
|
||
|
math teacher's terminology. For reference there were also Charlie, Dick, Edward
|
||
|
and Freddie.) I prefer to use these challenges with paired off Patrols if
|
||
|
possible, PL vs PL, APL vs APL and so on.
|
||
|
|
||
|
**
|
||
|
ARM WRESTLING
|
||
|
|
||
|
Easy enough; it can be done lying on the floor, so you don't need a table.
|
||
|
You're supposed to keep your elbows together and hold hands so that your
|
||
|
thumb muscle is in the other person's palm.
|
||
|
|
||
|
**
|
||
|
TRACTORS/TANKS
|
||
|
|
||
|
Here the pair is working together to get from one end of the hall to the other
|
||
|
in the shortest time. Alan lies on the floor on his back.
|
||
|
Bertie stands facing him with his feet either side of the first person's
|
||
|
head; Alan grasps Bertie's feet around the ankles. Alan then lifts his legs
|
||
|
up in the air, and Berties grasps Alan's ankles in much the same way.
|
||
|
|
||
|
It should now be possible for Bertie to dive forward, tucking his
|
||
|
head in, and end up with his back on the floor beyond Alan thus reversing
|
||
|
their positions. Repeat until you reach the finishing line.
|
||
|
And you know the best part is that is really doesn't hurt if you do it right.
|
||
|
It requires a little faith and tuition, but do dive properly, never let go
|
||
|
of the other guy's ankles and tuck your head in!
|
||
|
|
||
|
**
|
||
|
ARM KNOCKOUT
|
||
|
|
||
|
Alan and Bertie face each other on the floor, press up style. Feet should
|
||
|
be together and bodies should not be bent. The object is to knock out
|
||
|
the other guy's arms and thus make him collapse - you may not grab the
|
||
|
other guys arm with an open hand. Clearly the best way to do
|
||
|
this is to fake him out and knock his one arm out when his other arms is
|
||
|
trying to knock your wrong arm out of the way. Got that? Terrific.
|
||
|
This is particularly painful with short sleeves.
|
||
|
|
||
|
**
|
||
|
BACKLIFT
|
||
|
|
||
|
Anne and Brian (variety...) stand back to back and interlock arms at the
|
||
|
elbows. On the word `Go', each has to attempt, by leaning forward, to be
|
||
|
the first to lift the other clear of the ground. You'll want to try to
|
||
|
match heights quite well for this one.
|
||
|
|
||
|
**
|
||
|
LEG PULL
|
||
|
|
||
|
I would organize this one with all the pairs of boys down the long
|
||
|
axis of the hall; Alans will have their backs to one long wall, Berties
|
||
|
with have their backs to the other long wall. OK. Good.
|
||
|
Now each person lifts his left leg in the air and holds onto his partners
|
||
|
left leg. Upon a suitable command, each player has to hop backwards trying
|
||
|
to pull his partner with him. The one to touch his back on his own wall (or
|
||
|
to corss a line - safer) wins.
|
||
|
|
||
|
**
|
||
|
SLAPS
|
||
|
|
||
|
This one comes from the playground and you may be a little wary to encourage
|
||
|
your little angels into such violence, but here we go. You should probably
|
||
|
slip a coin in each case to see who goes first, but we shall assume Alan
|
||
|
goes first.
|
||
|
|
||
|
Each player holds his hands together in a prayer position, such that
|
||
|
his fingers are pointing at the other player in front of him and his hands
|
||
|
are at chest height. Some suggest that the two players hands should be
|
||
|
close enough that fingertips are touching and this can be enforced.
|
||
|
Since Alan is going first, he will be attacking. (:-) This involves his
|
||
|
moving one of his hands and swinging it so as the slap Berties hand, for
|
||
|
example Alan may decide to use his right hand, in which case he would slap
|
||
|
Bertie's left hand.
|
||
|
|
||
|
Bertie's role in this is to try to remove his hands, and so foil Alan's
|
||
|
swipe. Bertie however may not move his hands until Alan's fingertips have
|
||
|
broken apart; if Alan successfully fakes Bertie into doing so, then Bertie
|
||
|
is required to hold his hands in place while Alan exercises his right to
|
||
|
a free slap. This can inevitably be somewhat harder than combat slaps as
|
||
|
preparation time is available. It is observed that players wishing to retain
|
||
|
friendship with their opposition do not necessarily slap any harder here than
|
||
|
at any other time.
|
||
|
|
||
|
So far Bertie has done rather badly out of the arrangement. However
|
||
|
a further important rule is thus; if Bertie successfully removes his hands
|
||
|
entirely and Alan thus misses, play changes over such that Bertie is now
|
||
|
attacking Alan.
|
||
|
|
||
|
The game finishes when one of the players submits to the other and
|
||
|
admits defeat. This is or course subjective.
|
||
|
|
||
|
Slaps is an excellent spectator sport, particularly in watching the colour
|
||
|
of their hands. My campers and PFC Summer camp picked this game up rather
|
||
|
slowly at first (I noted this softness in general in American kids), but
|
||
|
enjoyed in immensely once taught.
|
||
|
|
||
|
**
|
||
|
CHINESE LADDERS
|
||
|
|
||
|
This games only belongs here insofar as the boys are likely already arranged
|
||
|
in the right format to play it. The should sit down the length of the hall
|
||
|
facing their partners, with their feet touching those of their partners.
|
||
|
|
||
|
+-------------+
|
||
|
| |
|
||
|
| O== ==O |
|
||
|
| O== ==O |
|
||
|
| O== ==O |
|
||
|
| O== ==O |
|
||
|
| O== ==O |
|
||
|
| O== ==O |
|
||
|
| |
|
||
|
+-------------+
|
||
|
|
||
|
...like so. Starting at the top end of the diagram, upon command, the boys
|
||
|
jump up, and run down the hall over the legs of their team (who may not
|
||
|
move those legs!) and then touch the end of the hall. They run back around
|
||
|
the outside, touch the top wall, and then make their way over any legs back
|
||
|
to their place, whence the next boy may do the same. It's a race.
|
||
|
|
||
|
Note the way I have described it so that each boy must sit down beyond
|
||
|
the next person in his team; this helps prevent cheating by starting
|
||
|
early.
|
||
|
|
||
|
This game can be made more interesting by providing simple obstacles
|
||
|
around the two outside edges of the hall, eg car tyres to get through,
|
||
|
turned gym benches to walk along, or chairs to go under.
|
||
|
|
||
|
**
|
||
|
INDIAN LEG WRESTLING
|
||
|
>From: kdc5072@ultb.isc.rit.edu (Kevin D. Colagio)
|
||
|
Date: Sat, 9 Jan 1993 19:33:43 GMT
|
||
|
|
||
|
Picture first: (laying on the floor)
|
||
|
|
||
|
Person A (Jim)
|
||
|
]==<>O ( [] = feet, == = legs)
|
||
|
|
||
|
O<>==[ ( <> = body O = head)
|
||
|
Person B (Tom)
|
||
|
|
||
|
Jim and Tom (with the inside hand) grab the other persons forearm. This
|
||
|
will cause the (roughly) pivot point. A count of 1, 2 is given, and on
|
||
|
each number the inside leg is raised to the vertical position. On the count
|
||
|
of 3, the legs are interlocked at the knees.
|
||
|
|
||
|
The Objective is to get you opponent to turn from the original starting
|
||
|
position. It is kind of hard to explain, but if you get a partner and try
|
||
|
it, you will see what I mean.
|
||
|
|
||
|
------------------------------
|
||
|
Subject: Summer Olympics games
|
||
|
From: Peter Van Houten <Peter_Van_Houten@SIMULACRUM.WV.TEK.COM>
|
||
|
|
||
|
Here's a brief description of the games we'll be using in our Summer Olympics.
|
||
|
|
||
|
1) Water Relay race -- Transport water from point A to point B holding
|
||
|
water can above head. Water can has small nail holes in bottom edge
|
||
|
resulting in a shower effect on the carrier. Team that has the most water
|
||
|
average per den wins.
|
||
|
|
||
|
2) Obstacle Course -- Standard obstacle type course described in Ideas
|
||
|
book, with the addition of slip N slide water slide, and Rope swing over
|
||
|
small swimming pool. Best den average through course wins.
|
||
|
|
||
|
3) Electric Isotope -- Combined teamwork to remove coffee can from center
|
||
|
of circle using ropes tied to a small inner-tube. Boys cannot cross rope
|
||
|
circle. Best time wins.
|
||
|
|
||
|
4) Water Balloon Sling Shot Catch -- Using a large slingshot made from
|
||
|
surgical tubing and a inner tube cup, three boys will launch the water
|
||
|
balloons toward the objective. The objective is three boys holding a small
|
||
|
plastic swimming pool, who will try and catch the water balloons. The team
|
||
|
with the most catchs wins.
|
||
|
|
||
|
5) 4x4 Races -- Using two 4x4"s (6 ft lengths) with robes tied every 12
|
||
|
inches, six boys standing on the 4x4 will attempt to lift and walk a short
|
||
|
distance. Requires teamwork and cooperative effort. Fastest time wins.
|
||
|
|
||
|
------------------------------
|
||
|
Subject: Winter Games
|
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From: hayesj@rintintin.Colorado.EDU (HAYES JAMES MICHAEL JR)
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Date: Wed, 25 Nov 1992 22:56:08 GMT
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THE SNOW SNAKE GAME
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Native American winter game, reached highest levels of sophistication among the
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nations and tribes near the Great Lakes. Seneca tribe of the Iroquois Nation
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called it Gawasa, I believe. (Also the name of the oldest winter training
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program in the BSA I believe, now well over 50. In the Land of the Oneidas
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council upstate New York)
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On a long, 1/4 mile or more , level surface, build a long pile of snow, 2 feet
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high, 2 feet wide. This will occupy a winter camporee of about 100 scouts for
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an hour or so. Make a V shaped trough in the pile, smooth and ice it
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thoroughly.
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All contestants have previously carved a snow snake. It should be 5 to 7 feet
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long, about 1 1/2 inches high at the 2 to 4 inch long head. The eyes of the
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snake are where it is weighted. The snake should never be wider than 3/4 inch
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and is usually only a 1/2 inch high, behind the head. The bottom is rounded,
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the top, behind the head is flat. The underside of the head should curve up
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like a ski. Decorations and carvings should be done on the non-sliding
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surfaces.
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The snow snake is held in the throwing hand with the index finger at the end of
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the snake, like a sling. The snake is supported with the non throwing hand
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during a running head start. The arm movement is a crass between a baseball
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side-arm pitch and a bowling delivery.
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Using these directions, at the defunct Iroquois Council's 1973 Gawasa, a 14
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year old scout threw a snow snake more than 1/4 mile down the trough. I have
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seen the Huron Nation build troughs on Lake Michigan over 3 miles long, and one
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year saw a television report of a Huron throwing a snow snake over 2 miles down
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a trough ( about 1978 )
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The younger scouts get really impressed when they see what they are capable of.
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------------------------------
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>From: gandersn@unixg.ubc.ca (George HN Anderson)
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**
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MORE WINTER GAMES
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I have seen all sorts of things done at winter camps, and while I have no
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specific suggestions as to games, there are variations you can use on other
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sports/games, such as: Golf (use tennis balls coffee cans and expect to lose
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a few balls), volleyball (careful, the ball gets quite hard, but playing this
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game knee or waist deep in powder is not to be missed.), campfire building
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and so on. As I type this I remember building kitchen areas with tables and
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seats by digging into the snow. Wide games are a lot of fun in the snow (see
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other thread) and I imagine "stalker" would be trickier on snowshoes...
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One winter camp here in BC (Rovent for you BC'ers who have seen a lot of this
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before) also features a gateway contest and snow-sculpture contest.
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In general I think that you can do a lot of things at a winter camp that
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you can do in the summer, you just have to remember to stay dry. One final
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note, Hot Chocolate tastes GREAT at -20 C!!! Enjoy!
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------------------------------
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End of part 2, File '3_games'
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