1122 lines
50 KiB
Plaintext
1122 lines
50 KiB
Plaintext
Newsgroups: rec.scouting,rec.answers,news.answers
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Path: bloom-beacon.mit.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 (1/3)
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Message-ID: <scouts-games1_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-games1_755147705@bernina.ethz.ch>
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Organization: Pfadi Glockenhof, 8001 Zurich, Switzerland
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Date: Wed, 5 Jan 1994 03:15:13 GMT
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Approved: news-answers-request@MIT.Edu
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Archive-Name: scouting/3_games/part1
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Expires: Fri, 18 Feb 1994 03:15:03 GMT
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Lines: 1102
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Xref: bloom-beacon.mit.edu rec.scouting:6043 rec.answers:3573 news.answers:13723
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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. For
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U.S. readers, the SCOUTS-L games use British Scout terms. A 'Sixer' is a den
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or patrol, clothes pegs are clothes pins, and a 'bat' is a long, flat Cricket
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bat. If anyone spots other terms they're not familiar with, please let me know
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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 BOOKS
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From: macman@bernina.ethz.ch (Danny Schwendener)
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Date: Fri, 15 Sep 1992 12:00:00 GMT
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The "BSA Cub Scout Leader How-To Book" It is built to help the cub scout pack
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and den leaders running programs that kids enjoy A section of 50 pages is
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dedicated to games ISBN 0-8395-3831-6.
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**
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>From: viking@ux1.cso.uiuc.edu (Jon W. Backstrom)
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Date: 1 Apr 92 15:00:14 GMT
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GSUSA publishes a book called "Games for Girl Scouts" which has helped me out in
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a pinch. The book is divided into sections such as "Travel Games", "Quiet
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Indoor Games", "Relays", etc. I believe it only costs 11 US dollars, and is
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available through the office of most Girl Scout councils. If anyone outside of
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the US is interested in getting copies of it, I'd be willing to act as a 3rd
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party. I don't know how easy it would be for someone in another country to get
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a GS council office to ship them a book! I wish I could give you more info on
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the book and some examples of games, but one of the girls in my troop borrowed
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it (that should tell you something--they love it!).
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This book can be ordered directly from the National Equipment Service.
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The Address is:
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Girl Scouts of the U.S.A
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National Equipment Service
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830 Third Avenue
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New York, NY 10022
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Phone: 212-940-7655 (customer service only..no orders)
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The item number is: 20-902 Games for Girl Scouts. $6.00
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Overseas delivery should include estimated shipping charges with payment.
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Remittance in US funds only, checks drawn on US banks only. Master Card or
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Visa. Prepayment required. No CODs.
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**
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>From: stolz@fnal.fnal.gov (Mike Stolz)
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Date: 15-FEB-1993
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I don't know how useful this info is, but I have a very nice little hardcover
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book called "Indoor Games for Scouts". Unfortunately, it was published in 1951,
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and mine is the 6th printing (1965). Whether it's still available seems
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unlikely. This is a British book, part of 'The New "GILCRAFT" series - Number
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Two'. The publisher is C Arthur Pearson Ltd., Tower House, Southhampton St,
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Strand London. If anyone discovers that this book IS still available, please
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contact me at the above address.
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------------------------------
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Subject: Game Compendium -- Tips and Miscellaneous items
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From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
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**
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SIN BIN
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It is often a problem in games where the people who are out lose interest in the
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game and start to mess about. The Sin Bin gets over this problem very nicely.
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Somewhere in the hall you put six chairs in a line, this is the Sin Bin. As
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each person is out they go and sit in the first vacant chair in the line. When
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the line of chairs is filled up, the next person out changes places with the
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first person who was out who then goes back into the game. This can be
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continued for as long as the games last and keeps the boys interested in the
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games.
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**
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HOW TO GET EQUAL SIZE/ WEIGHT TEAMS
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In many games where there are two teams, it is a good idea if opponents
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are similar sizes. An easy way of achieving this is given below:
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1. Get all the lads to line up at one side of the hall, tallest at the left
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shortest to the right.
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2. Tell the lads to count off in twos down the line.
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3. Get all the number two's to take two steps forward.
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4. You now have two teams, get each team to count off left to right 1 to N.
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5. Tell team 2 to walk in a line anti-clockwise around the hall until they
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are lined up along the opposite wall of the hall.
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You will now have two teams of boys where each number on one team has an
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opponent on the other team of a similar size. Another advantage of this
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system is that if lads have to race to the center, they will have an equal
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distance to run.
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**
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LEADERS ARE FRAGILE
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Please try not to get involved with actually playing the games. Although we as
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leaders are probably a lot bigger than the lads, we are also more fragile. By
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this I don't mean that we are all a load of old codgers, but we don't heal as
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quickly and our bones are more brittle. TAKE CARE!!!!!
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**
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GIVING OUT INSTRUCTIONS
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You will find that prior to starting a game, it will help if you get
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the lads to sit down when giving the instructions on how the game is to be
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played. This ensures that they are not walking about or looking somewhere
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else, so they are more likely to be listening to what you are saying.
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**
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EMERGENCY GAMES BOX
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Over the years this has proved to be a real blessing. My box is a
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small plastic toolbox. In this box I have an assortment of bits and pieces
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with which I can make up games and other activities at very short notice.
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Listed below is a list of items that you could put together to make a similar
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emergency games box.
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A large bag of elastic bands (rubber bands).
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Boxes of chalk, white and coloured.
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4 candles or night lights, 1 per patrol.
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Boxes of safety matches.
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A miniature cricket bat, wicket and small soft ball for indoor cricket.
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Ball point pens.
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Markers or felt tip pens.
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Short lengths of soft white rope with the ends whipped for knotting games.
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Round balloons.
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Pipe cleaners.
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A reel of cotton for making trip lines for minefields.
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Roll of sticky tape.
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Blu-Tak or similar for sticking things to walls.
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A couple of large dice.
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Blank cards or small sheets of paper for writing instructions.
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Box of thumb tacks or drawing pins.
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A small torch (flashlight) with spare bulb and rechargeable batteries.
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4 small pairs of scissors.
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A pack of playing cards.
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A packet of Alka-Seltzer tablets or similar.
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Various whistles and noise makers.
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Paper clips
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Safety pins
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4 triangular bandages
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>From Mike Stolz: I also have a game box. Some of my items include:
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4 orange plastic 'Track cones' (highway departments also use these)
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An assortment of balls (soccer, basket, Nerf football, etc)
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Assorted balloons
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Cloth strips in 3 colors
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25 strips (each) are 3 inches wide and 18 inches long
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(great for arm bands or blindfolds)
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5 strips are 6 inches wide, with an overhand knot in the middle
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(great for 'Bacon', or 'Capture' flags)
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**
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MOTION DETECTORS
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It is often useful to know when an object has been moved beyond a
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certain amount or with what severity it has been moved. There are many ways of
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doing this some of these are listed below:
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1. An oblong tobacco tin with a layer of paper punch chads sprinkled in the
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bottom. A thin layer of something sticky such as syrup is smeared on the
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underside of the lid and the lid placed on the tin. If the tin is tipped over
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or subjected to violent movements, some of the bits of papers will stick to the
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lid. Penalty points may then be deducted for the number of chads that are
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stuck to the lid of the tin.
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2. A mercury tilt switch can be connected in series with a small electro-
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magnetic relay and a battery. There should be a set of hold on contacts on the
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relay. These should be connected across the mercury switch, so that when there
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is even a brief connection of the mercury switch, the relay will hold itself on
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through it's hold on contacts. When the relay actuates it could also be wired
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to sound a buzzer or switch a light on. As an alternative to a mercury switch
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you could have a simple hanging metal rod or pendulum within a metal ring. Any
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severe movement would cause the pendulum to touch the metal ring and complete
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the circuit. There are available on the surplus market re-settable electro-
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magnetic counters, you could use one of these in place of your relay and it
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would count the number of times that the device had been moved.
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3. A number of small ball bearings on a dish inside a box. Any slight movement
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will cause the balls to move. Severe movements will cause the balls to roll off
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the dish. Penalty points are taken off for every ball off the dish.
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4. When laying out obstacle courses or minefields, it is nice to have trip
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lines that will operate switches to set off lamps, buzzers etc. A simple but
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effective switch for this can be made from a spring loaded wooden clothes peg.
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A metal drawing pin or thumb tack is pushed into the inside of each jaw and a
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wire is connected to each one. The heads of the drawing pins are the switch
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contacts. A piece of card connected to your trip line is pushed between the
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contacts to open the switch. When a player snags your trip line, the card is
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pulled from the jaws of the clothes peg and the circuit is made. How you fix
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the clothes pegs is left for you to decide.
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**
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PRESSURE PAD
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What devious people we leaders are, but isn't it fun. How about pressure pad
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switches to put on the floor which will switch on a circuit when stepped on.
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You can make these very easily and can throw them away when the game is
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finished. All you need is two sheets of aluminium foil about the size of a
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standard sheet of paper for each switch and some paper or plastic drinking
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straws. The aluminium foil should be as flat as possible. Connect a wire to
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each sheet using a small crocodile clip or paper clip. Lay one sheet on the
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ground where it is likely to be stepped on. On top of this lay some drinking
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straws, these are to keep the two sheets apart. Lay the second sheet on top of
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the straws. Wires can be taped to the floor or covered with carpet. [Connect
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the wires to a battery and small light bulb. when the sheets of aluminum foil
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touch each other, the bulb should light up.]
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------------------------------
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Subject: Game Compendium -- Games needing little or no equipment
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From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
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**
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SPEAK AND DO THE OPPOSITE
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I couldn't think of a better title for this, but it is fun to play both for kids
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and adults. Each team sends a person to challenge a member of another team.
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The person challenging says something like "I AM PATTING MY HEAD" but in fact
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they are rubbing their tummy. The person being challenged has to say in reply
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"I AM RUBBING MY TUMMY" and at the same time be patting their head. If they
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fail to do it properly in a given time or get it the wrong way round, then the
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challenging team wins a point.
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**
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KEEP TALKING
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This is a knockout competition, it is played in two's. Each person has to keep
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talking at the other person. It doesn't matter what they are talking about, but
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there must be no repetition or pauses. You will need a referee to decide the
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winner of each pair. We have played this several times and it has proved very
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popular. Each time we have played it we have been surprised at the eventual
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winner. Often the younger scouts have walked all over the older scouts in this
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game.
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>From Mike Stolz: We played this with our Boy Scouts - they loved it. A likeable
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8th grade 'motor mouth' won easily, his only competition was our Jr. Asst.
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Scoutmaster, who was quoting plays, the Gettysburg address, etc, but eventually
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ran out of material. We needed to set down a few ground rules though. The
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pauses had to last at least 2 seconds, 'common strings', like letters, numbers,
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months, etc. could only be a maximum of 12 in a row, you could not touch your
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competitor, and ONLY the (adult) judge could call a boy out for repetition.
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This is a great 'I need it in a hurry' game!
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**
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COLOURED CIRCLES
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You will need:
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*) 5 different coloured pieces of chalk, Red, Blue, Green, Yellow and Brown.
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Split the troup or pack into equal teams and get them to number themselves off
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in their teams. Then draw a number of coloured circles on the floor, several of
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each colour.
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The leader now calls out an object and a number e.g. "GRASS 2", the
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number two in each team now has to run and stand in a circle that matches the
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colour of the object. The first person standing in the correct coloured circle
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wins a point for his team.
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suggestions:
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RED =Blood, Cherries, Ruby
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BLUE =Violet, Sapphire, Electric
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GREEN =Grass, Emerald, Cucumber
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YELLOW =Lemon, Primrose,Sulphur
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BROWN =Earth, Potato, Leather
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Please remember that some lads may have trouble with colours and so you
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may have to point out which circles are which.
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**
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CAR TEAM RACE
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Sixes stand in teams and are numbered. Each number is given the name
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of a car. When the number OR the name of the car is called out, they have to
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race to the end of the hall and back to their place, using the method they have
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been told. e.g.
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1. Mini-crawl
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2. Volkswagon - hop
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3. Jaguar-run
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4. Jensen - pigeon steps
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5. Skoda - walk sideways
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6. Cavalier - skip
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**
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CRABS CROWS AND CRANES
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This is a running about game which is good if you are in a large hall or outside
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with a lot of boys. Split them into two teams, in two lines across the hall.
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There should be a gap of about ten feet between them. Near each end of the hall
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should be a home line for each team. Don't make it too close to the wall or
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they will run into it. One team are the crows, the other team are the cranes.
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If you shout cranes, the cranes team must run to their home line without getting
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tagged by the crows team. Any member of the cranes that gets tagged has to join
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the crows team. If you shout crows, the crows team has to run to their home
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line without getting tagged by the cranes team. Any member of the crows that
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gets tagged has to join the cranes team.
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If you shout crabs they must all stand still. Anyone that moves must
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join the opposing team. You start off each time with both teams lined up
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across the hall facing each other. The game ends when one team has all the
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players. You can have a lot of fun rolling your RRRRR'S with this.
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CRRRRRRRRABS, CRRRRRRROWS, CRRRRRRANES.
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**
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SNAKE DODGE
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You will need:
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*) A ball
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This is a continuous game with no winners or losers. Five or six players stand
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in a line, in the center of the circle formed by the rest of the troop or pack.
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Each player in the line puts his arms round the waist of the player in front.
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The object of the game is for the players around the circle to hit the player at
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the end of the line or snake, below the knees with the ball. The snake can move
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around inside the circle to make this more difficult. When the player at the
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back of the snake is struck by the ball, he leaves the snake and moves into the
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circle of throwers and the player who threw the ball, joins on as the front man
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of the snake. The game carries on for as long as you wish.
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**
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TURN TURTLE
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If your scouts or cubs like rolling around on the floor then they will
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love this quickie. I would advise activity dress, so as not to dirty uniforms.
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Pair the scouts off in size. One boy in each pair lies on his back on the
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ground. On the word go the other scout has to try and turn him over onto his
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stomach. The scout on the floor tries to prevent this by spreading out his
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arms and legs and moving around on the floor. No tickling or foul play is
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allowed.
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**
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TAIL GRAB
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You will need:
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||
*) A rope or cloth tail for each patrol or six
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Each patrol stands in a line behind their patrol leader. Each man holds the
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belt or waist of the man in front. The last man has a tail tucked into his
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trousers. On the word 'GO' the patrol leaders have to move around the room and
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try to get as many of the other patrols tails as possible. Any patrols that
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||
break their chain are disqualified. The winning patrol is the one with the most
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tails.
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**
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HUMAN BOAT RACE
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||
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Each boat is made up of eight to ten players each in full knees-bent
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position. Each player has his hands on the shoulders of the man in front.
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||
Facing the line of players in each boat is a 'COX'. The cox holds the hands of
|
||
the front player in the boat. When the race starts, the boats move forwards by
|
||
all players in a boat springing together off both feet. The cox for each boat
|
||
shouts encouragement for his team and calls out the rhythm for the spring.
|
||
During the race, any boat that breaks up into two or more parts is deemed to
|
||
have sunk and is disqualified from the race.
|
||
|
||
**
|
||
SIGNALS
|
||
You will need:
|
||
*) Various noise makers such as whistles, rattles and bells
|
||
|
||
This game is similar to the game where you shout out Port and Starboard. The
|
||
players are told what action they must perform when a certain sound is heard.
|
||
Play this a few times with nobody being out, then start taking out people who do
|
||
the wrong action or who are the last ones to do the action.
|
||
|
||
**
|
||
CITY TOWN COUNTRY
|
||
|
||
Players sit in two lines team A and Team B, each line numbered 1 to N.
|
||
Player 1 in team A says to player number 1 in team B the name of a city, town
|
||
or Country.
|
||
|
||
We will suppose for example that he says 'GERMANY". Player 1 in team B must
|
||
now say a town city or country, beginning with the last letter of Germany. Let
|
||
us suppose that he says "YORK". Player 2 in team A now has to say a city, town
|
||
or country beginning with the letter K. This goes on all the way down the
|
||
line. If a player fails to give a correct answer or duplicates a previous
|
||
answer, then a point is awarded to the other team. When the end of the line is
|
||
reached play begins at player number 1 again.
|
||
|
||
**
|
||
COMPASS GAME
|
||
>From: johnh@prism.CS.ORST.EDU (John Holeman)
|
||
Date: 22 Apr 92 20:31:18 GMT
|
||
|
||
A game I used to play in scouts was the compass game. Everyone stood spread
|
||
out around the room and was told to orient themselves to "north". North could
|
||
be real north or a convenient wall or corner in the room. Everyone except for
|
||
the caller and the referees closed their eyes (blindfolded if you don't think
|
||
the honor system will work). The caller then calls out a direction, like
|
||
"east" and then everyone turns (eyes still closed) and points in the direction
|
||
of east. The referee the goes around and taps the shoulder of anyone not
|
||
pointing in the right direction. They are out. The game continues until one
|
||
player is left. It gets interesting when you start calling headings and
|
||
bearings.
|
||
|
||
This is a good game as it only discriminates by your sense of direction, which
|
||
improves as you play.
|
||
|
||
**
|
||
SUBMARINES
|
||
>From: medic@hardy.u.washington.edu (Travis Lauricella)
|
||
Date: 9 Dec 92 01:35:47 GMT
|
||
|
||
A troop 53 favorite. In a large, pitch black room, with light
|
||
switches on each end, the troop is split in half. Each half gets on their
|
||
hands and knees near the light switch that they are protecting. On the
|
||
Scoutmaster's signal, the scouts, staying on their hands and knees, attempt to
|
||
turn on the light on the other end of the room while protecting their own.
|
||
Like British Bulldog, this game can get a bit violent, what with kids fighting
|
||
in the dark to get to the switch. This game would probably have to be modified
|
||
for other meeting areas (especially those with hard floors!)
|
||
|
||
**
|
||
SARDINES (HIDE & SEEK)
|
||
>From: medic@hardy.u.washington.edu (Travis Lauricella)
|
||
Date: 9 Dec 92 01:35:47 GMT
|
||
|
||
We turn all the lights off in the entire church (including those intended to be
|
||
left on permanently). One scout stays in the meeting room and counts to
|
||
twenty, the rest of the scouts hide anywhere (except for pre-set off limits
|
||
areas) in the building. "It" begins looking for the scouts. Once a scout is
|
||
found, he joins "it" in the hunt. The last scout found is the winner. The
|
||
scouts especially enjoy jumping out of a dark corner and scaring their
|
||
scoutmaster.
|
||
|
||
**
|
||
SPUD
|
||
>From: medic@hardy.u.washington.edu (Travis Lauricella)
|
||
Date: 9 Dec 92 01:35:47 GMT
|
||
|
||
Each scout is assigned a number between one and x, x being the number of
|
||
scouts. In a circle outside (we circle around a flagpole) one person throws
|
||
a ball (tennis, racquet, or similar) as high as he can, straight up, and calls
|
||
out a number. The scout whose number is called catches the ball as the rest
|
||
of the scouts fun away from him as fast as possible. Once the called scout
|
||
catches the ball, he yells "STOP!" at which time all retreating scouts are
|
||
_supposed_ to stop dead in their tracks. (This is where the most argument
|
||
comes in in this game...) The scout with the ball is allowed to take three
|
||
_really_ long steps (more like standing long jumps) so that he can get as
|
||
close to the nearest scout as possible. He then attempts to hit the scout with
|
||
the ball (not in the head or other vital organs). The scout being shot at is
|
||
allowed to twist and bend, but may not move his feet. If the scout is hit, he
|
||
gets to retrieve the ball while the rest of the scouts get back in a circle.
|
||
He is also given a "spud," or a point. If the scout is missed, the throwing
|
||
scout chases after the ball and gets a spud. Once the ball is retrieved,
|
||
the game begins again, with the number called and the ball thrown. The scout
|
||
with the least number of spuds at the end of the game wins.
|
||
|
||
**
|
||
WHOMP 'EM
|
||
|
||
Scouts get in a circle facing in, with both hands, palms up, behind their backs.
|
||
Scouts must be looking into the circle. One scout, with a rolled up newspaper,
|
||
walks around the outside of the circle. When he chooses, he puts the newspaper
|
||
into the hands of a scout, who then proceeds to "whomp" the scout to his right.
|
||
The scout being "whomped" runs as fast as he can (unless he enjoys being
|
||
whomped) around the circle back to his starting position. The scout now holding
|
||
the newspaper walks around the outside of the circle, looking for a scout to
|
||
whomp the person to his right, as above. No winners, everyone wins.
|
||
|
||
------------------------------
|
||
Subject: Game Compendium -- Wide Games
|
||
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
|
||
|
||
**
|
||
ELEPHANT HUNT
|
||
You will need:
|
||
*) Coloured wool to match up with six's colours
|
||
*) talcum powder
|
||
*) plastic plant identification labels
|
||
*) TIME to lay the trail
|
||
|
||
Tell story to the pack about the elephants who have escaped from the local
|
||
circus, who have asked for the cubs help in getting the elephants back. The
|
||
circus tell us that each elephant is wearing a coloured mat on it's back, each
|
||
mat matches one of the sixes colours. So each six can look for the elephant
|
||
wearing their sixes colour on it's back.
|
||
|
||
The cubs then follow a trail of wool, picking up their colours as they go. They
|
||
must not pick up any other colours. You could tell them how many pieces they
|
||
should find. The trail divides and finally the coloured wool disappears. All
|
||
that can be seen is large (talcum powder) elephants footprints on the ground.
|
||
These all lead to one place where the elephants can clearly be seen, wearing
|
||
tatty mats on their backs, (parents or leaders). But the elephants have been
|
||
caught by a gang of thieves who will sell them back to the cubs for #200 no
|
||
more, no less.
|
||
|
||
The cubs are then told that they can gather this money from around a certain
|
||
bush. This money is the plastic plant tabs, stuck into the ground around the
|
||
bush. Each label is marked with an amount of money. Each six must only take
|
||
labels to exactly #200 and pay the thieves for their elephant . They then take
|
||
their elephant back to the circus where there is sure to be a reward.
|
||
|
||
**
|
||
MIXED UP NAMES
|
||
You will need:
|
||
*) A name card for each activity base leader and an activity for them to
|
||
look after at that base
|
||
|
||
Each of the leaders or the people manning the bases is given a card similar to
|
||
the ones described below:
|
||
1. You are "THUNDER FIST". Tell them they must find "THE KRAKEN".
|
||
2. You are "THE KRAKEN". Tell them they must find "THORIN".
|
||
3. You are "THORIN". Tell them they must find "THE HULK".
|
||
4. You are "THE HULK". Tell them they must find "Robin Hood".
|
||
5. You are "Robin Hood". Tell them they must find "THUNDER FIST".
|
||
|
||
You can of course vary the number of bases that you have. Each person manning a
|
||
base is also given an activity that the cubs or scouts have to complete at that
|
||
base. The base men are sent out and hide within a given area. The patrols are
|
||
then sent out, each having been given a different "NAME" to find. When a
|
||
baseman is found, the scouts or cubs have to ask him if he is the name they are
|
||
looking for. If he is not then they have to keep looking. If he is then he
|
||
asks them to complete a simple scouting exercise such as tying a bowline. He
|
||
then gives them the name of the next person they have to find. A point is given
|
||
for completion of an exercise to the satisfaction of the baseman. The winning
|
||
patrol is the one that finds all the basemen and completes the most tasks.
|
||
|
||
**
|
||
BRASS RUBBING RACE
|
||
You will need:
|
||
*) A sheet of heavy duty paper or brown wrapping paper
|
||
*) for each six or patrol and a thick wax crayon
|
||
|
||
On the command go, each patrol leaves the hut in search of roadsigns to
|
||
rub. They have to make up the phrase " BE PREPARED " on the sheet of paper.
|
||
They have to brass rub the letters onto the sheet of paper with the wax crayon,
|
||
from the road signs. The first patrol back with the completed phrase are the
|
||
winners. This is an excellent game as it makes the scouts think of all the
|
||
road names in their locality that might contain the letters they need. You can
|
||
of course use other phrases for repeated use. It is also a good idea to supply
|
||
each patrol with a damp cloth, this is to clean the road sign of wax crayon
|
||
should the paper split.
|
||
|
||
**
|
||
ROCKETS AND INTERCEPTORS
|
||
You will need:
|
||
*) a bucket or large tin
|
||
*) a large number of coloured balls or plastic clothes pegs all
|
||
*) the same colour
|
||
*) Skittles or rope to mark off the target area
|
||
|
||
This is played by two teams. The attacking team are called the rockets and the
|
||
defending team are called the interceptors. The target area is marked off and
|
||
the bucket or large tin is placed in the center. Only rockets are allowed to go
|
||
inside the target area. Up to four interceptors are allowed to hover around the
|
||
target area. The rockets have a base at which they pick up their warheads.
|
||
Each rocket can carry only one warhead to the target area. If a rocket is
|
||
tagged by an interceptor before going inside the target area, they must hand
|
||
over their warhead and return to their base. 20 warhead units in the bucket or
|
||
tin destroy the interceptor target area. All the coloured balls count for 1
|
||
warhead unit. The five white balls are special multi warheads and count as 5
|
||
warhead units for each white ball. If the interceptor target area is not
|
||
destroyed after 20 minutes then change over the teams so that everyone has a
|
||
turn at attacking and defending. This game is best played where there is a bit
|
||
of cover for hiding and creeping up on the target, or at night when visibility
|
||
is reduced.
|
||
|
||
**
|
||
NAVAL COMBAT
|
||
You will need:
|
||
*) Coloured wool (or cloth) to be worn on the arm for each team
|
||
*) 6 cards bearing the name "DESTROYER"
|
||
*) 4 cards bearing the name "SUBMARINE"
|
||
*) 2 cards bearing the name "BATTLESHIP"
|
||
Instead of cards you could use coloured counters or plastic clothes pegs
|
||
|
||
This is best played with three or more teams. Each team is given a base which
|
||
is their naval shipyard. Each player is allowed to take one card from their
|
||
shipyard to take part in the combat. When they take a card, they also take a
|
||
length of their teams coloured wool to tie round one arm. A combat area is
|
||
marked off in the center of the field and combat may only take place within this
|
||
area. Combat takes place in the following manner, a player will tag a player
|
||
from an opposing team. Both players then compare their cards as follows:
|
||
|
||
A battleship takes a destroyer, a destroyer takes a submarine and a submarine
|
||
takes a battleship. The losing boy hands over his piece of wool to the winner
|
||
and returns to his shipyard for a new piece of wool. Combat can only take
|
||
place between two players who are each wearing a piece of wool. If both
|
||
players have craft of equal status such as two submarines then it is an even
|
||
match and there is no victor, they then have to go and challenge somebody else.
|
||
A boy can exchange ships only at his shipyard when he is getting a new piece of
|
||
wool. The winning team is the one which has collected the most pieces of wool
|
||
at the end of the game.
|
||
|
||
**
|
||
LAMP CHICANE
|
||
You will need:
|
||
*) 4 lamps such as hurricane lamps
|
||
|
||
The game is played in the dark between two teams. Two lamps are placed about
|
||
100 metres apart. These are the home bases. Another two lamps are placed about
|
||
40 metres apart, and at right angles to the first two lamps. They should be
|
||
about halfway between the first two lamps. One team is split into two, one half
|
||
going to each home base lamp. Their object is to get to the other homebase
|
||
lamp, without being caught. They must go between the other two lamps to get
|
||
there. There is no restriction on how far out they go to either side to get to
|
||
the other home lamp, but they must go between the two 40 metres apart lamps.
|
||
For each member who reaches the other home base, their team wins a point.
|
||
|
||
**
|
||
STEAL THE BACON
|
||
>From: cronin@en.ecn.purdue.edu
|
||
|
||
You will need:
|
||
*) a hat, scarf or some other 'bacon'
|
||
|
||
Divide the troop into two halves (not three halves, nor one half). Number off
|
||
EACH half separately. If there are 30 boys in the troop, then you would have
|
||
two groups, each numbered from 1-15.
|
||
|
||
Line them up facing each other, about 30-40 feet apart. In numerical order.
|
||
Place your 'bacon' between the lines. Now the field will look kinda like this:
|
||
|
||
1 2 3 4 5 6 7 8 9 10
|
||
|
||
X O <--- SPL or Scoutmaster
|
||
|
||
10 9 8 7 6 5 4 3 2 1
|
||
|
||
The idea is for a scout to go out and retrieve the object. The SM calls out a
|
||
number, and each scout with that number runs out and tries to get the object and
|
||
go back behind his line.
|
||
|
||
Once the object is touched, the scout that touched the object can be tagged by
|
||
the other scout. There are two ways to win a round: Either get the object and
|
||
bring it behind your line without being tagged, or tag the other scout after he
|
||
grabs the object and before he makes it past the line.
|
||
|
||
Variation: tell a story instead of just calling out numbers:
|
||
|
||
"Once, THREE scouts went on a hike. They saw TWO deer and FIVE trees..."
|
||
|
||
Variation: Call out more than one number
|
||
|
||
It usually ends up with two scouts circling the object, waiting for an opening,
|
||
with the other scouts shouting, etc. If nobody makes a move, call out another
|
||
number so there will be four scouts instead of two out there.
|
||
|
||
As for physical builds, strength is NOT a factor in this game, but speed and
|
||
planning is.
|
||
*
|
||
Variation: From Mike Stolz: We also play a variation of this game. We put 2
|
||
'Bacons' out of different colors. We then read out True/False questions (often
|
||
on First Aid, or from the Tenderfoot or Second Class rank requirements). When
|
||
we call out a number, the boys have to make a choice - one Bacon is True, the
|
||
other is False. If you grab the wrong color and take it across your line, you
|
||
lose. Naturally, if you grab the wrong color and your opponent tags you, HE
|
||
loses!
|
||
|
||
Variation:
|
||
>From: castaldi@heroes.glassboro.edu
|
||
JOHN CASTALDI- CHAIRMAN - TROOP 55 - TUCKAHOE, NJ, USA
|
||
Date: Wed, 25 Nov 1992 15:24:00 GMT
|
||
|
||
INSTEAD OF CALLING NUMBERS, ASK QUESTIONS THAT RESULT IN A NUMBER LIKE:
|
||
HOW MANY LEAVES ON POISON IVY?
|
||
HOW MANY SCOUTS ARE THERE IN THE BUDDY SYSTEM?
|
||
HOW MANY FIRST AID HURRY CASES ARE THERE?
|
||
HOW MANY MINUTES CAN SOMEONE SURVIVE WITHOUT OXYGEN?
|
||
|
||
The possibilities are endless - and it's not just another meaningless game that
|
||
is a waste of time.
|
||
|
||
Variation:
|
||
>From: Vance Kochenderfer
|
||
- Eagle Scout, Asst. Scoutmaster Troop 967, Baltimore Area Council
|
||
|
||
We made it interesting by doing math problems (2 plus 4 divided by 3 or some
|
||
such).
|
||
|
||
Variation:
|
||
>From: Stan Bimson - ASM Troop 406
|
||
|
||
3 4 5 6 7 8 9 (n) (team A)
|
||
2
|
||
1
|
||
|
||
|
||
F T O <--- SPL or Scoutmaster
|
||
|
||
|
||
1
|
||
2
|
||
3 4 5 6 7 8 9 (n) (team B)
|
||
|
||
No numbers are called, True/False questions are asked of the next person in
|
||
line. Good type of questions deal with First Aid, Scouting history, use of
|
||
knots, just about anything dealing with Scouting, like "how far can you go into
|
||
the woods?"
|
||
|
||
Questions can slow scout's reaction time leaving the starting position as the
|
||
idea is to know whether the answer is T or F. The idea is to take the bacon of
|
||
the correct answer, color of the bacon denotes the T and the F bacon. A Scout
|
||
taking the correct answer bacon and returning to Home gets a point, if he is
|
||
"tagged" then the other team gets the point. If a Scout takes the wrong answer
|
||
bacon then the Scout from the other team doesn't have to try and tag him.
|
||
Taking the Wrong answer bacon gives the other team a point. But if the Scout
|
||
takes the wrong answer bacon and IS tagged by the Scout from the other team
|
||
then
|
||
the Scout's team taking the bacon gets the point even though he selected
|
||
incorrectly. Two wrongs don't make a right but I have seen older boys take the
|
||
wrong one and then "slip" so that they can get caught.
|
||
|
||
This opens up many more chance to win even if your team members are the
|
||
fastest,
|
||
it adds the element of knowledge into the game.
|
||
|
||
**
|
||
TROGLODYTES
|
||
>From: edmonds@<40>mprgate.mpr.ca (Adam Edmonds)
|
||
1st Kanata Knights of the March Rover Crew
|
||
5th Burnaby Mountain Cub Pack
|
||
Secretary for Ontario Rover Round Table
|
||
Date: Wed, 25 Nov 92 19:34:36 GMT
|
||
|
||
You will need:
|
||
*) some candles
|
||
*) some matches
|
||
|
||
Here is a wide that we call "Troglodytes" although I think that it's common
|
||
name is burning bridges. The premise behind the game is that Troglodytes have
|
||
landed on our planet from another galaxy and are preparing to take over the
|
||
world. The troglodytes have a faulty spaceship which will explode if it is set
|
||
on fire.
|
||
|
||
The scouts job is to sneak up to the troglodyte ship and blow it up. However,
|
||
The troglodytes are more advanced then humans and have laser blasters that can
|
||
kill the scouts.
|
||
|
||
The game is played on a dark night in a large field with many hiding spots.
|
||
|
||
The leaders place a candle and some matches at a designated location. The
|
||
leaders then pick a place near the candle but not right up close to it. Each
|
||
leader carries a flashlight and is not allowed to move from his/her location.
|
||
|
||
The scouts start at one location and must sneak up and light the candle. If a
|
||
leader hears a scout he/she turns on his/her flashlight and blasts the scout.
|
||
If a scout is hit with the flashlight then he is out.
|
||
|
||
The game continues until a scout can light the candle or until all scouts are
|
||
dead.
|
||
|
||
Note that the flashlights can only be used for a short burst.
|
||
|
||
**
|
||
ZORCH (much like TROGLODYTES)
|
||
>From: rickcl@pogo.wv.tek.com (Rick Clements)
|
||
credit to: Joe Ramirez - Life Scout
|
||
Date: 25 Nov 92 01:06:53 GMT
|
||
|
||
You will need:
|
||
*) a flashlight
|
||
*) a pot
|
||
|
||
This game has to be played on a rather dark night. Playing this game on a hill
|
||
is preferable. One player sits at the top of the hill with the flashlight, the
|
||
rest of the people start at the bottom of the hill. The object of the game is
|
||
to advance up the hill and touch the pot with out being "zapped" by the person
|
||
with the flashlight. If a person is zapped they have to go back down to the
|
||
bottom of the hill and has to start over. The first person to get the pot is
|
||
the winner. He then becomes the person with the flashlight and the game starts
|
||
over. My troop has played this game for hours on end. It is really fun and
|
||
even some of the adults get in on the action.
|
||
|
||
**
|
||
STALKING
|
||
>From: anthropo@carina.unm.edu (Dominick V. Zurlo)
|
||
Date: 24 Nov 92 22:48:39 GMT
|
||
|
||
This is one game we used for years. It's called "Stalking", but I have
|
||
heard different titles:
|
||
1) one person is the "stalked, and stands at the top of a wooded or
|
||
rock-formation-ridden hill/slope.
|
||
2) other players start at bottom of slope.
|
||
3) the stalked player counts to 10 out loud.
|
||
4) the other players rush up the slope towards the stalked player.
|
||
5) when the stalked player is done counting he turns around and any other
|
||
player he can visibly see must return to the bottom of the slope.
|
||
6) after the stalked can no longer see anyone, he begins counting again.
|
||
7) this cycle is repeated until one of the players reaches the stalked player
|
||
and takes his place.
|
||
|
||
This should be done so that it would take a player several cycles to reach
|
||
the top. It is a lot of fun in large groups.
|
||
|
||
**
|
||
THE OTHER GUY'S OBSTACLE COURSE
|
||
>From: rickcl@pogo.wv.tek.com (Rick Clements)
|
||
Date: 25 Nov 92 01:08:39 GMT
|
||
|
||
Standard set-up, but small: tire to go through, chest-high rope to go over,
|
||
"creek" to cross, bell suspended out-of-reach to ring. Trick is, you may not
|
||
do anything to maneuver yourself thru any obstacle - the other people in the
|
||
Patrol have to push/pull/carry/ lift/etc. you thru! First Scout lies down, and
|
||
is stuffed thru the tire, whereupon he may help pull subsequent Scouts thru.
|
||
At the over-the-rope obstacle, each Scout must be lifted over by the others &
|
||
deposited on the other side (getting the last one over can take ingenuity!).
|
||
To go over the "creek", the Scout whose turn it is may not "get wet", but
|
||
everyone else may. The most amusing effective solution I've seen was a Patrol
|
||
that had their strongest Scout carry the 3 smallest across at one time, then
|
||
had the small guys go to hands-&-knees in the creek, pushed the big guy over
|
||
across the kneeling Scouts' backs, & had him pull the others over. Build a
|
||
human pyramid to reach the bell. Timed event, starts at ref's "Go!", ends when
|
||
bell rings. Lots of tumbling around. :-)
|
||
|
||
**
|
||
CAPTURE THE FLAG
|
||
>From: rickcl@pogo.wv.tek.com (Rick Clements)
|
||
credit to: Joe Ramirez - Life Scout
|
||
Date: 25 Nov 92 01:07:44 GMT
|
||
|
||
You will need:
|
||
*) 2 flags
|
||
*) for night play - 2 or more lanterns
|
||
|
||
First you pick out two even teams. Once you have the teams you set boundaries
|
||
for the game. The boundaries can be wherever you want them. What you should
|
||
end up with is a large rectangle or square. Once you have decided on the
|
||
boundaries, you should draw a line through the middle of your playing zone.
|
||
This line is divides the two sides. Each team should be able to choose where
|
||
they want their flag and jail but they have to show the other team where they
|
||
are and both teams have to agree on the placement of the flags and jails.
|
||
|
||
Once this is done, each team goes to their own side of the playing field. Once
|
||
the game begins, the teams are free to go at the others flag. If a team member
|
||
is caught on the other teams side, (To be caught you must be "tagged" by a
|
||
player on the opposite side on his own territory), he will be sent to jail.
|
||
This player must sit in jail until either the game ends or he is freed by a
|
||
member of his own team. To be freed, you have to be touched by a "free" member
|
||
of his own team. The freed player gets a free walk to his own side of the
|
||
playing field. The person freeing the player is on his own, he may still be
|
||
tagged and put in jail. To win the game you must capture the other teams flag
|
||
and return it to your own side with out being captured.
|
||
|
||
It is up to the team on how they want to place their members. When we play, we
|
||
usually have two players guard the flag and one player be the jail guard. Two
|
||
or more players stick around and help provide the defence. The rest go for the
|
||
flag.
|
||
|
||
Variation: From Mike Stolz: Our troop plays this on every overnite campout.
|
||
For night play, we use 2 or 4 lanterns. Two are used to mark the center line,
|
||
while the other two can be used to show the 'approximate' area where the team's
|
||
flag is. Our flag guards MUST remain at least 15 feet (5 meters) from their
|
||
own flag unless chasing someone, and the flags must be completely exposed (no
|
||
stuffing them into holes in the ground, or tying them to trees). When the
|
||
teams are small, we do away with the jail. Instead, we create 'Check Point
|
||
Charlie' at the centerline. Captured prisoners can be exchanged for a point.
|
||
In case of a tie (equal games won, or no winner at all), the team that earned
|
||
the most points is declared the winner. You will need: *)
|
||
|
||
**
|
||
GAME OF LIFE
|
||
>From: germain%sanctum.cs.utah.edu@cs.utah.edu (H. James de St. Germain)
|
||
Date: 31 Aug 92 11:50:49
|
||
|
||
I learned a game at national scout camp which I forget the name of, but
|
||
basically goes like this. All the scouts save one (or a couple) start out side
|
||
of the woods. They are considered the prey of the forest (deer, antelope,
|
||
small game). In the forest you place a large number of objects (hats, chips,
|
||
scarves, etc) which represent food. The prey must go into the forest and
|
||
gather three items of food (and return them to the safety zone) or risk
|
||
starvation during the winter.
|
||
|
||
The one scout who is not prey is considered a predator (wolf, grizzly, eagle,
|
||
etc). The predators job is to capture the prey. he does this by simply
|
||
touching the prey. The prey has three methods of defense.
|
||
|
||
1) RUN - deer use it, (Be careful if you allow running at your camp.)
|
||
2) FREEZE - a prey that is totally immobile is considered to by camouflaged,
|
||
and cannot be touched until he moves (looks around, etc)
|
||
3) HIDE - touch a tree to symbolize hiding in the tree.
|
||
|
||
Each prey carries one object to symbolize themselves. If they are "eaten" by
|
||
the predator, they must give their chip to the predator that got them. They
|
||
then become a predator for the next year. If the predator doesn't get three
|
||
prey, he starves for the winter. Any predator that starves becomes prey for
|
||
the next year.
|
||
|
||
Note, you should start with only a small number of food in the forest the first
|
||
year (maybe 2 * number of prey) (remember they need three to survive).
|
||
|
||
The game is fun and shows how there must be a balance between the prey and the
|
||
predators. I'm sure you can adapt this game to many environments and change
|
||
the
|
||
rules where needed to make it more fun and or educational.
|
||
|
||
**
|
||
BRITISH BULLDOG
|
||
>From: vkochend@isis.cs.du.edu (vance kochenderfer)
|
||
Date: 1992-Apr-22
|
||
|
||
Another game is British Bulldog. One person stands in the center of a
|
||
rectangle. He's the bulldog. Everyone else lines up along one side of the
|
||
rectangle. At the bulldog's command, everyone dashes across the field toward
|
||
the opposite side. The bulldog's job is to grab someone, and hold him
|
||
completely above the ground while saying "one, two, three, British Bulldog."
|
||
If he succeeds, the caught player joins him in the middle. Repeat until
|
||
everyone is caught. The last player left becomes the bulldog for the next
|
||
round.
|
||
|
||
This was particularly interesting in our troop, since we had a 250+ pound guy.
|
||
It took quite a few of us to lift him.
|
||
|
||
** WARNING **
|
||
>From: fell@sol.UVic.CA (Stuart Fell)
|
||
Date: Thu, 23 Apr 92 03:17:22 GMT
|
||
|
||
We do play this game but not that much anymore. With the scouts I have in
|
||
my troup, this game gets too dangerous. We can expect at least one person to
|
||
get hurt each time it's played and/or someone's uniform loses at least one
|
||
button, etc.
|
||
|
||
**
|
||
>From: stolz@fnal.fnal.gov
|
||
|
||
I've also banned this game because of injuries. For reasons I don't
|
||
understand, whenever we allow this game, kicking, choking, tripping and
|
||
'clotheslining' suddenly become acceptable tactics. When I was a kid, our
|
||
troop played it all the time, and I don't remember anyone getting injured back
|
||
then.
|
||
|
||
**
|
||
>From: medic@hardy.u.washington.edu (Travis Lauricella)
|
||
Date: 9 Dec 92 01:35:47 GMT
|
||
|
||
I was under the impression that British Bulldog had been banned by the BSA as
|
||
well, but upon seeing it described in _Scouting_ magazine a few months ago, I
|
||
put it back into the program. Even though it's rough, and there are nearly
|
||
always minor injuries, I let the scouts play. And I let them know that they
|
||
have the option to sit out, if they so desire.
|
||
|
||
Played as previously described, with the added rule that instead of lifting the
|
||
scout up for the count of "British Bulldog- one-two-three!" the scout can be
|
||
pinned as well. Both shoulders to the turf.
|
||
|
||
**
|
||
JAIL BREAK
|
||
>From: rickcl@pogo.wv.tek.com (Rick Clements)
|
||
Date: 25 Nov 92 01:10:26 GMT
|
||
|
||
There are two "cops" and one "jailor". The rest of the people are "robbers".
|
||
The number of "cops" and "jailors" can vary depending on the number of players.
|
||
A fairly central location is designated as "jail", The jail should be fairly
|
||
out in the open and the boundaries definite. A picnic table can work great as
|
||
a jail (those in the jail would sit on top of the table).
|
||
|
||
All robbers are given some designated time to go hide (like hide-and-go-seek
|
||
maybe 30-60 seconds). After the appropriate hiding time, the cops go looking
|
||
for the robbers. The robbers usually are not in the same spot all of the time
|
||
for reasons I will describe in a minute. The cops catch a robber by one of
|
||
many methods (this is where the variations come into play). The robber may be
|
||
tagged, hit with a light beam, person identified correctly, or combinations of
|
||
these. When a robber is caught, they are taken to jail by the cop.
|
||
|
||
The big difference between this and hide-n-seek is, if someone is quick and sly
|
||
(someone being a robber), they can cause a "jail-break" and let all that are in
|
||
jail get out of jail. This is done by sneaking up into jail (not being caught
|
||
by the jailor), stepping IN the jail (or touching the table with both hands),
|
||
and yelling "JAIL BREAK!" At this point, all that are in jail are FREE. The
|
||
jailor must give everyone that was in jail and the breaker some time to get
|
||
away (maybe 15 seconds). Sometimes this game has gone on for hours for one
|
||
game.
|
||
|
||
Sometimes it is a fairly short game (but not too often). If you want, you can
|
||
have the game continue on by having the final (in this example) 3 people to be
|
||
the cops and jailor.
|
||
|
||
**
|
||
SCOUT STAFF TREASURE HUNT
|
||
>From: M.S.Wileman1@lut.ac.uk
|
||
Date: 29 Nov 92 16:51:09 GMT
|
||
|
||
A wide game that is popular in our scouts is to distribute various
|
||
items of a trangia around our local village, on the ScoutLeaders
|
||
doorstep, and the Exec.'s etc, and send the scouts off on a kind of a
|
||
treasure hunt, with the aim to make a cup of tea for the S.L. and the
|
||
A.S.L. at the end(It was good!!;-)
|
||
|
||
The hunt started with a note telling them where to find the next item
|
||
of the Trangia, and then the next note was on the next item, etc... It
|
||
also helped the scouts to learn who their Exec. were, as the notes
|
||
told them it was in the Secretary's garden, and it helped immensely if
|
||
they knew *who* the secretary was...
|
||
|
||
Glossary: Tragia: Swedish outdoor cooker, I'm not at all sure if it's
|
||
known at all in the U.S., but it is very popular over here. It's
|
||
light weight, and uses meths to run, but Butane attachments are
|
||
available now. Mine splits up into several pieces, and so was ideal for
|
||
this exercise.
|
||
|
||
**
|
||
RACE AROUND THE RING
|
||
>From: mpg92118@dit.upm.es (ANDRES CANCER ABREU)
|
||
Date: Tue, 1 Dec 1992 20:03:31 GMT
|
||
|
||
Here is a short game for cubs.
|
||
|
||
Make pairs with the boys in the pack, place the couples in a circle, one
|
||
kid behind the other looking both towards the center. Select a 'victim' and
|
||
a 'catcher'. Well after my poor English the game is like that.
|
||
|
||
The catcher tries to catch the victim who runs around the external part of
|
||
the ring. The victim can stop behind a couple and then the kid in the inner
|
||
part is the catcher and the catcher is the victim. The new catcher must touch
|
||
his ankle before beginning to run.
|
||
|
||
I make a draft of the exchange between victim and catcher so i am clear. (sorry
|
||
my English is not that even) :)
|
||
|
||
c3
|
||
c4
|
||
|
||
c1 c2 c6 c5 <-- V
|
||
|
||
V <-- C c8 C
|
||
c7
|
||
|
||
They get so confused with changing sides that it's really amazing.....
|
||
------------------------------
|
||
End of part 1, File '3_games'
|
||
|
||
|