Newsgroups: rec.scouting,rec.answers,news.answers Path: bloom-beacon.mit.edu!xlink.net!scsing.switch.ch!bernina!macman From: stolz@fnalv.fnal.gov (Mike Stolz) Subject: rec.scouting FAQ #3: Games (1/3) Message-ID: Followup-To: poster Last-Modified: 93/07/14 11:15:00 CST Keywords: games fun campfire kids scout wolf cub pack troop faq Sender: macman@bernina.ethz.ch (Danny Schwendener) Supersedes: Organization: Pfadi Glockenhof, 8001 Zurich, Switzerland Date: Wed, 5 Jan 1994 03:15:13 GMT Approved: news-answers-request@MIT.Edu Archive-Name: scouting/3_games/part1 Expires: Fri, 18 Feb 1994 03:15:03 GMT Lines: 1102 Xref: bloom-beacon.mit.edu rec.scouting:6043 rec.answers:3573 news.answers:13723 This file contains a number of games collected on rec.scouting, misc.kids and scouts-l, for your pack, den or troop activities. Due to its size, this FAQ has been split into 3 separate postings. If you know a good game that hasn't been included in this FAQ, please do all of us a favor and post it on rec.scouting. Sending copies to macman@bernina.ethz.ch (Danny Schwendener) - and/or - stolz@fnal.fnal.gov (Mike Stolz) will ensure that it gets included in this file. This file is in digested format, like all FAQ files on this newsgroup. If you're using nn as newsreader, simply type 'G %" to split the digest into individual postings In bn or rn, typing control-G should cause the reader to skip to the next posting within this file. ** ** from Mike Stolz, current maintainer ** Okay folks - here goes. I'm going to split the games listing into 3 files to start with, and will expand to 4 as needed. the first 2 files will be based on the SCOUT-L.GAMES files that came from TCUBVM.BITNET. A lot of effort went into producing that compendium, and I intend to take advantage of it. You will find the updated index for SCOUTS-L about a page down from here, and also at the top of FILE2. Lots of folks have sent in additions that will fit nicely into the SCOUTS-L format - there are both variations of existing games, and new games that fit the already defined categories. In file 3, I intend to put 'long explanation' games, along with any that don't seem to have an existing category. This organization is a bit different from Danny's current format, the difference being that I will sort the new additions and put them in the same 'Chapter' as the SCOUTS-L games. Games that have come from the net will have headers indicating who posted them - If there are no headers, the game was part of the original SCOUTS-L file. For U.S. readers, the SCOUTS-L games use British Scout terms. A 'Sixer' is a den or patrol, clothes pegs are clothes pins, and a 'bat' is a long, flat Cricket bat. If anyone spots other terms they're not familiar with, please let me know and I'll add it to this explanation! Internet: stolz@fnal.fnal.gov Bitnet: Stolz@fnal Snail mail: 589 Lochwood, Crystal Lake, IL, 60012, USA ------------------------------ Subject: 3_GAMES INDEX From: stolz@fnal.fnal.gov (Mike Stolz) ****************************** file 3_GAMES_PART1. Subject: GAME BOOKS Subject: Game Compendium -- Tips and Miscellaneous items Subject: Game Compendium -- Games needing little or no equipment Subject: Game Compendium -- Wide Games ****************************** file 3_GAMES_PART2. Subject: Game Compendium -- Memory Games Subject: Game Compendium -- Pencil and Paper Games Subject: Game Compendium -- Party Games Subject: Halloween party for Cubs Subject: Game Compendium -- Water Games Subject: Game Compendium -- Games with Bats or Sticks Subject: More games you may wish to consider. Subject: Game Compendium -- One on one challenges [ACTIVITY] Subject: Summer Olympics games Subject: Winter Games ****************************** file 3_GAMES_PART3. Subject: Game Compendium -- Relay Games Subject: Game Compendium -- Strategy Games Subject: LONG GAMES Subject: Space Training Game Subject: Desert Survival Game Subject: Fire Safety Game Subject: Games for Pirate Theme Birthday Party Subject: Bop Sticks Subject: Christmas Games ------------------------------ Subject: GAME BOOKS From: macman@bernina.ethz.ch (Danny Schwendener) Date: Fri, 15 Sep 1992 12:00:00 GMT The "BSA Cub Scout Leader How-To Book" It is built to help the cub scout pack and den leaders running programs that kids enjoy A section of 50 pages is dedicated to games ISBN 0-8395-3831-6. ** >From: viking@ux1.cso.uiuc.edu (Jon W. Backstrom) Date: 1 Apr 92 15:00:14 GMT GSUSA publishes a book called "Games for Girl Scouts" which has helped me out in a pinch. The book is divided into sections such as "Travel Games", "Quiet Indoor Games", "Relays", etc. I believe it only costs 11 US dollars, and is available through the office of most Girl Scout councils. If anyone outside of the US is interested in getting copies of it, I'd be willing to act as a 3rd party. I don't know how easy it would be for someone in another country to get a GS council office to ship them a book! I wish I could give you more info on the book and some examples of games, but one of the girls in my troop borrowed it (that should tell you something--they love it!). This book can be ordered directly from the National Equipment Service. The Address is: Girl Scouts of the U.S.A National Equipment Service 830 Third Avenue New York, NY 10022 Phone: 212-940-7655 (customer service only..no orders) The item number is: 20-902 Games for Girl Scouts. $6.00 Overseas delivery should include estimated shipping charges with payment. Remittance in US funds only, checks drawn on US banks only. Master Card or Visa. Prepayment required. No CODs. ** >From: stolz@fnal.fnal.gov (Mike Stolz) Date: 15-FEB-1993 I don't know how useful this info is, but I have a very nice little hardcover book called "Indoor Games for Scouts". Unfortunately, it was published in 1951, and mine is the 6th printing (1965). Whether it's still available seems unlikely. This is a British book, part of 'The New "GILCRAFT" series - Number Two'. The publisher is C Arthur Pearson Ltd., Tower House, Southhampton St, Strand London. If anyone discovers that this book IS still available, please contact me at the above address. ------------------------------ Subject: Game Compendium -- Tips and Miscellaneous items From: LISTSERV@TCUBVM.BITNET (Listserv Archives) ** SIN BIN It is often a problem in games where the people who are out lose interest in the game and start to mess about. The Sin Bin gets over this problem very nicely. Somewhere in the hall you put six chairs in a line, this is the Sin Bin. As each person is out they go and sit in the first vacant chair in the line. When the line of chairs is filled up, the next person out changes places with the first person who was out who then goes back into the game. This can be continued for as long as the games last and keeps the boys interested in the games. ** HOW TO GET EQUAL SIZE/ WEIGHT TEAMS In many games where there are two teams, it is a good idea if opponents are similar sizes. An easy way of achieving this is given below: 1. Get all the lads to line up at one side of the hall, tallest at the left shortest to the right. 2. Tell the lads to count off in twos down the line. 3. Get all the number two's to take two steps forward. 4. You now have two teams, get each team to count off left to right 1 to N. 5. Tell team 2 to walk in a line anti-clockwise around the hall until they are lined up along the opposite wall of the hall. You will now have two teams of boys where each number on one team has an opponent on the other team of a similar size. Another advantage of this system is that if lads have to race to the center, they will have an equal distance to run. ** LEADERS ARE FRAGILE Please try not to get involved with actually playing the games. Although we as leaders are probably a lot bigger than the lads, we are also more fragile. By this I don't mean that we are all a load of old codgers, but we don't heal as quickly and our bones are more brittle. TAKE CARE!!!!! ** GIVING OUT INSTRUCTIONS You will find that prior to starting a game, it will help if you get the lads to sit down when giving the instructions on how the game is to be played. This ensures that they are not walking about or looking somewhere else, so they are more likely to be listening to what you are saying. ** EMERGENCY GAMES BOX Over the years this has proved to be a real blessing. My box is a small plastic toolbox. In this box I have an assortment of bits and pieces with which I can make up games and other activities at very short notice. Listed below is a list of items that you could put together to make a similar emergency games box. A large bag of elastic bands (rubber bands). Boxes of chalk, white and coloured. 4 candles or night lights, 1 per patrol. Boxes of safety matches. A miniature cricket bat, wicket and small soft ball for indoor cricket. Ball point pens. Markers or felt tip pens. Short lengths of soft white rope with the ends whipped for knotting games. Round balloons. Pipe cleaners. A reel of cotton for making trip lines for minefields. Roll of sticky tape. Blu-Tak or similar for sticking things to walls. A couple of large dice. Blank cards or small sheets of paper for writing instructions. Box of thumb tacks or drawing pins. A small torch (flashlight) with spare bulb and rechargeable batteries. 4 small pairs of scissors. A pack of playing cards. A packet of Alka-Seltzer tablets or similar. Various whistles and noise makers. Paper clips Safety pins 4 triangular bandages >From Mike Stolz: I also have a game box. Some of my items include: 4 orange plastic 'Track cones' (highway departments also use these) An assortment of balls (soccer, basket, Nerf football, etc) Assorted balloons Cloth strips in 3 colors 25 strips (each) are 3 inches wide and 18 inches long (great for arm bands or blindfolds) 5 strips are 6 inches wide, with an overhand knot in the middle (great for 'Bacon', or 'Capture' flags) ** MOTION DETECTORS It is often useful to know when an object has been moved beyond a certain amount or with what severity it has been moved. There are many ways of doing this some of these are listed below: 1. An oblong tobacco tin with a layer of paper punch chads sprinkled in the bottom. A thin layer of something sticky such as syrup is smeared on the underside of the lid and the lid placed on the tin. If the tin is tipped over or subjected to violent movements, some of the bits of papers will stick to the lid. Penalty points may then be deducted for the number of chads that are stuck to the lid of the tin. 2. A mercury tilt switch can be connected in series with a small electro- magnetic relay and a battery. There should be a set of hold on contacts on the relay. These should be connected across the mercury switch, so that when there is even a brief connection of the mercury switch, the relay will hold itself on through it's hold on contacts. When the relay actuates it could also be wired to sound a buzzer or switch a light on. As an alternative to a mercury switch you could have a simple hanging metal rod or pendulum within a metal ring. Any severe movement would cause the pendulum to touch the metal ring and complete the circuit. There are available on the surplus market re-settable electro- magnetic counters, you could use one of these in place of your relay and it would count the number of times that the device had been moved. 3. A number of small ball bearings on a dish inside a box. Any slight movement will cause the balls to move. Severe movements will cause the balls to roll off the dish. Penalty points are taken off for every ball off the dish. 4. When laying out obstacle courses or minefields, it is nice to have trip lines that will operate switches to set off lamps, buzzers etc. A simple but effective switch for this can be made from a spring loaded wooden clothes peg. A metal drawing pin or thumb tack is pushed into the inside of each jaw and a wire is connected to each one. The heads of the drawing pins are the switch contacts. A piece of card connected to your trip line is pushed between the contacts to open the switch. When a player snags your trip line, the card is pulled from the jaws of the clothes peg and the circuit is made. How you fix the clothes pegs is left for you to decide. ** PRESSURE PAD What devious people we leaders are, but isn't it fun. How about pressure pad switches to put on the floor which will switch on a circuit when stepped on. You can make these very easily and can throw them away when the game is finished. All you need is two sheets of aluminium foil about the size of a standard sheet of paper for each switch and some paper or plastic drinking straws. The aluminium foil should be as flat as possible. Connect a wire to each sheet using a small crocodile clip or paper clip. Lay one sheet on the ground where it is likely to be stepped on. On top of this lay some drinking straws, these are to keep the two sheets apart. Lay the second sheet on top of the straws. Wires can be taped to the floor or covered with carpet. [Connect the wires to a battery and small light bulb. when the sheets of aluminum foil touch each other, the bulb should light up.] ------------------------------ Subject: Game Compendium -- Games needing little or no equipment From: LISTSERV@TCUBVM.BITNET (Listserv Archives) ** SPEAK AND DO THE OPPOSITE I couldn't think of a better title for this, but it is fun to play both for kids and adults. Each team sends a person to challenge a member of another team. The person challenging says something like "I AM PATTING MY HEAD" but in fact they are rubbing their tummy. The person being challenged has to say in reply "I AM RUBBING MY TUMMY" and at the same time be patting their head. If they fail to do it properly in a given time or get it the wrong way round, then the challenging team wins a point. ** KEEP TALKING This is a knockout competition, it is played in two's. Each person has to keep talking at the other person. It doesn't matter what they are talking about, but there must be no repetition or pauses. You will need a referee to decide the winner of each pair. We have played this several times and it has proved very popular. Each time we have played it we have been surprised at the eventual winner. Often the younger scouts have walked all over the older scouts in this game. >From Mike Stolz: We played this with our Boy Scouts - they loved it. A likeable 8th grade 'motor mouth' won easily, his only competition was our Jr. Asst. Scoutmaster, who was quoting plays, the Gettysburg address, etc, but eventually ran out of material. We needed to set down a few ground rules though. The pauses had to last at least 2 seconds, 'common strings', like letters, numbers, months, etc. could only be a maximum of 12 in a row, you could not touch your competitor, and ONLY the (adult) judge could call a boy out for repetition. This is a great 'I need it in a hurry' game! ** COLOURED CIRCLES You will need: *) 5 different coloured pieces of chalk, Red, Blue, Green, Yellow and Brown. Split the troup or pack into equal teams and get them to number themselves off in their teams. Then draw a number of coloured circles on the floor, several of each colour. The leader now calls out an object and a number e.g. "GRASS 2", the number two in each team now has to run and stand in a circle that matches the colour of the object. The first person standing in the correct coloured circle wins a point for his team. suggestions: RED =Blood, Cherries, Ruby BLUE =Violet, Sapphire, Electric GREEN =Grass, Emerald, Cucumber YELLOW =Lemon, Primrose,Sulphur BROWN =Earth, Potato, Leather Please remember that some lads may have trouble with colours and so you may have to point out which circles are which. ** CAR TEAM RACE Sixes stand in teams and are numbered. Each number is given the name of a car. When the number OR the name of the car is called out, they have to race to the end of the hall and back to their place, using the method they have been told. e.g. 1. Mini-crawl 2. Volkswagon - hop 3. Jaguar-run 4. Jensen - pigeon steps 5. Skoda - walk sideways 6. Cavalier - skip ** CRABS CROWS AND CRANES This is a running about game which is good if you are in a large hall or outside with a lot of boys. Split them into two teams, in two lines across the hall. There should be a gap of about ten feet between them. Near each end of the hall should be a home line for each team. Don't make it too close to the wall or they will run into it. One team are the crows, the other team are the cranes. If you shout cranes, the cranes team must run to their home line without getting tagged by the crows team. Any member of the cranes that gets tagged has to join the crows team. If you shout crows, the crows team has to run to their home line without getting tagged by the cranes team. Any member of the crows that gets tagged has to join the cranes team. If you shout crabs they must all stand still. Anyone that moves must join the opposing team. You start off each time with both teams lined up across the hall facing each other. The game ends when one team has all the players. You can have a lot of fun rolling your RRRRR'S with this. CRRRRRRRRABS, CRRRRRRROWS, CRRRRRRANES. ** SNAKE DODGE You will need: *) A ball This is a continuous game with no winners or losers. Five or six players stand in a line, in the center of the circle formed by the rest of the troop or pack. Each player in the line puts his arms round the waist of the player in front. The object of the game is for the players around the circle to hit the player at the end of the line or snake, below the knees with the ball. The snake can move around inside the circle to make this more difficult. When the player at the back of the snake is struck by the ball, he leaves the snake and moves into the circle of throwers and the player who threw the ball, joins on as the front man of the snake. The game carries on for as long as you wish. ** TURN TURTLE If your scouts or cubs like rolling around on the floor then they will love this quickie. I would advise activity dress, so as not to dirty uniforms. Pair the scouts off in size. One boy in each pair lies on his back on the ground. On the word go the other scout has to try and turn him over onto his stomach. The scout on the floor tries to prevent this by spreading out his arms and legs and moving around on the floor. No tickling or foul play is allowed. ** TAIL GRAB You will need: *) A rope or cloth tail for each patrol or six Each patrol stands in a line behind their patrol leader. Each man holds the belt or waist of the man in front. The last man has a tail tucked into his trousers. On the word 'GO' the patrol leaders have to move around the room and try to get as many of the other patrols tails as possible. Any patrols that break their chain are disqualified. The winning patrol is the one with the most tails. ** HUMAN BOAT RACE Each boat is made up of eight to ten players each in full knees-bent position. Each player has his hands on the shoulders of the man in front. 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@–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'