887 lines
42 KiB
Plaintext
887 lines
42 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 (3/3)
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Message-ID: <scouts-games3_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-games3_755147705@bernina.ethz.ch>
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Organization: Pfadi Glockenhof, 8001 Zurich, Switzerland
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Date: Wed, 5 Jan 1994 03:15:35 GMT
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Approved: news-answers-request@MIT.Edu
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Archive-Name: scouting/3_games/part3
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Expires: Fri, 18 Feb 1994 03:15:03 GMT
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Lines: 1093
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Xref: bloom-beacon.mit.edu rec.scouting:6045 rec.answers:3575 news.answers:13725
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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: 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 -- Relay Games
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From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
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SEED PLANTING RELAY
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Following a line, or rope on the ground, and by walking heel to toe, each
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team member must stop (about every 3 feet and drop a seed in a small
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mouthed jar set near the line. When he reaches the end, he runs back and
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taps the next boy on the team.
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**
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POTATO RACE <--- (note: spelling, no "E", Mr. Quayle ---- hee, hee!)
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Two teams. Give each starting player a fork and a potato. He tosses the
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potato into the air and catches it on the fork, takes it off and hands them
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to the next player. First team through wins.
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**
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CONE RACE
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String paper cones on cords stretched between chairs, or posts. Each team
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member blows cone to the end of the cord, brings it back; next boy does the
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same. First team finished wins.
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**
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DRIVING THE PIG
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Two teams; each team has a 3" long stick and a 1/2 gallon milk bottle (add
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a little water to the bottles). The players use the stick to push the
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bottle (pig) to the fair.
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**
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TOWEL ROLL ROLL
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Using a broomstick and a paper towel cardboard tube, each team member uses
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the stick to roll the tube to one end of the room and them back. He then
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hands the broomstick to the next boy. (I have seen this one done -- it's
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harder than it sounds!)
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**
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TURKEY FEATHER RELAY
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Divide into relay teams. First player holds a long turkey feather. At the
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word "Go" each throws his feather, javelin style, toward the finish line.
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As soon as it comes to earth, he picks it up and throws it again, and
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continues until across the finish line. He then picks it up and runs back
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to his team to give the feather to the next player.
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**
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CANDLE AND STRAW RELAY RACE
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You will need:
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*) 1 candle and a box of matches per team and 1 drinking
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*) straw per team member
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Each team member is given a straw. They have to race to the opposite
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end of the hall where their candle and box of matches is located. They must
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light the candle and then blow it out by blowing the flame through the straw.
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This can also be played in subdued lighting.
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**
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CHECKER RELAY
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You will need:
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*) 6 wooden checkers playing pieces per patrol
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*) We often get these given to us at rummage sales
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Scouts race up and down the hall in relay fashion, with a pile of 6
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checkers balanced on the back of one hand. They are not allowed to steady the
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pile with the other hand. The only time they can touch the checkers with the
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other hand, is either when they have dropped them and are picking them up, or
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when they are transferring the checkers to another scout in their team.
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**
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CUBS ACROSS THE RIVER
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You will need:
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*) 4 card or carpet tile stepping stones
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*) three awkward pieces of equipment such as a rucksack, a football and
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a hoop, for each six
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Line up sixes with their equipment and draw two lines to represent the
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river. Lay the stepping stones across the river. Cub 1 carries cub 2 on his
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back across the river using the stepping stones. Cub 2 comes back and picks up
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cub 3 plus a piece of equipment. Cub 3 comes back and picks up cub 4 plus a
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piece of equipment and so on until all the cubs have crossed the river. Those
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cubs on the bank should be encouraged to cheer their team on.
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**
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DRIBBLE BALL
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You will need:
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*) 1 ball and several skittles per team or six
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Standing in teams, each person in turn dribbles the ball down the line
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of skittles slalom fashion, either using their foot, a stick or a washing up
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liquid bottle and then straight back to the next man in their team. If a
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skittle is knocked over, the player has to return to the start and begin again.
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**
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STACKING THE CANS
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You will need:
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*) 6 tin cans or drinking chocolate tins with lids per team
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Patrols or sixes stand in lines. They have to run to the end of the
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hall in relay fashion and each one add a can to the stack. The winning team is
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the first one back with a completed stack and all their team standing to
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attention. You could add a variation to the game by playing two teams at a
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time and have the other teams at the sides throwing bean bags or dusters at the
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piles of cans. If you played this variation then you would play against the
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clock to see which was the fastest team.
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**
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TUNNEL BALL
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You will need:
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*) A ball or balloon for each team
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The teams stand at attention in lines, the front player in each team
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has the ball. On the command 'GO' they spring their legs apart. The player at
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the front passes the ball between their legs. The ball must go between each
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players legs until it is picked up by the player at the back. The back player
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then runs to the front and continues the process until the original font player
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is back at the front. The winning team is the one with all players standing at
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attention with the ball at the front. If a ball breaks out from the line it
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must start its journey through the tunnel again from the front. As an
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alternative pass the ball from the back player through the tunnel to the front.
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**
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WHEELBARROW RACE
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Teams stand in lines at one end of the hall. On the command 'GO', the
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front player gets down on his hands. The second player stands between his legs
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and lifts his legs up to waist level. They now have to go as fast as possible
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to the other end of the hall with the front player walking with his hands and
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the rear player holding him up like a wheelbarrow. When they reach the end of
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the hall the front player stands up and the rear player runs back to the front
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of his team and then becomes the front man of the new wheelbarrow. This
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process is continued until the whole team are at the far end of the hall.
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**
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HIGHWAYMAN
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You will need:
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*) A short length of lashing rope and a chair for each team
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Teams stand in lines at one end of the hall. There is a wooden chair
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with a bar back at the other end of the hall opposite each team. The front
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player of each team has a length of rope in one hand. On the command 'GO' the
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second player jumps onto the back of the front player and they race piggy back
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style to the chair at the other end of the hall. The player riding jumps down
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and ties one end of the rope around the top bar of the chair using the
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highwaymans hitch. He then jumps back on the other players back, pulls the end
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of the rope to free it and they then race back to their team. The player who
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was the horse goes to the back of the team and the player who was the rider now
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becomes the horse or front player.
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**
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FIREMAN, SAVE MY CHILD
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You will need:
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*) A drinking straw for each player
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*) simple paper cutout of a child, this should be about 1 1/2 to 2 inches
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tall. The arms and legs should be about 1/2 an inch wide on the figure
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The game goes like this: The players are divided into two teams and are formed
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into two lines. Each team has a pile of the cut-out children on a table and a
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drinking straw for each player. Approximately 15-20 feet away from the start,
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place a small pail for each team on another table, chair, stool, or whatever.
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At the call of "Fireman, save my child", the first player on each
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team must pick up a child by sucking up the figure against their straw. While
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holding the figure this way, they then run to their respective pail and deposit
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their figure in the pail. If they drop the figure en route, they must stop and
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pick up their child again, by getting down on the floor and sucking it up with
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their straw. After putting their child in the pail, they run back to the
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starting line, and the next player picks up his child and repeats the process.
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The first team to save all their children is the winner. Have enough figures so
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each player gets at least two turns.
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**
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LAYERED CLOTHES
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>From: dlm@galileo.ifa.hawaii.edu (Deborah Maraziti (aka Spacee))
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Date: Tue, 1 Sep 1992 19:33:30 GMT
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My Girl Scout troop really liked a game I threw together to teach them about
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layered clothing. Gather a pile of assorted clothing, including socks, shoes,
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hats, etc. Divide the clothing "evenly" into piles (ie pair of pants in each
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pile, mittens in each pile, etc). Make sure the clothes are large enough that
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the outer layers can fit over the other layers. Divide the group into teams.
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Divide the teams in half and place one half near the pile of clothes, the other
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about 50 feet away. At a signal, the first member of each team "dresses" in the
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clothing of the pile and gallops the 50 feet to the other side, "undresses" and
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another team member puts on the clothes. As long as there are no rocks in the
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way, this game can be really fun to play (and watch!).
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------------------------------
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Subject: Game Compendium -- Strategy Games
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From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
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**
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MOUSE TRAP ATTACK
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You will need:
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*) 4 spring loaded mouse traps per team
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*) an endless supply of rolled up paper balls
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We will suppose that there are four teams or patrols of six boys. They
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are spaced at equal distances down the length of the hall. Each team or patrol
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has it's mouse traps cocked at one side of the hall on the floor. At the other
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side of the hall opposite each group of mouse traps are three attacking boys
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from each of the other patrols. These attacking boys are armed with rolled up
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balls of paper. Each patrol is allowed up to three defenders for their mouse
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traps. These defenders must sit on the floor half way between their mouse
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traps and the defenders. The attackers must lob the paper balls over the heads
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of the defenders and set off the mouse traps. The winning patrol is the one
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that has the last loaded mouse trap.
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**
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MOUSE TRAP FISHING GAME
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You will need:
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*) 1 spring loaded mouse trap
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*) 3 bamboo canes
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*) 3 lengths of string
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*) some objects such as plastic bottles to be picked up, for each team.
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You will have to bore a hole or fit a screw eye in one end of each
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mouse trap so that it can be attached to a length of string. Each team stands
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at one side of the hall and the objects they have to collect such as plastic
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bottles are on the other side of the river (hall). The only way that they can
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get the objects, is to lash the three bamboo poles together to form a fishing
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pole and attach the string with the mouse trap attached to the end. You will
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have to show the scouts how to cock the mouse traps safely or you may have to
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do some first aid on bruised fingers.
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**
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SUBMARINES AND MINEFIELDS
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You will need:
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*) Blindfolds for each member of the minefield
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You split into two teams teams, one forms a line across the playing
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field. They are blindfolded and standing close enough together to touch hands.
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Each hand is a mine that will 'destroy' a ship (a member of the other team.)
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that team quietly tries to sneak along the line weaving in and out of the
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mines, (i.e. between their feet, or between two scouts). we once had someone
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go fetch a utility ladder and climb over the minefield. After a minefield
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team member uses one hand and hits a ship, that hand is out of play for the
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round. Thus later ships may go through an unprotected area. Smaller scouts
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usually win this one. When the whole team has gone through or not as the case
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may be, change over. At the end of the game, the winning team is the one that
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managed to get the most ships through the minefield.
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**
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TRADER
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You will need:
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*) 4 counters for each boy, red, blue green and yellow one of each colour.
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When the game starts the boys are given a set time 5 to 10 minutes in
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which they are allowed to trade. They trade in the following manner. A boy
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approaches another boy with a counter in his left fist , he does not show the
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other boy what colour he is holding. If they agree to trade then they give
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each other a counter taking care that they do not show the colour they are
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swapping. Any boys who do not wish to trade simply cross their arms, this
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indicates that they are not open for trading. After the trading period is
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ended you show the lads the stockmarket chart shown below and get the lads to
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add up their scores.
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Print out the following table and make copies.
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4 Red counters 100 points 4 Blue counters 80 points
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4 Green counters 60 points 4 Yellow counters 50 points
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3 of any colour 40 points 2 of any colour 15
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Single Red 1 point Single Blue 2 points,
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Single Green 4 points Single yellow 5 points.
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After they have added up their scores and you have found out which
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scouts have the highest scores, collect the counters in and hand out one of
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each colour again to the scouts. Now play it again with the scouts knowing the
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values and see the difference in tactics. From time to time you could
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introduce jokers these are White counters. You place some of these on the
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table and the boys are told they can take them if they wish. The value of
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these is unknown until they add up the scores. You then tell them that they
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either get 10 extra points for each White counter they have or minus 10 for
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each White counter they hold, much like Bulls and Bears in the stock market.
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You can decide if it is going to be a plus or a minus by either tossing a coin
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or rolling a dice.
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**
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THE TRADER GAME - altered slightly by Mike Stolz
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Equipment:
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4 chips for each boy, all of different colors (red, green, blue, yellow)
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1 chip for each adult - white
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(I made my chips by cutting 1 inch squares from colored cardboard)
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Rules:
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The boys are given a chip of each color. the adults each have one white chip.
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The boys get 7 to 10 minutes to 'trade' chips with each other or an adult. To
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trade, each boy holds a chip HIDDEN in one hand. When they agree on the trade,
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the chips are exchanged. ALL TRADES ARE FINAL! Boys who do not wish to trade
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should fold their arms to signal that they don't wish to trade. All trades are
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1 chip at a time. Boys can also trade with adults if they want to. After the
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trading is over, show the boys the stock market list below and have them add up
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their scores.
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Now that they know the value of the chips, let the boys play the game again.
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Collect and redistribute the chips, and see how trading tactics change. After
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the second trading period is over, add up the scores again and see how the boys
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did this time.
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******************************************************************************
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STOCK MARKET CHART - TRADING CHIP VALUES
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4 RED - 90 POINTS 1 (SINGLE) BLUE - 40 POINTS
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4 GREEN - 80 POINTS 1 (SINGLE) YELLOW - 30 POINTS
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4 YELLOW - 60 POINTS 1 (SINGLE) GREEN - 30 POINTS
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4 BLUE - 50 POINTS 1 (SINGLE) RED - 20 POINTS
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2 WHITE - 50 POINTS 1 (SINGLE) WHITE - 20 POINTS
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3 OF ANY COLOR - 40 POINTS 2 OF ANY COLOR - 20 POINTS
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**
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TRADING POST
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You will need:
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*) Two price lists, one of things that you are selling and one
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of things that you are prepared to buy back.
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*) Various things for the teams to buy
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*) You will also need some form of currency such as coloured cards, paper
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or even beads.
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At the start of the game, each team is given the same amount of
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currency. They then have to decide what they are going to buy from you in
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order to make something to sell back to you for a profit. Most things that you
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buy back should result in a profit, but you should put in some items that
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produce no profit or even a loss. As an example of the sort of things on your
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to buy list would be a cup of hot tea for the scout leaders. To do this they
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will have to purchase from you matches, tea bags, milk and sugar, a cooking
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stove, fuel for the cooking stove, water pot and water.
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**
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LIGHTHOUSE
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>From: lynnef@tekig1.PEN.TEK.COM (Lynne Axel Fitzsimmons)
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Date: 25 Jan 93 22:28:29 GMT
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This game comes from a Games book published by the Bharat Scouts and Guides
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(India). It is attributed to the Catholic Boy Scouts of Ireland.
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You will need:
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*) enough blindfolds for half your group.
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*) a reasonably large room.
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The Leader is the lighthouse. Half the troop (pack, company) are ships, and
|
|
put on the blindfolds at one end of the room. The other half are rocks, and
|
|
distribute themselves on the floor between the ships and the lighthouse. Please
|
|
ask the rocks to keep their hands and feet in to minimize tripping. The rocks
|
|
also should not clump up.
|
|
|
|
The lighthouse goes "woo woo" to guide the ships. The rocks go "swish, swish"
|
|
quietly to warn the ships of their presence. On go, the ships navigate
|
|
between the rocks to the lighthouse. If they touch a rock, they are sunk
|
|
and must sit on the floor (and go "swish, swish" also). When all the ships
|
|
have made it to the lighthouse (or have been sunk), the rocks and ships
|
|
switch places.
|
|
|
|
-------------------------------
|
|
Subject: LONG GAMES
|
|
|
|
** these games all take a bit of preparation, and, generally, need a lot of
|
|
** time to play
|
|
|
|
-------------------------------
|
|
Subject: Space Training Game
|
|
From: stolz@fnboot.fnal.gov
|
|
|
|
*** As usual, I did these on my MAC - I've reformatted them as plain text so
|
|
*** they can be posted. Anyone is welcome to use these - my only request is
|
|
*** that you let me know, and give me some feedback (both good and bad) as to
|
|
*** how things went. - Mike Stolz (stolz@fnusgd.fnal.gov)
|
|
----------------------------------- cut here ----------------------------------
|
|
SPACE GAMES den name _______________
|
|
|
|
SPACE ARCHERY - In space, everything floats. As a construction mechanic, the
|
|
only way to keep your space station parts from floating away is to rope them
|
|
together. Your problem is that YOU are anchored to the main space station,
|
|
while the new parts are slowly drifting away. So how do you get a rope on
|
|
those parts? Why with your trusty bow and arrow. Each new part comes with its
|
|
own target. Each mechanic gets 10 arrows. Hit the target with the arrow that
|
|
has a string attached, and double your total points.
|
|
|
|
ROBOT ARM - You're the operator of the space shuttle's robot arm. The arm will
|
|
do everything you tell it, but it can't see or think for itself. Your job,
|
|
pick up the three space disks and return them to your position. Use voice
|
|
commands like 'forward, left, right, and down' to direct the robot arm. Keep
|
|
the tether rope tight to prevent the robot arm from overshooting the targets.
|
|
This is a timed event.
|
|
|
|
SPACE CONSTRUCTION - Your team of construction mechanics are on the moon. You
|
|
need to build the tallest radio tower you can, using the standard space-blocks.
|
|
The structure must be free-standing and self-supporting. DO NOT DAMAGE THE
|
|
BUILDING MATERIALS while constructing your tower!
|
|
|
|
SPACE EXPLORATION - Space explorers need to be highly trained observers. In
|
|
this training exercise, you need to scour the marked-off section of rough
|
|
terrain, and discover the interesting samples. There will be bonus points for
|
|
discovering samples whose color is different from your assigned color.
|
|
|
|
SHUTTLE FLIGHT-CHECK - All shuttle crews need to check out their craft before
|
|
take-off. Every crew has memorized the list of instructions. Lets see how good
|
|
your crew is at remembering instructions. You will get two minutes to study
|
|
and discuss the list of instructions and their order. Then, without looking,
|
|
your team must write them down in the correct order. If you're quick, you will
|
|
have time to play this one twice.
|
|
|
|
player name arch arm const explo check
|
|
------------------------------------------------------------------------
|
|
______________________________________|_____|_____|______|______|______|
|
|
______________________________________|_____|_____|
|
|
______________________________________|_____|_____|______|______|______|
|
|
______________________________________|_____|_____| (den scores here)
|
|
______________________________________|_____|_____|
|
|
______________________________________|_____|_____| circle the 1 best den
|
|
______________________________________|_____|_____| score for each game
|
|
______________________________________|_____|_____|_____________________
|
|
put the single best den score here -> | | | | | |
|
|
|
|
<FF>
|
|
GAME LEADER INSTRUCTIONS
|
|
|
|
Bring spray paint (white) to draw lines on the grass. Also packing tape and
|
|
duct tape. If games are held indoors, use masking tape for your lines.
|
|
|
|
Make sure all game leaders understand that the rules may need to be modified,
|
|
but if they are, ALL GROUPS must have the same chances. The most important
|
|
thing is to make sure that all rules are applied consistently for every group
|
|
participating. All games were designed to be played outdoors, but most could
|
|
easily be done indoors if the activity room was large.
|
|
|
|
At the end of the competition, all score sheets will be collected from Den
|
|
leaders. Compare the single 'best' score for each game and den. Award 1st
|
|
thru 5th place (we have 5 dens) in each event. The den with the LOWEST total
|
|
score for the 5 events will get 1st place.
|
|
|
|
|
|
SPACE ARCHERY
|
|
GAME PARTS - 3 targets with stands, 30+ arrows, 3 bows, ball of string, 3
|
|
stakes.
|
|
Set up targets, with 3 shooting stations about 20 feet (7 meters) away. Put
|
|
10 arrows at each station. Measure 30 feet (10 meters) of string for each
|
|
station. Tie one end of string to a stake at the station, and tie/tape the
|
|
other end to one of the arrows. This should be the last arrow shot by each
|
|
Cub, and can double their target score. Score target rings at 1 (target) ,2,
|
|
3, 5 (bulls eye on our targets).
|
|
|
|
***Be very alert to safety. Make sure ALL ARCHERS understand that arrows are
|
|
not to be nocked while anyone is 'even close' to the shooting range area!
|
|
|
|
|
|
ROBOT ARM
|
|
GAME PARTS - Long rope, 3 Frisbees, blindfold, 2 paper grocery bags.
|
|
Draw a ring for the 'operator' to stand in. Paint 3 spots at different
|
|
points outside the ring, ranging from 15 to 30 feet (5 to 10 meters). The
|
|
spots mark the pick-up spots for the 3 Frisbees. Tie rope around waist of the
|
|
cub acting as 'robot hand' (use a bowline!). Blindfold the 'hand', then place
|
|
grocery bag over his head - the 'hand' should be unable to see. The operator
|
|
now steps into the ring, and takes hold of the rope. At "GO", the 'hand' walks
|
|
out to get the Frisbees. The operator lets out the rope until the 'hand' is
|
|
out far enough, and uses voice commands (left, right, down, out) to direct the
|
|
'hand' to each frisbee. Make sure the operator knows that he should keep
|
|
tension on the rope - this is one of his main methods of guidance and control.
|
|
After the 'hand' has all 3 frisbees, the operator has to reel him back into the
|
|
operator's circle. MAKE SURE THE 'HAND' IS UNABLE TO SEE! This is a timed
|
|
event - the boys may run thru this as often as they want in the allotted time.
|
|
Keep the best time.
|
|
|
|
|
|
SPACE CONSTRUCTION
|
|
GAME PARTS - 16 cardboard boxes all the same size, 6 large coffee cans, 3 thin
|
|
strips of plywood, 2 poles with nails thru the ends, several smaller dowels,
|
|
tape measure.
|
|
The object is to build as tall a tower as possible with the material
|
|
supplied. The tower must be free-standing and self-supporting, and stay up for
|
|
at least 1 minute. DO NOT LET THE CREW DAMAGE OR MODIFY THE SUPPLIED
|
|
MATERIALS! Measure the tower to the nearest inch. The crew can try several
|
|
different configurations.
|
|
|
|
***WARNING! Wind and uneven terrain can dramatically affect this game. Try to
|
|
locate it in a sheltered area with fairly even ground. It could also be done
|
|
inside if the room has a tall ceiling.
|
|
|
|
|
|
SPACE EXPLORATION
|
|
GAMES PARTS - individually wrapped candy in different colors, colored tape or
|
|
marker cones to mark off the search area.
|
|
Game leader will hide 10 candies of the same color in search area, plus 1 of
|
|
a different color. Cubs need to search the area to find all 'samples'. After
|
|
they are turned in and counted, they may each have 1 to keep. The colored
|
|
candy counts as 3 points, all others are 1 point. Be alert to 'missed' candies
|
|
from previous groups.
|
|
|
|
|
|
SHUTTLE FLIGHT-CHECK
|
|
GAME PARTS - 20 cards with different flight-check instructions, table, large
|
|
cloth.
|
|
Lay out 2 cards (in random order) for every Cub in the den. The Cubs will
|
|
have 2 minutes to study, discuss, and memorize the cards. Then cover cards
|
|
with cloth. They now have 5 minutes to write down all the flight-check
|
|
instructions in order. Award 1 point for every instruction in the correct
|
|
position relative to the previous and next instruction. Award 2 points for
|
|
every instruction that is written EXACTLY correct - give 1 point if the
|
|
instruction is mostly correct. There should be time to play this game twice.
|
|
This is a version of 'Kim's Game'.
|
|
|
|
*** My cards were all very short phases, including things like 'CHECK FUEL
|
|
GUAGE', 'CHECK OXYGEN GUAGE', 'INSPECT SHUTTLE BAY', 'TEST SHUTTLE BAY LIGHTS',
|
|
'EXAMINE AIRLOCK' and so on. I used 3" x 5" index cards and a black magic
|
|
marker to make them.
|
|
|
|
***WARNING! This is another game that can be affected by wind. Using a large
|
|
thick cloth, and taping one edge of it to the table can create an effective
|
|
windbreak that the Cubs can 'peek under' during their 2 minutes of observation.
|
|
|
|
------------------------------
|
|
Subject: Fire Safety Game
|
|
From: stolz@fnusgd.fnal.gov (Mike Stolz)
|
|
|
|
Alright folks - here's the first Pack 164 Fire Safety Game. I used it at my
|
|
Pack meeting this Monday. It took most of 45 minutes, which was my goal. I
|
|
used the Version 1 instructions. Things went fairly well, but as soon as I
|
|
got home, I typed up the Version 2 instructions as well, and intend to use them
|
|
the next time. Some of the boys were able to handle the 'game' by themselves,
|
|
but most of the 2nd graders, and a few strays from the older grades, couldn't
|
|
stay 'on task' for more than 5 or 10 minutes. If anyone else wants to try
|
|
this game, all I ask is that: 1) you let me know that you're using it, and 2)
|
|
you give me feedback, suggestions, improvements, etc when you're done.
|
|
|
|
I've attempted to re-format this text in plain ASCII, my original is on a MAC
|
|
using WORD 4.0. If you see any typo's, they were probably introduced during
|
|
reformatting.
|
|
|
|
PS - at the (older) Boy Scout level, I'd suggest doing it first alone, and
|
|
then by Patrol.
|
|
|
|
---------------------------------- cut here ----------------------------------
|
|
<FF>
|
|
FIRE SAFETY GAME
|
|
|
|
EVERY ANSWER IS USED ONCE - AND ONLY ONCE!. IF A QUESTION CAN HAVE MORE THAN
|
|
ONE ANSWER, SKIP IT AND COME BACK TO IT LATER.
|
|
|
|
|_YOURS______|_GROUP'S____|
|
|
*) Don't play with _. |____________|____________|
|
|
*) Keep _ away from fires or heat. |____________|____________|
|
|
*) Destroy all _ or greasy rags. |____________|____________|
|
|
*) Know where the _ are in buildings you enter. |____________|____________|
|
|
*) Replace cracked, or unsafe _. |____________|____________|
|
|
*) Have fire _ at home. |____________|____________|
|
|
*) Place the fire dept. phone number on your _. |____________|____________|
|
|
*) Cover fireplaces with _. |____________|____________|
|
|
*) check your _ every month. |____________|____________|
|
|
*) Make certain _ are clean and clear.V |____________|____________|
|
|
*) Smoky the Bear needs your _. |____________|____________|
|
|
*) If your cloths are on fire _. |____________|____________|
|
|
*) A _ will help smother a small fire. |____________|____________|
|
|
*) Do not throw _ on a grease fire. |____________|____________|
|
|
*) A fire needs heat, air(oxygen) and _ to burn. |____________|____________|
|
|
*) In a smoke-filled room, the 'best' air is
|
|
near the _. |____________|____________|
|
|
*) The Fire Dept. emergency phone number is _. |____________|____________|
|
|
*) If a fire starts at home, the first thing to
|
|
do is _. |____________|____________|
|
|
*) The second thing to do is _. |____________|____________|
|
|
*) Your house is on fire, the fastest way out is |____________|____________|
|
|
*) Lots of kids are badly burned every year |____________|____________|
|
|
because they played with _ or _. |____________|____________|
|
|
*) Every year, 100's of grass fires are started
|
|
by _. |____________|____________|
|
|
*) Name a bad thing and a good thing BAD _ |____________|____________|
|
|
to start charcoal fires with. GOOD _ |____________|____________|
|
|
*) Never start a fire or use a stove without _
|
|
present. |____________|____________|
|
|
|
|
CHOOSE ONE ANSWER
|
|
*) On the 4th of July, would it be safer to carry
|
|
fireworks in 1) a pocket, or 2) in a box. |____________|____________|
|
|
*) The best way o treat a small burn is to put
|
|
1) burn ointment 2) cold water on it. |____________|____________|
|
|
|
|
NUMBER OF RIGHT ANSWERS |____________|____________|
|
|
|
|
|
|
EVERY ANSWER USED ONLY ONCE - AFTER YOU USE AN ANSWER. 'X' IT OUT
|
|
|
|
chimneys smoke alarms screens 911 floor help
|
|
gasoline blanket fire escapes extinguishers fuel
|
|
get out cigarettes fireworks electrical cords oily
|
|
gas cans matches stop, drop & roll an adult water
|
|
telephone charcoal starter call for help the window lighters
|
|
|
|
<FF>
|
|
FIRE SAFETY GAME
|
|
|
|
EVERY ANSWER IS USED ONCE - AND ONLY ONCE!. IF A QUESTION CAN HAVE MORE THAN
|
|
ONE ANSWER, SKIP IT AND COME BACK TO IT LATER.
|
|
|
|
*) Don't play with _matches_.
|
|
*) Keep _gas cans_ away from fires or heat.
|
|
*) Destroy all _oily_ or greasy rags.
|
|
*) Know where the _fire escapes_ are in buildings you enter.
|
|
*) Replace cracked, or unsafe _electric cords_.
|
|
*) Have fire _extinguishers_ at home.
|
|
*) Place the fire dept. phone number on your _telephone_.
|
|
*) Cover fireplaces with _.screens_.
|
|
*) check your _smoke alarm_ every month.
|
|
*) Make certain _chimneys_ are clean and clear.
|
|
*) Smoky the Bear needs your _help_.
|
|
*) If your cloths are on fire _stop, drop, and roll_.
|
|
*) A _blanket_ will help smother a small fire.
|
|
*) Do not throw _water_ on a grease fire.
|
|
*) A fire needs heat, air(oxygen) and _fuel_ to burn.
|
|
*) In a smoke-filled room, the 'best' air is near the _floor_.
|
|
*) The Fire Dept. emergency phone number is _911_.
|
|
*) If a fire starts at home, the first thing to do is _get out_.
|
|
*) The second thing to do is _.call for help_.
|
|
*) Your house is on fire, the fastest way out is _the window_.
|
|
*) Lots of kids are badly burned every year because
|
|
they played with _lighters_ or _fireworks_.
|
|
*) Every year, 100's of grass fires are started by _cigarettes_.
|
|
*) Name a bad thing and a good thing to start charcoal fires with.
|
|
BAD _gasoline_ GOOD _charcoal starter_
|
|
*) Never start a fire or use a stove without _an adult_ present.
|
|
|
|
CHOOSE ONE ANSWER
|
|
*) On the 4th of July, would it be safer to carry fireworks in
|
|
1) a pocket, or 2) in a box. _2_
|
|
*) The best way o treat a small burn is to put
|
|
1) burn ointment 2) cold water on it. _2_
|
|
|
|
|
|
<FF>
|
|
FIRE SAFETY GAME
|
|
INSTRUCTIONS: VERSION 1
|
|
This 'game' is has been designed with Cub Scouts in mind. The game will be
|
|
done as follows: 1) every person, Cubs, parents, Den leaders, and even
|
|
siblings should take the test alone. Emphasize to the kids that if they don't
|
|
know what a word is, they should ask an adult. The game is supposed to test
|
|
Fire Safety skills, not reading ability. 2) After everyone has answered the
|
|
questions alone, they should then get together by family. Each family should
|
|
compare answers and circle those that aren't the same. Do NOT change 'YOUR'
|
|
answers after you start the family discussion. After you have compared
|
|
answers on all questions, go back and discuss those where the answers aren't
|
|
the same. For answers that don't agree, you should settle on one 'correct'
|
|
family answer. PARENTS, PLEASE LISTEN TO YOUR KIDS IF THEIR ANSWER IS
|
|
DIFFERENT FROM YOURS! KIDS, DON'T ASSUME YOUR PARENT'S ANSWER IS RIGHT, AND
|
|
THAT YOURS IS WRONG. 3) In the final step, each Den should get together. The
|
|
Den Leader should read the answer sheet out loud, and the families should see
|
|
how well they did. Mark the total number of right answers for each column in
|
|
the boxes at the bottom of the page. These score sheets are NOT to be turned
|
|
in, I would like families to take them home and talk about them. If any kids
|
|
do better than their parents, please have them bring both game sheets up to me
|
|
at the front. I would also like Den leaders to find out whether any families
|
|
had 100% perfect on the game.
|
|
|
|
A few questions can use several answers. There is a 'best' answer for each of
|
|
these questions. If you find a question that has more than one answer, skip
|
|
it and come back to it later. EVERY answer should only be used once. Use the
|
|
process of elimination to find the 'best' answer on those questions that can
|
|
use more than one of the answer words.
|
|
|
|
<FF>
|
|
FIRE SAFETY GAME
|
|
|
|
INSTRUCTIONS: VERSION 2
|
|
This 'game' is has been designed with Cub Scouts in mind. The game will be
|
|
done as follows: 1) every Cub is to pair up with an adult (parent), Boy
|
|
Scout, or older sibling. They should work as a team to decide the answers for
|
|
each question. PLEASE make sure the Cubs have a lot of input into the
|
|
decision-making. 2) After everyone has answered the questions as pairs,
|
|
they should then get together by Den. Each Den should compare answers and
|
|
circle those that aren't the same. Do NOT change 'YOUR' answers after you
|
|
start the Den discussion. After you have compared answers on all questions,
|
|
go back and discuss those where the answers aren't the same. For answers that
|
|
don't agree, you should settle on one 'correct' Den answer. PLEASE LISTEN TO
|
|
EVERYONE, ESPECIALLY IF THEIR ANSWER IS DIFFERENT FROM YOURS! KIDS, DON'T
|
|
ASSUME THAT SOMEONE ELSE'S ANSWER IS RIGHT, AND THAT YOURS IS WRONG. 3) In
|
|
the final step, THE Cubmaster should read the answer sheet out loud, and the
|
|
Dens should see how well they did. Mark the total number of right answers for
|
|
each column in the boxes at the bottom of the page. These game sheets are NOT
|
|
to be turned in, I would like families to take them home and talk about them.
|
|
|
|
A few questions can use several answers. There is a 'best' answer for each of
|
|
these questions. If you find a question that has more than one answer, skip
|
|
it and come back to it later. EVERY answer should only be used once. Use the
|
|
process of elimination to find the 'best' answer on those questions that can
|
|
use more than one of the answer words.
|
|
|
|
**
|
|
Subject: Games for Pirate Theme Birthday Party
|
|
From: robert@jetsun.weitek.COM (Robert Plamondon)
|
|
|
|
Here are some fun pirate games:
|
|
|
|
* Walk the Plank. Works best if you have a swimming pool. Are brave
|
|
prisoners or groveling prisoners more fun? Vote afterwards.
|
|
|
|
* Buried Treasure Hunt. Bury some loot, make a map, hand out shovels, and
|
|
stand back. Best if held on a beach, but if you're sick of your garden,
|
|
what the heck.
|
|
|
|
* Loot the Town. The kids burst into the house and cart away anything
|
|
they find. Best if held at someone else's house. With teen-agers,
|
|
you can add the twist, "Make Them Tell Where They Hid the Silver."
|
|
|
|
* Boarding Action. Split the kids into two teams and have them try
|
|
to capture each other's "ships," which can be buildings or minivans.
|
|
Kids over ten need to be searched for zip guns beforehand. Victory
|
|
conditions are variable. Possible outcomes are: last "ship" operational,
|
|
amount of loot removed from "ship," last pirate conscious. Best played
|
|
just before leaving the country.
|
|
|
|
--------------------------------
|
|
Subject: Bop Sticks
|
|
From: medic@hardy.u.washington.edu (Travis Lauricella)
|
|
|
|
Another game the scouts like a lot, which is not a game from the BSA, is
|
|
"Bop Sticks." This game requires quite a bit of preparation, however.
|
|
|
|
You will need:
|
|
*) 2 lengths of PVC pipe, 7' X 1"
|
|
*) Lots of foam padding
|
|
*) Even more duct tape
|
|
*) Two old tennis balls
|
|
*) Two football helmets (or other helmet with a face guard)
|
|
|
|
Cut the tennis balls in half and tape each half securely to the ends of the
|
|
PVC pipe. Wrap every square inch of the pipe in foam, and secure with tape.
|
|
When finished, you should only be able to see tape. The balls and foam
|
|
should be covered in tape.
|
|
|
|
The scouts wear the helmets and attack each other with the stick they are
|
|
wielding. A hit to a limb results in the loss of the limb. A hit to the
|
|
neck results in decapitation - you're dead. Two hits to either the body, the
|
|
head, or both result in death. Loss of a limb results in just that.
|
|
Naturally, if both legs are gone, you can't run away, and if both arms are
|
|
gone, you can't wield a stick. It's fun to watch the scouts hopping around on
|
|
one leg in their big, bulky helmets while swinging a rather awkward "sword"
|
|
with one hand. You can have tournaments. Kind of SCAish, but not really.
|
|
|
|
Well, I guess you can see the kind of game my scouts are interested in.
|
|
If you know of any others I may have missed out on, I would love to hear from
|
|
you.
|
|
|
|
--------------------------------
|
|
Subject: Christmas Games
|
|
From: macman@bernina.ethz.ch (Danny Schwendener)
|
|
Date: Thu, 19 Nov 1992 00:01:16 GMT
|
|
|
|
John_Morgan@mindlink.bc.ca (John Morgan) writes:
|
|
>Does any one out there have any games to play at a Christmas party? The
|
|
>games must have some sort of Christmas theme to them so tag, dodge ball etc.
|
|
>are out for this once a year occasion.
|
|
|
|
Well it all depends on whether you plan to do it indoors our outdoors.
|
|
Here are a few ideas, but keep in mind that they're coming from a
|
|
country where a consistant plot (a 'fil rouge') is a crucial point
|
|
in every scouting activity.
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I would embed the games into a Christmas story. For example about a
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little angel who has neglected his duties, and preferred to play aureola
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frisbee and cloud soccer with the little devils instead of doing his
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daily good actions (games: play frisbee with a frisbee ring, and soccer
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by having the teams blow on a cotton wool ball over a table).
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The case came to Petrus who decided to send the little angel on a
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penitence mission in the world of darkness and the world of silence.
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Describe the kids how the angel felt desperately lost and alone in these
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worlds; How he meets a blind boy in the world of darkness, and a deaf
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boy in the world of silence; How these two kids show him that they can
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get along very well in their respective worlds despite their respective
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handicaps, by using the remaining senses -- odor, hearing and touch in
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the world of darkness / sight in the world of silence --.
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Make heavy use of Kim and trust games in the world of darkness, and of
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pantomime games in the world of silence. Tell how the angel is marked by
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these two encounters, and how he decides to help the people lost in one
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of these worlds. End the story by telling that Petrus, seing the angel
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at work and his quest now over, called him back to paradise.
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Okay, I made that story up while writing this E-mail, so there are still
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a few details to polish, but all in all, you have here largely enough
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material for a whole afternoon. By including one or two wide games, you
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could even use it as base for a cub scout weekend.
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------------------------------
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End of part 3, File '3_games'
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