TROOP 174 GAMES

PRE-OPENING GAMES. 3

TROOP MEETING AND SHORT GAMES. 7

WATER GAMES FOR NONSWIMMERS. 75

WIDE GAMES. 80

 

SOURCE OF THESE GAMES:

 

Many of these games come from Woods Wisdom (BSA), while others come from the Internet (Rec.Scouting) and still others from other literature.

 

HELPFUL HINTS FOR GAME PLAYING

 

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.

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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.

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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!!!!!

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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 colored.

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)

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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 chards 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 chards that are tuck 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 use

 clothes pegs is left for you to decide.

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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 aluminum foil about the size of a standard sheet of paper for each switch and some paper or plastic drinking straws.  The aluminum 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.]

 

PRE-OPENING GAMES

 

Pre-opening games are games that can be played by any number of individuals and do not require teams to be set up in advance of starting the game.  Thus this type of game is useful to keep Scouts entertained before the Troop meeting starts while Scouts are gathering.

 

RING ON A STRING

 

Equipment: A ring and a long string to accommodate all players.

Method: Scouts in a circle facing inward. One Scout in the middle. Slip string through the ring and tie ends together so the ring can pass freely around the string. Place the string inside the circle and have each Scout hold it with both hands. The idea is to pass the ring around the circle from hand to hand unnoticed by the Scout in the middle. He tries to guess who has the ring by pointing to the hand he thinks has the ring. If he is correct, the ring holder goes to the middle and the guesser takes his place in the circle. The Scout in the middle must keep guessing until he locates the ring.

Scoring: This game is not scored. It is suitable for preopening or just for fun.

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ANKLE TAG

Method: Scouts mill around the room. To escape being tagged by "it," each Scout must grasp another Scout by the ankle. The Scout whose ankle is grasped also is liable to be tagged unless he has hold of someone else's ankle. The Scout who gets tagged becomes the next "it."

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SCOUT LAW HUNT

 

Equipment: One issue of the same day's newspaper for each patrol; pencils.

Method: Patrols in patrol comers each with the same day's issue of a newspaper. On signal, patrols start searching for articles or news items that illustrate some point of the Scout Law. Items are torn or cut out of newspaper and patrols write on the clipping the point of the Scout Law involved, along with their patrol name.

Scoring: Clippings are collected by the troop leaders and the patrol with the most clippings in given time wins.Variation 1: Patrols cut out news items illustrating points of the Scout Law broken and/or kept. First to find clippings for all 12 points wins.Variation 2: Leaders select one of the more difficult laws to illustrate. First patrol to find specified law wins.

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LASSOING THE STEER

 

Equipment: For each boy, one rope 10‑15 feet long. One old paint can or small log, 1‑foot high.

Method: Place can or log upright in the center of a circle about 12‑18 feet in diameter. Players stand outside the edge of circle. At a given signal all throw their ropes and attempt to lasso the "steer" and pull it out. As many throws as are needed to rope the "steer" are allowed. With all the ropes landing in the center of the circle at the same time it is difficult to get the "steer out of his pen.

Scoring: First man to bring the can or stump outside the outer edge of circle scores 5 points for his patrol.

Variation: Suddenly tell each player he must use a bowline knot in his lasso. All those unable to tie this knot must drop out until they have tied one.

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DODGE BALL

 

Equipment: A volleyball.

Method: Divide Scouts into two teams. One team forms a circle around the other team. The idea is for outside team to hit the members of the inside team with the ball. Scouts go out of the game when hit by the ball. After a given time, the teams switch positions.

Scoring: The team that stays inside the circle the longest is the winner.

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WASTEBASKET

 

Equipment: A wastebasket and a ball.

Method: Place a wastebasket in the middle of a circle. Gather patrols around the circle facing wastebasket. Starting clockwise, each Scout tries to throw the ball into the basket. Each successful throw scores 1 point for a patrol.

Scoring: The patrol that earns 15 points first is the winner.

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TIGER IN A CAGE

 

Equipment: None.

Method: A large circle is drawn to represent the cage. One player is chosen to be the tiger. He must stay inside the circle (cage). The other players run in and out of the circle as they please, teasing the tiger to try to tag them. The tiger may tag them when they are in the circle, but he cannot leave the circle to tag. When a player is tagged inside the circle, he becomes the tiger and the former tiger joins the group of tormentors.

Scoring: None  -  just for fun.Variation: Choose two tigers to share the cage at the same time. This increases the chances of outsiders being tagged.

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NAME THE MERIT BADGE

 

Equipment: Colored copies of each merit badge cut out of the Official Boy Scout Handbook or the Merit Badge Advancement Chart, each badge numbered starting with No. 1; one sheet of paper and a pencil for each Scout.

Method: Spread out the numbered merit badge copies on one or more tables. As each Scout arrives at the meeting, give him a sheet of paper and a pencil. Ask him to number his paper from one to whatever the highest numbered merit badge is. Scouts are to study the merit badges and write down the correct title of the badge opposite the identifying number on their sheets of paper.

Scoring: Have Scouts exchange papers and score one another's sheets as a leader reads the correct numbers and titles of the badges. The Scout who correctly identifies the most badges wins.

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NAME THAT FISH

 

Equipment: Pictures or silhouettes of several kinds of game fish: bass, perch, sunfish, wall eye pike, northern pike, bluegill, crappie, trout, sheepshead; paper and pencil for each patrol.

Method: Place pictures of fish on wall of meeting room. Each patrol tries to identify pictures and writes names of the fish on paper provided. Allow 3 minutes.

Scoring: Score 2 points for each fish correctly named and subtract 1 point for each fish incorrectly named. Patrol with highest score wins.

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SHOOT THE GAP

 

Equipment: None.

Method: Goal lines are marked at each end of the field or floor. One Scout is chosen guardian of the gap (space between goal lines). The other players are divided into two teams and a team is placed behind each goal line. The guardian, in the center, calls the name of a Scout on one team. That Scout immediately shouts the name of a Scout on the other team. These two players must then try to change goals without being tagged by the guardian. If the guardian tags one of them, he changes places with the tagged player and joins the team toward which the tagged player was running. The tagged Scout is the new guardian of the gap and starts the next round by calling out another name. If the guardian tends to keep calling the same name time after time, make a rule that after a Scout has run, he steps back from the main line and cannot run again until all have participated.

Scoring: None, just for fun.

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RING BALL

 

Equipment: A volleyball or basketball.

Method: Scouts form a circle. One boy, chosen to be "it," is stationed inside the circle. Play is begun by passing the ball to a Scout other than "it." The ball is passed around or across the circle from Scout to Scout. "It" tries to intercept the ball and force it to touch the floor. If he can make it touch the floor, the Scout who last touched the ball before "it" goes to the center and the game continues. It is important to emphasize that "it" must make the ball hit the floor. Thus, if a Scout in the circle can catch the ball before it hits the floor, "it" has failed even though he might have touched or hit the ball.

Scoring: None. This is a good pre-opening game since Scouts can be added to the circle as they arrive at the meeting place.

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JUMP THE SHOT

 

Equipment: Soft weight, such as rolled‑up cloth or sandbag, tied to end of rope at least 10 feet long.

Method: Players in circle formation. Leader in center swings rope around inside the circle to get it going in a steady, circular motion. Then rope is swung around circle below knees of players, who must "jump the shot."

Scoring: If hit by the rope or weight the player drops out. Game continues until only one player is left.

Scoring Variation: Each patrol begins with 50 points. Patrol members mix throughout circle. When player fails to "jump the shot," 5 points are subtracted from patrol score. Players remain in circle. Game is continued until one of the patrols is "in the red."

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DRAGONS

 

Equipment: None.

Method: Players group in threes with one man as the "head." The other two Scouts join behind him so No. 2 has his arms clasped around the waist of No. 1, and No. 3 clasps the waist of No. 2. Two or three Scouts are unattached. These Scouts try to hook onto any of the "dragons" by grabbing the No. 3 man around the waist and hanging on for a count of five. The dragons try to keep this from happening by moving around. The "head" may push chasers off with his hands but the No. 2 and No. 3 men may not use their hands to fend off pursuers since they must maintain their grasp on the man ahead of them. If an unattached Scout succeeds in hooking on, he becomes the third man and the "head" drops off to try to hook onto another trio.

Scoring: Just for fun. No scoring.

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CENTER MISS

 

Equipment: Two basketballs or volleyballs.

Method: Troop is arranged in a circle with one man in the center. One ball is given to the center Scout and the other to one of the Scouts making up the circle. On signal to start the circle man passes his ball to the center man while the center man passes his ball to another player making up the circle. This exchange continues until the center man is made to miss. The man who makes the center miss or fumble the ball exchanges places with him. All passes must be accurate and in the shoulder‑to‑waist range. A miss caused by a bad pass does not count against the center man.

Scoring: None. Just for fun.

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PACE TEST

Method: Measure accurately any given distance  -  9, 15, or 30 meters (or 30, 50, 100 feet). Mark the distance so that it will not be obvious to the Scouts. All Scouts line up side by side at the starting line. Tell them to walk exactly the distance you say and stop when they think they have gone that far.

Scoring: The individual winner is the one closest to the actual distance. Patrol scores may be figured by giving 10 points for the closest; 9 for second; 8 for third, etc.

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OLD PLUG

 

Equipment: Volleyball.

Method: Four Scouts make a line by grasping each other's waists. The rest of the Scouts are in a large circle around them. They try to hit the last player in the line (Old Plug) with the volleyball. The other three in the file try to maneuver to protect Old Plug, but they must not lose their holds on each other's waists. When Old Plug is hit, he joins the circle players and the one who hit him becomes first man in the file. The new Old Plug is the player who was formerly third in line.

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WHAT DO I FEEL?

 

Equipment: Fifteen to 20 articles (marble, coin, pocketknife, hammers, paper and pencil for each patrol, neckerchiefs for blindfolds.

Action: Have patrols form circle. Boys face in, put on blindfolds, hand articles, one by one, to the first Scout in line. He feels article and passes it on to the next in line. Second scout feels article and passes it on. This is continued until all items have made a complete circle. Remove blindfolds and have patrols write down the items in the order in which they were passed.

Scoring: Give 10 points for each correct answer. Patrol with highest score wins.

Note: Instead of circle, have patrol in line, standing or seated on log, without blindfolds, pass items behind their backs. Game leader feeds items to first Scout, picks them up from last Scout.

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WHAT DO I SMELL?

 

Equipment: Paper bags with different‑smelling article in each; paper and pencil for each patrol.

Action: Prepare a number of paper bags and put into each a different article (licorice, onion half, coffee, orange peels, cinnamon). Place these bags about 2 feet apart on a table or bench. On signal, each Scout (blindfolded) walks down the line and sniffs at each bag for 5 seconds. When all members of a patrol have passed by, they go into a huddle and write down the names of the different articles smelled.

Note: Instead of bags, have smells in 35‑mm film containers (tops punctured; liquid on cotton) or in cups (covered with foil, taped on, punched with fork holes). Scouts sit at a table, passing and smelling items.

Scoring: Give 10 points for each correct answer.

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HOW HIGH?

 

NOTE: Play outdoors, if possible. If indoors, eliminate the measuring‑by‑pace test.

 

Equipment: String 50 meters (165 feet) long, sticks, pan of muddy water.

Method In turn, each Scout paces off what he judges to be 50 meters. (Leader checks his distance with string.) The Scout then estimates the height of some landmark (tree, flagpole, buildings by the Pencil, Tree Felling, or Muddy Water Method shown in the Official Boy Scout Handbook.

To save time, have several Scouts competing at the same time.

Scoring: The Scout scores one point for his patrol if his distance estimate is within two meters of 50 meters; one point if his estimate of height is within 3 feet of being correct.

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TOPS AND TAILS

 

The Scouts sit in a circle. The first Scout mentions a two syllable word, e.g., England’, The second Scout then mentions a word, also of two syllables but the first syllable of his word must begin with the second syllable of the previous word, e.g. ‘Landlord’. The next Scout continues with another, e.g. Lordship’, If a Scout is unable to follow on he loses a life. When a Scout has lost three lives he is out of the game.

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NOSES

 

Equipment: A number of bottles containing substances with good smells, e.g. vinegar. petrol, turpentine. bleach, disinfectant, onions, orange peel, etc.

This is best played by one Patrol at a time. The Patrol Leader has the bottles together with a list of the contents. The Scouts sit on chairs or on the floor and are blindfolded. The Patrol Leader passes the bottles along the line allowing each Scout a chance to smell the contents. When all the bottles have been passed down the line, the Scouts remove their blindfolds and list the smells in the order in which they received them. The Scout with the most accurate list wins. Note: the Patrol Leader should insist that bottles are only ‘sniffed’ and that they are handled carefully.

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THE TOUCH GAME

 

Equipment: Various articles food substances in small paper or cotton bags; 1 rope to stretch across the width of the hall; a few clothes pegs,

Variation: A rope is stretched across the hall and the small bags are  pegged on to it.  The Scouts have to feel the bags and decide what each contains. In the bags, can be things such as rice, tea, flour, paper clips, dried peas etc.

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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.

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TROOP MEETING AND SHORT GAMES

Scout Jeopardy

 

Scout Jeopardy is an easy game to set up, but is always great fun for our Scouts to play.  It's a simple task to come up with 25 "answers" (Scouts skills, Oath, Law, merit badges, etc.) and you can use any kind of noise maker (or even raising hands) for the patrols to compete for the "questions." The Senior Patrol is responsible for getting the questions and running the game, and I believe they have as much fun as the patrols have in playing.

 

Sometimes, they will use Jeopardy after doing several meetings of skills instruction as a reinforcement device.  Who says learning can't be fun?

 

 

14. ONE ON ONE CHALLENGES  I shall refer to the two people from time to time as Alan and Bertie (my old math teacher's terminology. For reference there were also Charlie, Dick, Edward and Freddie.) I prefer to use these challenges with paired off Patrols if possible, PL vs PL, APL vs APL and so on.

14.1 ARM WRESTLING

Easy enough; it can be done lying on the floor, so you don't need a table. You're supposed to keep your elbows together and hold hands so that your thumb muscle is in the other person's palm.

14.2 TRACTORS/TANKS

Here the pair is working together to get from one end of the hall to the other in the shortest time. Alan lies on the floor on his back. Bertie stands facing him with his feet either side of the first person's head; Alan grasps Bertie's feet around the ankles. Alan then lifts his legs up in the air, and Berties grasps Alan's ankles in much the same way.

 It should now be possible for Bertie to dive forward, tucking his head in, and end up with his back on the floor beyond Alan thus reversing their positions. Repeat until you reach the finishing line. And you know the best part is that is really doesn't hurt if you do it right. It requires a little faith and tuition, but do dive properly, never let go of the other guy's ankles and tuck your head in!

14.3 ARM KNOCKOUT

Alan and Bertie face each other on the floor, press up style. Feet should be together and bodies should not be bent. The object is to knock out the other guy's arms and thus make him collapse - you may not grab the other guys arm with an open hand. Clearly the best way to do this is to fake him out and knock his one arm out when his other arms is trying to knock your wrong arm out of the way. Got that? Terrific. This is particularly painful with short sleeves.

14.4 BACKLIFT

Anne and Brian (variety...) stand back to back and interlock arms at the elbows. On the word `Go', each has to attempt, by leaning forward, to be the first to lift the other clear of the ground. You'll want to try to match heights quite well for this one.

14.5 LEG PULL

I would organise this one with all the pairs of boys down the long axis of the hall; Alans will have their backs to one long wall, Berties with have their backs to the other long wall. OK. Good.

 Now each person lifts his left leg in the air and holds onto his partners left leg. Upon a suitable command, each player has to hop backwards trying to pull his partner with him. The one to touch his back on his own wall (or to cross a line - safer) wins.

14.6 SLAPS

This one comes from the playground and you may be a little wary to encourage your little angels into such violence, but here we go. You should probably slip a coin in each case to see who goes first, but we shall assume Alan goes first.

 Each player holds his hands together in a prayer position, such that his fingers are pointing at the other player in front of him and his hands are at chest height. Some suggest that the two players hands should be close enough that fingertips are touching and this can be enforced. Since Alan is going first, he will be attacking. (:-) This involves his moving one of his hands and swinging it so as the slap Berties hand, for example Alan may decide to use his right hand, in which case he would slap Bertie's left hand.

 Bertie's role in this is to try to remove his hands, and so foil Alan's swipe. Bertie however may not move his hands until Alan's fingertips have broken apart; if Alan successfully fakes Bertie into doing so, then Bertie is required to hold his hands in place while Alan exercises his right to a free slap. This can inevitably be somewhat harder than combat slaps as preparation time is available. It is observed that players wishing to retain friendship with their opposition do not necessarily slap any harder here than at any other time.

 So far Bertie has done rather badly out of the arrangement. However a further important rule is thus; if Bertie successfully removes his hands entirely and Alan thus misses, play changes over such that Bertie is now attacking Alan.

 The game finishes when one of the players submits to the other and admits defeat. This is or course subjective.

 Slaps is an excellent spectator sport, particularly in watching the colour of their hands. My campers and PFC Summer camp picked this game up rather slowly at first (I noted this softness in general in American kids), but enjoyed in immensely once taught.

 

11.7 BUCKET LINE

You will need: (for each six or patrol)

       2 buckets, one filled with water

       A supply of paper or plastic cups

 This is a great game for hot days on camp. Teams stand in lines. They have a bucket full of water at the front of the line and an empty bucket at the rear. The object of the game is to transfer the water from the front bucket to the rear bucket. To do this the team members must pass the cups of water over their heads to the person behind. Empty cups must be passed back to the front in the same fashion. To play the game fairly you could weigh the buckets at the start and finish to see how much water has been lost. Penalty points could then be taken into account when working out the winning team.

 

13.8 CLOTHESPIN RELAY

Divide into teams. Each team member must run from the starting line to a team bottle placed a distance away, attempt to drop a wooden clothes pin into the bottle (Each boy has only one attempt to get the clothes pin in the bottle) and run back to tag the next team member, who then repeats the action.

 The rules are to hold the clothespin with a straight arm at shoulder height or with a bent arm at waist height (as long as all do it the same way. When all the teams are done the team with the most clothespins in their bottle wins the game.

 

13.1 DONKEY RACE

Two boys straddle a broomstick, back to back. On signal, one runs forward and the other runs backwards about 50 ft. They then run back to the starting line, but this time they change positions (forward becomes backward runner) then the next two team members go.

13.2 FOOTBALL GAME

One team gets on each side of a table. Each side tries to blow a ping- pong ball off the opponents' side of the table.

 

17.10 DRIBBLE BALL

You will need:

       1 ball and several skittles per team or six

 Standing in teams, each person in turn dribbles the ball down the line of skittles slalom fashion, either using their foot, a stick or a washing up liquid bottle and then straight back to the next man in their team. If a skittle is knocked over, the player has to return to the start and begin again.

 

17.4 DRIVING THE PIG

Two teams; each team has a 3" long stick and a 1/2 gallon milk bottle (add a little water to the bottles). The players use the stick to push the bottle (pig) to the fair.

17.5 TOWEL ROLL ROLL

Using a broomstick and a paper towel cardboard tube, each team member uses the stick to roll the tube to one end of the room and them back. He then hands the broomstick to the next boy. (I have seen this one done -- it's harder than it sounds!)

 

 

17.12 TUNNEL BALL

You will need:

       A ball or balloon for each team

 The teams stand at attention in lines, the front player in each team has the ball. On the command 'GO' they spring their legs apart. The player at the front passes the ball between their legs. The ball must go between each players legs until it is picked up by the player at the back. The back player then runs to the front and continues the process until the original font player is back at the front. The winning team is the one with all players standing at attention with the ball at the front. If a ball breaks out from the line it must start its journey through the tunnel again from the front. As an alternative pass the ball from the back player through the tunnel to the front.

 

FIRST AID BASEBALL

 

Equipment: Ten cards numbered from 1 to 10, list of questions based on Second and First Class first aid requirements, piece of chalk.

Rules: Card No. 2 is a double, card No. 6 a triple, and card No. 10 a home run. All other cards are singles.

Method: Draw a miniature baseball diamond on floor with chalk. Line up team (patrol) behind home plate. The umpire (game leaders holds cards in his hands. In turn, each Scout on team tries to answer a question given to him by the umpire. If the Scout gives correct answer, he draws a card. He scores whatever hit is indicated on the card and becomes a base runner as in regular baseball. If he does not answer question correctly, he is out. Three outs and the next patrol comes to bat.

Scoring: Patrol with most runs after two innings is the winner.

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ICE ACCIDENT

 

Equipment: For each patrol, 10‑foot rope, staff or broomstick, blanket, arranged casually in comer of room, ready for use.

Method: Each patrol places a Scout as a victim in a prone position at opposite end of room. Announce that this victim has broken through the ice and that it is up to each patrol to rescue its victim and to render first aid. Note:

 

1. Whether ropes and staves are noticed and used.

2. Whether artificial respiration is given.

3. Whether victim is warmed by blanket and treated for shock.

4. If doctor is called.

Scoring: Patrol with best performance and time wins.

Variation: Drowning Accident - Announce that Scout has fallen into water. Each patrol to rescue victim and to render first aid. Observe same rules as for Ice Accident.

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LAUGHING GAME

 

The first player in the circle says, "Ha." The next says, "Ha, ha." The third must say, "Ha, ha, ha." This goes on, each player adding a "ha" until one makes a mistake or laughs out of turn. The victim must sine a solo.

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BELL TAG

 

Equipment: Neckerchiefs for blindfolds and a hand bell.

Method: Blindfold all Scouts except the one who has the bell. Have blindfolded Scouts mill around the room. The Scout with the bell moves among the others, ringing his bell constantly. The blindfolded Scouts try to tag the bell ringer. The Scout who succeeds changes places with the bell ringer.

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WHO AM I?

 

Equipment: Card or piece of paper, 2 inches square or larger, for each player. Print on cards names of famous people, local or comic characters - Dick Tracy, Joe Lewis, Queen of England, Columbus, Truman, etc.

Method: Each player has name‑card pinned on his back, but does not know what name is. Players circulate and ask questions that can be answered by "yes" or "no"‑such as "Am I dead?" "Am I in this room?" Only two questions may be asked of one person. When player learns his identity, he may stop or get another name and start afresh.

Variation: Famous Visitors - Leaders assume names of famous persons. One leader visits each patrol. Patrol tries to discover the name of their famous guest by asking questions that can be answered "yes" or "no."

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BALL RELAY

 

Equipment: For each patrol a ball or other "throw able" object.

Method: Patrols in relay formation, with the patrol leader stationed 15 to 20 feet in front, facing his patrol. The first Scout in line in front of patrol leader has ball to start game. On signal to go, first Scout throws ball to patrol leader, then sits down. Leader throws the ball to second Scout in line who returns it to patrol leader and sits. Continue until all are sitting. A missed ball must be recovered by Scout missing it. He must be back in line before throwing ball again.

Scoring: The first patrol to finish wins.

Variation: Basketball - Patrol leader forms his arms into a loop by clasping his hands in front of him. Scouts must throw ball so that it goes through patrol leader's arms. If he misses, he keeps trying until he succeeds.

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SCOUT LAW RELAY

 

Equipment: For each patrol a set of cards numbered from 1 to 12.

Method: Patrols in relay formation. Cards are placed in a pile at turning line opposite patrol. On signal to go, first Scout runs up, selects a card. He gives Scout sign, says that part of Scout Law represented by number on his card. Scout returns, touches off next Scout.

Scoring: 10 points for the first patrol finished, 5 for second, 3 for third, etc., 1 point off for each error in naming part of Law.

Variation 1: Reverse Law Relay - Patrols in relay formation. Place numbered cards at intervals between patrol and turning line. A second set of cards bearing the 12 points of the Scout Law is placed at the turning line. On signal to go, first Scout runs to line, selects a card, and places it opposite the correct number.

Variation 2: Patrols in relay formation. First Scout runs up, picks slip, writes point of Law for number indicated, runs back, touches off next Scout, etc., until 12 slips are marked.

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TENDERFOOT RELAY

 

Equipment: Flash cards.

Method: Patrols in relay formation. At signal, first Scout in each patrol runs to end of room and about‑faces. Senior patrol leader facing these Scouts (but with back to rest of troop) flashes a card asking for Scout sign, salute, point of Scout Law, etc. Scouts perform or answer according to instructions on card, then run back to touch off next Scout.

Scoring: 1 point for each correct answer. Patrol with highest number of points wins.

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SKATELESS SKATING -

 

Set up a course about 50 feet long. Line up players at the starting line without skates. On signal they "skate" with the soles of their shoes.

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BROOM SLED RACE -

 

Set up a 100‑foot course on smooth snow. Use a house broom for a sled. One Scout sits on it, another holds the handle and pulls. The pair finishing first wins

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SNOWBALL ROLLING CONTEST

 

Before the contest starts, each Scout prepares a snowball 1 foot in diameter. On signal each rolls his ball for 3 minutes. When the stopping signal is given, all balls must remain in place until measured. The largest ball wins.

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SCOUT LAW BASEBALL

 

Equipment: A set of 14 cards, numbered from 1 to 12 with 1 blank card and 1 card marked X; piece of chalk.

 

PROGRAM SPECIALTIES 3

Rules: Card No. 2 - a double, Card No. 6 - a triple, Card No. 12 - a home run. Blank card - base on balls, X card  - third strike (out). All other cards - singles.

Method: Draw on floor or ground a miniature baseball field. Line up batting team (patrols behind home plate. The umpire (game leader) holds cards in his hand. Each player is to draw a card from the umpire and recite the point of the Scout Law indicated by the number on the card. If he knows it, he becomes a base runner, going through as many bases as specified. If he does not know the wording or draws the card with X, he is out. Three outs and the next team comes to bat.

Scoring: The patrol with most runs after three innings of play wins.

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WINTER NEST HUNT

Method: On a winter hike, a leader is assigned to travel with each patrol. Patrols start out from a given spot at 5‑minute intervals. Patrol members keep on the lookout for bird nests. When one is spotted it is pointed out so leaders may see it. Patrol then identifies nest.

Scoring: Score 5 points for each nest found. Score an additional 5 points for each nest properly identified.

Variation: Nest Banding - Scouts wander over an area with definite boundaries. Each Scout has a piece of yarn - each patrol's yam is its own distinguishing color. When a nest is found it is "claimed" by tying a piece of yam around tree trunk or branch next to nest. At the end of a given time, leaders determine how many nests each patrol has found.

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FLAG FOLDING DISPLAY

 

Equipment: For each patrol a United States flag.

Method: Line up patrols in relay formation. About 40 feet in front of each patrol place a table or a chair with a folded flag. On signal "Go," Scouts No. 1 and No. 2 in each patrol run to the flag, unfold it completely, then fold again, place back on the table or chair, run back to their patrol, and tag the next pair in line. They repeat the same procedure until all pairs are through. The flag may not touch the ground at any time. Doing so will disqualify the patrol.

Scoring: Give first patrol having completed the run 100 points, second patrol 80 points, and third patrol 60 points. Deduct 10 points for each incorrect folding.

Variation: Instead of unfolding and folding, have patrols display the flag for various prearranged occasions.

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CROWDED CIRCLE

 

Equipment: A piece of chalk.

Method: Draw a circle about 6 feet in diameter on the floor. Have Scouts walk freely around the room. Turn lights off for a period of 10 seconds. In darkness all Scouts must get inside circle. When lights go on, everyone must freeze on the spot. All Scouts found outside the circle are out of the game. The game resumes with shorter darkness periods, if necessary, until only one Scout remains in the circle.

Scoring: The last Scout in the circle wins.Variation 1: Instead of one, draw three circles on the floor and number them. When lights go out, announce what ring should be used.Variation 2: Make as many circles as there are patrols. Assign each patrol a circle. In darkness patrols must find their circle.

Scoring: As above.

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THREE MAN TUG OF WAR

 

Equipment: A 12‑foot rope at least 1/4 inch in diameter. Three neckerchiefs or hats.

Method: On the field arrange a 12‑foot length of rope with the ends tied together so that it forms a triangle. About 6 feet from every comer place a neckerchief or a hat. A Scout from each patrol grasps the rope at one comer with his left hand. On signal "Go," each Scout tries to pick up the neckerchief with his right hand.

Scoring: Give 10 points for each winner. Add total points of winners in patrols to get winning patrol.Variation: Two teams in single lines face each other Players take hold of rope and, at signal, start pulling. Rope may not be tied around waist of players, nor can players hold on to post, trees, or any stationary object.

Scoring: First team pulling or dragging its opponents across a given line wins.

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NAIL‑DRIVING RELAY

 

Equipment: For each patrol, a hammer, a log or piece of 2 x 4, and eight nails.

Method: Patrols line up in relay formation. The logs, nails, and hammers are at a turning line, located 20 feet in front of the patrols. Each Scout in turn goes to the line and drives a nail into the log. He returns and touches off the second Scout, and so on until eight nails are hammered down. Bent nails must be extracted, unbent, and driven in again.

Scoring: First patrol to drive in all its nails wins.Variation: Patrol Nail Driving - Each Scout is allowed only one swing of the hammer. He runs up to the line, takes one swing at the nail, and then returns to touch off the next Scout.

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HUNTER, GUN, OR RABBIT

Method: Two patrols compete at a time in each round. Patrols are seated in a circle, preferably around a campfire. Before each round, the patrol secretly decides whether it will represent a hunter (all standing with hands on hips), a gun (pantomime aiming a gun), or a rabbit (hold fingers up side of head as long ears). On signal each patrol strikes the pose secretly selected. In scoring, gun defeats rabbit, rabbit defeats hunter, and hunter defeats gun. For example, first patrol strikes pose of hunter, while second chooses a gun. This would score for first team, since hunter defeats gun. Had team two selected rabbit, it would have won since rabbit defeats hunter. If both strike same pose, repeat the round. Losing patrol is replaced each round by new patrol.

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HOT OR COLD

 

Method: Select a patrol representative as "It." He leaves the room or the campfire circle. During his absence, the group picks an object for him to find on his return - anything from someone's button or neckerchief slide to any object nearby. When "It" comes back, the group starts chanting "cold" or "hot" depending on how close "It" comes to the object. The closer he gets to the object the "hotter" it gets and when he moves away the "colder" it gets. When he is right on top of the object or touches it, the group cries "fire." Then the next patrol representative is selected and sent out to try his luck, and so on until every patrol has participated.

Scoring: Set time limit of 2 minutes and give score to each patrol representative who finds the object within the time limit.

7.3.1 For analytes which are solids in their pure form prepare stock standard solutions (1 mg/mL) by accurately weighing approximately 0.01 9 of pure materia1 in a 10‑mL volusetric flask. Dilute to volume with acetone. Due to the low solubility of simazine this stock should be prepared at 0.5 mg/mL by weighing 0.005 9 diluted to volume with acetone in a 10‑mL volumetric flask. Alternatively simazine stock standard solutions may be prepared in ethyl acetate at approximately 0.01 9/10 mi. Stock standard solutions for analytes which are liquid in their pure form at room temperature can be accurately prepared in the following manner.

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SHOE HUNT

 

Each patrol may enter a team of four Scouts. A circle with a 50‑foot radius is described with a 10‑foot radius circle in the center. At the start, all participants remove shoes (moccasins, sneakers, etc.), place them in the center circle, and go to the outer circle. They may not tie shoes together. At this point judges thoroughly mix all shoes in one large pile. On signal, all participating Scouts rush to center circle, search out their own shoes, put them on, lace them if necessary, and return to outer circle. Winning team is the one with all members standing shod and at attention at outer circle.

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HIT THE BUCKET

 

Equipment: For each patrol a bucket, a stick, and a blindfold.

Method: Patrols in relay formation. About 10 paces in front of each patrol place an upside‑down bucket. Blindfold the first Scout in each patrol. Upon signal, he must step out three steps, turn around three times, and then proceed six more steps toward the bucket. Then he must try to hit the bucket with his stick in three tries. If he succeeds, his patrol gains 5 points. He removes his blindfold, runs back, and blindfolds the next Scout in line, who steps out, turns around three times and so on, until each patrol member has had his try. If a Scout does not have a hit within three tries, he also runs back, blindfolds the next, and so on.

Scoring: The patrol with most points is the winner.

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COMPASS FACING

Method: Participants line up in open lines, arm's length apart sideways, front, and back. One wall of the room is designated as north. On signal "Northeast Go!" all turn to face what they believe to be northeast, then on command "Freeze!" stand motionless. Those who are facing incorrectly go out of the game. Continue with other compass directions: south, northwest, south‑southeast, west‑northwest, and so on. 

Scoring: Continue until one player is left  -  the troop compass "champion." Or let those who face correctly go out of the game each time, to give more training to the others, leaving the troop "champ‑nit" at the end.

Note: For many other games involving compass, maps, and orienteering, see Be Expert with Map and Compass ($2, Supply Division).

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O'GRADY SAYS

Method: Troop in single line formation, facing leader who is 4‑5 steps in front. Leader yells commands. Players execute commands if O'Grady says to. If "O'Grady says: Arms Up," all arms go up. But if leader says, "Arms Up," no arms should move  -  those executing that command fall out. As game progresses and few players remain, leader speeds up his commands and the slightest false move causes player to fall out.

Scoring: Last Scout to fall out is winner.

Variation: Divide group into two facing lines. One side obeys O'Grady, the other does not. If leader yells, "O'Grady says: Right Face," one line does a right face, the other stands still. When leader says, "Right Face," the second side does a right face, the first does not. Game is to see which side remains the longer.

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DURATION O-GRADY

Equipment: Chalk. Preparation: Three lines are chalked across the hall, marking it off into three equal areas.

 

All the Scouts start in one area. They start to play O-Grady’. When a Scout makes a mistake he moves to the next area. A Scout who makes a mistake in the third area is ‘out’,

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CAN IT (OBJECT RELAY)

 

Equipment: Two No. 10 tin cans or coffee cans for each patrol. Various objects such as nails, sticks, pieces of string, stones, etc.

Method: Patrols line up in extended relay formation. Players sit down, feet extended. Patrols count off so that each Scout has a number and there is a like number in each of the other patrols. One can is placed at each end of the patrol lines. Three objects are placed in one can of each team. Leader calls out a number and the name of an object. Scouts having that number race to can, pick out object named, transfer it to can at other end of patrol line, and return to places.

Scoring: First back in place with object transferred wins point for his side. Scouts must keep track of objects as they are transferred. When their number is called they must determine correct can to find object.

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SHORT SPLICE TUG OF WAR

 

Equipment: For every two teams, two 15‑foot and one 4‑foot lengths of rope.

Method: Two teams, each with a 15‑foot rope, face each other in single lines. Between the teams draw a center line dividing their territory. Across this line place the 4‑foot rope with ends toward the teams. On signal, both teams have 4 minutes to splice their long rope onto the short rope. After time is up, players take hold of their ropes and at new signal start pulling. The idea is to drag the opposite team across the center line. Rope may not be tied around waist of players, nor can players hold on to posts, trees, or other objects.

Scoring: First team pulling or dragging its opponents across the center line with its splice intact wins.

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I SPY

 

Send the troop out of the meeting room. Leader places a small article (ring, thimble, or other small item) in a place where it is perfectly visible, but in a spot where it is not likely to be noticed. He then calls all Scouts in and tells them that a (name the article) has been placed and when a Scout sees it he should sit down without giving away to others where it is. Leader notes the time when first Scout sees the article and last Scout sees it.  No contest - just for fun.

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BUCKET BRIGADE

 

Equipment: Two milk bottles for each patrol, one filled with water. An equal‑size paper cup for each Scout.

Method: Patrols in single file. Full bottle is in front of patrol leader, empty bottle at end of line. Put mark on the empty bottle 1/4 inch below the water line of the full bottle. On signal the patrol leader fills his cup with water from the bottle. He pours the water into the cup of the Scout next in line, who pours it into the next Scout's cup and so on to the last Scout, who pours the water into the bottle at the end of the line. This process is repeated until one patrol has emptied the front bottle and filled the other bottle.

Scoring: The first patrol to fill the second bottle up to the mark is the winner.

Note: If water is spilled, it's possible patrol will be unable to reach the mark even though it empties the front bottle.

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CODE‑O

 

Equipment: Necessary number of Code‑O cards, as shown here, with different letter combinations; a handful of beans or small pieces of paper for each patrol; a set of cards, each card with a different letter of the alphabet on it: and a buzzer.

Method: Have patrols in patrol comers. Give each Scout two Code‑O cards. The leader shuffles the alphabet cards, draws one, and using the buzzer and Morse code sends the letter appearing on card to the patrols. Each Scout who has this letter on his card covers it with a bean. The first Scout to get five beans in a row in any direction, including diagonally, is the winner.Variation: Instead of five in a row use combinations such as four comers, square in the center, etc.

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SIGNAL STEP CONTEST

 

Equipment: Paper and pencil for each Scout; buzzer, blinker, or Morse flag for the leader.Method: Scouts line up in single rank across one end of the room facing the leader, who stands at the opposite end of the room. The leader sends a letter in Morse code. Each Scout writes the letter on his paper. The leader announces the correct letter. Each Scout shows his paper to another Scout for verification. If correct, he takes one step forward toward the leader. All Scouts cross out their letters and prepare to receive another letter. The process continues until one Scout reaches the far end of the room.

Scoring: If used as an inter patrol contest, give each man a point for each person behind him at the finish. (Example: Twenty Scouts competing. Scout who finishes first earns 19 points for his patrol.

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MORSE DIAL SPINNER

 

Equipment: Dial spinner made from 12‑inch piece of cardboard or poster board. Draw lines on both sides. Print letters on one side, Morse code on other.

Method: Scouts sit by patrols in circle. Dial spinner is passed around circle. Each Scout twirls spinner once and has 5 seconds to identify letter spinner stops on (or give Morse code).

Scoring: 5 points for letter correctly named within 5 seconds.Variation 1: Place dial spinner in center of circle. Leader spins. First Scout calling correct letter earns 2 points for his team.Variation 2: Use one side for teaching Morse code. Mark other Scout skill on reverse side of dial spinner, such as knots, bandages, etc.Variation 3: Each patrol makes spinner. Run game as relay. One spinner and leader stationed 20 feet in front of teams. Players nun up one at a time for a spin.

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SILENT SIGNALS

Method: Senior patrol leader gives 12 to 15 silent signals for formation and field work, one after the other: parallel file formation, open columns, spread out, dismissal, etc. The patrols are to follow each signal as quickly as possible.

Scoring: First patrol to get into a formation or to obey a field signal scores 10 points. Patrol talking or moving with unnecessary noise loses 5 points.Variation: Write names of eight silent signals on slips of paper, one set for each patrol to draw from. At the word "Go," patrol leader gives the signal he has drawn and his patrol obeys it. Assistant patrol leader gives the next signal, and so on until eight signals have been given and followed.

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SECRET SIGNALS

 

Equipment: A short message to be sent by each patrol. Each message is different, but contains the same number of letters.

Method: Half of each patrol are "senders" and the other half "receivers." The whole troop is seated in a semicircle. The "senders," from one patrol at a time, stand in front of the whole troop. They are given their message, which they must send in Morse code to the other half of their patrol without the rest of the troop receiving the message. They do this by using a method selected in advance by their patrol, such as winking right eye for dit and left eye for dah, or opening right fist for dit and left fist for dah.

Scoring: 5 points for any patrol that can get its message through correctly and 5 points for any patrol that can intercept a message.

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MORSE SIT DOWN

 

Equipment: Morse buzzer.

Method: Scouts form a circle and walk around it. While they do so, a leader sends Morse code on the buzzer. Whenever the leader sends one of the letters in the key word "Sit," the Scouts immediately sit down. The last one to do so gets a point for his patrol. More letters may be used by changing the key word to "Sit Down."

Scoring: Patrol with lowest score wins.Variation: Morse Sit Down and Run Afar - When leader signals one of the letters in the key word "Sit Down," Scouts sit. When he signals one of the letters in the key word "Run Afar," Scouts run, touch wall, and return. "N" appears in both, so that either action is correct. The wrong action gives one's patrol a point.

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SUBMARINES AND MINEFIELDS

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Method: Half of troop's patrols are in extended line formation with legs apart. They are blindfolded and become mines. Other patrols are submarines. At signal "subs" (the boys of the other patrols) try to crawl between extended legs of mines without touching. If a mine hears a sub, he "blows it up" by touching it with one hand. Patrols change positions when all subs are through or have been blown up.

Scoring: 2 points for each sub getting through mined waters. Mines receive 2 points for each sub blown up; 2 points taken off from team's score for each blow made at a silk and missed.Variation: Mines in line formation with outstretched hands. Subs try to get under legs or arms of minefield without being blown up.

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GRANNY'S FOOTSTEPS

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Method: Troop in single line. To start game, a leader acts as "Granny." Granny stands 20 yards in front, with back toward the troop. Scouts try to move up on Granny without being seen moving. Granny counts to himself up to 30. Then when he wishes, he turns around and tries to catch someone moving. Scout caught by Granny starts over. Caught three times, a Scout is out of the game.

Scoring: First to touch Granny wins.Variation: Pandemonium's Footsteps  -  A leader, with whistle, stands with his back to troop. Scouts go prancing around the room. When the whistle is blown, they must "freeze." Any motion detected puts the offender out of the game. Continue until all but one are eliminated.

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SLEEPING PIRATE

 

Equipment: Two blocks of wood or matchboxes for pirate.Method: Blindfolded Scout from one patrol becomes the "sleeping pirate" and sits on a chair in the middle of the area. At his feet is the "treasure" (blocks of wood) that he is defending. Scouts line up in a wide circle around the pirate. On signal "Go," Scouts stalk in an attempt to pick up treasure without being caught. By pointing at them, sleeping pirate catches Scouts who have made noise. A Scout pointed to must retire and start from beginning. Each player has two tries. Only one block can be captured at a time.

Scoring: 10 points for each treasure successfully Captured

Note: Use two pirates seated back to back, and more blocks, if group is large.

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NATURE ART GALLERY

 

Equipment: Twenty pictures, of birds, trees, flowers, etc., each picture marked with a number but no name. Pencil and sheet of paper for each player.

Method: Fasten the pictures (use thumbtacks or masking tape) on the walls around the room. Scouts move about with pencil and paper and try to identify the pictures. Without consulting each other, Scouts write down the names on their sheets. After certain time limit, all sheets are turned in for judging.

Scoring: Add number of correct identifications made by whole patrol and divide by number of patrol members to get patrol score.Variation: Nature Kim's Game  -  Lay out pictures on floor and cover with cloth. Uncover for 1 minute, after which patrols go into huddle and attempt to make a complete list of items. Team with largest number wins.

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THE GROCER

 

Equipment: One bag and several packages representing each item in your favorite camp menu.

Method: Place packages in a bag. Scouts group around leader (cook), who reaches into bag and picks out packages one at a time, naming each package as it is shown. After all packages have been brought out of cook's bag, patrols go to corners, make a list of the ingredients from memory, and figure out the menu.

Scoring: First patrol to determine what the meal is receives 25 points. Award 1 point for each package correctly listed from memory.Variation: Each patrol "cooks" up a new recipe and tries it out on the troop. Most practical and popular recipe earns 25 points for the originators.

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WHAT'S COOKING?

 

Equipment: Paper and pencil for each patrol.

Method: Patrols in patrol corners. Game leader gives short talk about cooking on an overnight hike. Then each patrol plans a workable menu for the overnight, including breakfast, lunch, and dinner.

Scoring: Have troop leaders judge the best menu on following points: cost of food, ease of preparation, and balanced diet. Patrol with best menu wins.

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WHAT'S WRONG?

Method: Game leader reads preparation instructions for two or three hike menus, making several errors in contents of meals and manner of preparing them. Patrols go to patrol corners and make a list of errors and proper ways to prepare these meals.

Scoring: Patrol with most correct answers wins.

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TWIG HUNT

Method: Troop gathers around game leader. The leader shows the troop 10 to 15 twigs, one after the other, identifying (or not if you wish) each twig. Patrols are then sent out to gather a similar set of twigs.

Scoring: The first patrol to return with a complete set wins.Variation 1: Leaf Hunt  -  During an instruction period on identification of trees by their leaves, the leader shows the patrols a set of leaves. Patrols go out to collect twigs of trees from which leaves came.Variation 2: Restricted Twig Hunt - Within a restricted area, have patrols get as many different twigs as they can find within that area. Give 1 point for each different twig properly named. Take off 1 point for each error.

 

COOKING GIMMICK CREATIVITY

 

Equipment: For each patrol provide six wire coat hangers, a supply of aluminum foil, pliers, and wire cutters or hacksaws.

Method: Issue equipment to patrols and set a time limit within which they are to develop as many useful cooking gadgets as possible from the wire and foil. Give suggestions to stimulate patrol thinking: reflector, pot for boiling water, frying pan, fire tongs, soupspoon, ladle, and forks. Explain that judging will be based on ingenuity and usefulness of the articles developed.

Scoring: Troop officers judge the exhibit and award first place based on imagination and usefulness.Variation: Simplify the competition and judging by assigning just one project to patrols. For example, make a reflector for baking. Then judge only on excellence of finished product.

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FLAPJACK FLIPPING

 

Equipment: A frying pan and a linoleum "flap jack" for each patrol. Paint a white "X" on one side of the flapjack.

Method: Patrols line up in relay formation. Pans and flap jacks are at a line 20 feet in front of the patrols. On signal, the first Scout from each patrol runs to line and flips his flap jack. Then he runs back, touches off the next Scout, and so on until all have run.

Scoring: 1 point is awarded for each flap jack thrown into the air, turned over, and caught properly. Count 1 point off if the flap jack hits the side of the pan, falls on the floor, or does not turn over. Give 5 points to first patrol to finish with all flap jacks correctly flipped. Patrol with most points wins.

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OVER THE LINE

 

Equipment: Chalk.

Method: Draw three chalk lines down the center of the floor parallel to each other. Outside lines should be 10 feet apart. Patrols line up facing each other on opposite sides of the center line. Each member has an opponent. On signal, they stretch arms out sideways, lock fingers of both hands with opponent, and lean toward each other until their chests touch. Each pushes with his chest and tries to drive his opponent across the outside line behind him.

Scoring: Patrol succeeding in driving the greatest number of opponents across the outside line is the winner.

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TRAIN CHASE

Method: The game starts with one player designated as "it." He tries to tag any other player. When a player is tagged, he joins on behind "it" by clasping hands around the latter's waist. The two then try to catch another player and so on until there are four players hooked up. Whenever this happens, the train splits up into two pairs of two doing the chasing. This continues with each pair able to capture and add members. Whenever a new group reaches four, it again splits. Game ends when one player is left uncaught.

Scoring: The uncaught player is the winner and becomes "it" to start the next round.

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TRACTOR PULL

Method: The "tractor" kneels on hands and knees with a "driver" astride. The driver holds on with his legs. Opposing tractors back up to each other. Each driver reaches back and grasps the hands of his opponent. On the signal to go, each tractor starts pulling in an effort to pull the other over a line, or unseat the driver.

Scoring: Opponent over line or unseated scores 1 point for the winner. By winning 2 points out of 3, a team wins the game.Variation: Mass Tractor  -  A team from each patrol. Tractors back up to a given point, like spokes of a wheel. Each driver mounts, grasps one hand of driver on each side of him. At signal, tractors pull until one driver is unseated. That team is eliminated. Game continues until one team is left the winner.

ANTE OVER

 

Equipment: A soft rubber ball and a barrier such as a house or perhaps tarps strung up.

Method: Half the troop on one side of barrier, other half on opposite side. One team begins by throwing ball over barrier and at same time shouts "ante over" to alert other team. If a member of the receiving team catches the ball on the fly, the members of the team rush around the barrier and the man with the ball tries to hit a member of the opposing team by throwing the ball at him. The team being attacked escapes by running around the barrier to the other side. A team member hit by the ball joins the team that hit him. If the ball is dropped when it is thrown over the barrier, the receiving team throws it back over, shouting "ante over." When ball is caught on the fly, the team catching it attacks the opposing team.

Scoring: None.

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FUN FIELD DAY

 

Decide on half‑a‑dozen relay games, stir up excitement among patrols, run off games, giving liberal scores: first, 100 points; second, 50 points; third, 25 points. Each patrol has eight runs.

 

Initiative Relay - Each Scout runs in his own way, and no method can be repeated within the patrol: forward, backward, hopping on both feet, on one foot, etc.

 

Candle Race - Run up and back with lighted candle and box of matches. If candle goes out, runner must stop and relight it.

 

Bag‑Breaking Relay - Run up, blow up paper bag, burst it, run back.

 

Happy Hooligan - Player walks rapidly to goal and back again with a paper cup balanced on his forehead. For more games along these lines, see G.S. Ripley's Book of games.

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TORPEDO

 

Equipment: Beanbags, knotted neckerchiefs, boxing gloves, or other soft objects for throwing.

Method: Six Scouts are selected to be "submarines." They are blindfolded and seated in two facing rows about 10 feet apart. Each submarine is provided with several soft, throwing objects that represent torpedoes. The rest of the Scouts represent ships that are trying to pass through the submarine‑infested water. Scouts must make a noise resembling a ship's motor as they pass through the submarine line. The blindfolded submarines launch their torpedoes (throw the soft objects), aiming by sound, trying to hit one of the Scouts going through the line. If a Scout is hit, he changes places with the submarine that hit him and the game continues.

Scoring: None  -  just for fun.

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THE SIEVE

 

Equipment: A large room or field.

Method: Members from one half of the troop position themselves along lines as shown. Rest of troop members tie their neckerchiefs on their right arms with a single overhand knot. The object of the game is for the attacking players to try to get from one goal to the other without losing their arm bands. Note that every other set of lines is a safe zone, so players advance from one area to the next instead of trying to rush through the entire field at one time. After all players on one team are either safely through to the far goal or have been captured by losing their arm bands, the players switch sides and those who were defenders become attackers. and vice versa.

Scoring: After each team has had a chance to compete as attackers and defenders, the team that was able to get the most Scouts through without being caught is the winner.

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DUCK WADDLE PUSH‑UPS

 

Equipment: None.

Method: Patrols line up in relay formation. At signal, lead player of each team duck waddles to a given point, where he does a specified number of push‑ups. Upon completing push‑ups he runs or duck waddles back to starting point and touches off second player, who duck waddles out, and so on until all have run. If patrols are unequal in number, one or more Scouts make two runs.

Scoring: At start, each team has 0 points. Subtract no points for first, 1 point for second, 2 for third, 3 for fourth. Subtract 1 point for each infraction of rules. Example: Team "A" finishes first, ‑0 points. Two boys do too few push‑ups, ‑2 points. Team "A" scores ‑2 points. Team "B" finishes second, ‑1 point. Everything else done correctly, ‑0 points. Team "B" scores ‑1 point. Team "B" wins.

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ISLAND HOPPING

 

Equipment: Sheets of 81/2 x 11 paper, two for each patrol member plus one sheet.

Method: Papers are placed in a line on the floor. Each patrol member stands on two of the sheets, facing the finish line. One sheet should be left unused at the rear of the patrol line. On signal, the extra sheet of paper is passed up the line from the last man to the first. He places the sheet down toward the goal and steps onto it by moving the foot that is to the rear. Each Scout in line advances by moving his rear foot to the now vacated sheet ahead of him. The final empty sheet is passed forward and the process is repeated. If a Scout steps off a paper, his entire patrol must move back and start over.

Scoring: The first patrol to cross a finish line established in advance is the winner.

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FITNESS MEDLEY RELAY

 

Equipment: For each patrol, provide a used tire casing, two gunny sacks, and eight triangular bandages or neckerchiefs.

Method: Patrols line up in relay formation in pairs. On signal, all pairs tie inside legs together at ankles and above knees using triangular bandage or neckerchief. The first pair races around a mark about 50 feet in front of the patrol. As soon as they return to start, the second team repeats. When four pairs have raced and have untied their legs, first Scout steps into gunny sack with both feet and jumps around mark and back. Repeat until eight Scouts have hopped around the course. Then each Scout in patrol, in turn, rolls the tire around the mark and back to start. When all eight Scouts have rolled the tire, event is finished. If fewer than eight in a patrol, repeat until equivalent of eight is completed.

Scoring: First patrol to complete the three parts of the medley is the winner.

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FIRE BUCKET RELAY

 

Equipment: For each patrol, a fire bucket (pails full of water.

Method: Line up patrols in relay formation. About 50 feet in front of each patrol place bucket full of water. At the signal "Go" first Scout of each patrol runs up, grabs the bucket, and brings it back to the next in line. The second Scout runs and places the bucket in its original place and comes back to send off the third, who copies the first, and so on, each boy going to the rear of the file as he finishes his run.

Scoring: First patrol to finish without losing more than 1 inch of water wins.Variation: First player of each team runs and gets the bucket and passes it down one side of the team and up the other, the next player takes it to its place, returns to send off the third, and so on.

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DOUBLE DODGE BALL

 

Equipment: Two inflated balls at least 6 inches in diameter; a playing area divided into three equal parts.

Method: One team is divided into two groups. Half the team moves to one end of the area, the other half to the other end. The second team moves into the middle section. The balls are given to the team in the end courts. The object is for the end team to throw the balls so as to strike any player in the middle section below the waist. An end player may go into the center area to retrieve a ball, but must carry it (not throw it) back to his end zone before it can again be thrown at the center team. When a player in the center is hit, he joins the end team and continues playing by trying to hit his former teammates. When all center players have been hit, those who started in the center become end players and the original end players move into the center.

Scoring: None, just for fun and alertness.

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CRAB CRAWL RELAY

 

Equipment: One tennis ball for each patrol.

Method: Patrols line up in relay formation at an established line. Leader marks a second line about 25 to 30 feet from and parallel to the starting line. On signal, first boy in each patrol lies on his back, supports himself with his hands and feet, places the ball on his stomach, and proceeds to crawl, crab style, to the second line. If the ball rolls off his stomach he must stop and retrieve it before continuing. When he has crossed the second line he runs back with the ball to the next patrol member, who assumes the crab position and continues the relay.

Scoring: Patrol that finishes the relay first wins.

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CRAB BALL

 

Equipment: Basketball, volleyball, or similar large ball.

Method: Set two goal lines about 40 feet apart. Divide into two teams, each team lining up on one goal line. Players sit on goal line with arms extended backward supporting body off of floor. The ball is placed midway between the goals. On signal, players move toward ball, keeping crab position described, and try to kick ball over opposing goal line. Fouls include: 1. touching ball with hands, 2. leaving the crab position, 3. unnecessary roughness. Penalty for foul is free kick at point of foul.

Scoring: 1 point is scored by a team each time it kicks the ball over the opposing goal. Team scoring 10 points first wins.

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COMMANDO RAID

Method: Divide troop into two teams. Station one team near the light switch for the room and the other team at the far end of the room. Turn out the lights. The object is for the team farthest from the light switch to get through the guarding team and switch on the lights. Set a 3‑minute time limit. If the commandos haven't succeeded in turning on the lights in the time set, the guards win that round. If the lights are turned on, note the number of minutes and seconds it took. After the round, change so the commandos from the first round become guards for the second. It is suggested that each side develop a secret password so they can identify their own team members in the dark.

Scoring: Two runs constitute a round. The team that does the best job of guarding or getting the lights on wins the round. Play as many rounds as desired.

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THREE - LEGGED FOOTBALL

 

Equipment: A neckerchief for each Scout, four chairs, and a ball.

Method: At each end of your meeting room, place two chairs about 5 feet apart to form goals. Organize Scouts into two teams. Scouts in each team pair up, their inside legs tied together with neckerchiefs. One pair in each team acts as goal tenders. Place the ball in the center of the playing field, both teams taking positions in front of their goals. On signal, each team tries to kick the ball through the goal of its opponents, using their untied legs only. After a team has scored, place the ball in the center and begin the game again.

Scoring: The team with most goals scored after 5 minutes of play wins.

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GRASSHOPPER RACE

 

Equipment: A Scout hat, ball, or other small object.

Method: Patrols line up in relay formation. A turning line 25 feet in front of patrols is marked by game leader. First Scout of each patrol grasps a Scout hat or a small object between his knees. On the signal "Go," he hops up to the turning line and back to his patrol, hands hat to next "grasshopper," and so on. If a hat is dropped, Scout restores it and carries on.

Scoring: First patrol to finish wins.Variation: Seal Race  -  Scouts in relay formation. First Scout grasps hat between his knees and then balances a book on his head. On signal to go, Scout hops, walks, or what have you to the turning line and back to touch off next seal.

Scoring: As above.

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RAINY DAY CAMP ACTIVITIES

 

As an old‑timer used to say: "Whatever you do on a rainy day, don't do nothing!" What he meant, of course, was: "Do plenty!" Be prepared with a full program in case of rain.

 

Camp routine: Continue regular camp routine - cooking meals, cleanup, inspection at scheduled times.

 

In cool rain: Get into rain clothing. Take exploration hike or nature hike in camp vicinity. Run fire‑building contest.

 

In warm rain: Get Scouts into bathing suits. Then go for vigorous activities: tag around camp area, swimming races, canoe and boat races, dam construction, bridge building.

 

Tent activities: Scouts in their tents receive Morse code message signaled by sound from central tent. Splicing contest - each Scout to produce acceptable end splice. Whittling contest - for best neckerchief slide.

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NEWSPAPER CRUMPLING

 

Equipment: A supply of old newspapers.

Method: Give each Scout two full‑size sheets of newspaper. At signal to go, each Scout endeavors to crumple the newspaper so that it will fit inside the hand. The Scout must not let the newspaper touch anything in the process.

Scoring: First patrol to have newspaper totally within hands of patrol members wins.Variation: Newspaper Basketball - With patrols in relay formation, place a wastebasket or pail 15 feet in front of each patrol. First Scout in each line crumples one sheet of newspaper as above. Then he throws the newspaper ball into pail. If he gets ball in basket, second Scout proceeds. If not, he must retrieve ball, go back, and throw over again.

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OBSTACLE RACE

 

Equipment: Lay out an obstacle course to include a horizontal bar to climb over, a rope suspended from tree branch to swing over 8‑foot "river," a low horizontal bar to crawl under, 6‑foot‑wide area to jump over, a narrow board on ground to walk along, a row of old inner tubes or tires to run through, an empty barrel to crawl through, etc. Use a watch for timing.

Method: Line up patrols at starting line. If you have laid out two parallel courses, start two patrols at the same time and make it a race for winner. If you have only one course, time each patrol separately. On signal the first Scout in line starts and goes through the course, runs back, tags the next in line, and so on until the whole patrol is through. If a player fails to pass the obstacle correctly he may be called back for a second try.

Scoring: The patrol with best time wins.

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HOPPING THE GAUNTLET

Method: Half the troop lines up at one end of room with the other half out in the middle. Lined‑up players try to hop on one foot from one end of the room to the other. They must firmly hold by one hand the leg not being used. Players in center must also hold up one leg; they try to prevent opponents from crossing the room by shoulder charging (no hands), trying to knock them off balance. If player from either side touches ground with his free foot, he must join the other team.

Scoring: None  -  just for fun. Obviously the team with most players at end of game has done the better job; however, as players change sides frequently, team identity cannot be maintained.

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LADDER RELAY

 

Equipment: For each patrol, six lashing ropes, two poles 6‑10 feet long, three sticks 2‑3 feet long, all 2 inches thick.

Method: Teams line up in relay formation, opposite equipment. On signal, lead player runs up, lashes end of one rung onto pole to start team's ladder, runs back, touches off next man, who runs up and lashes on other end to complete first rung, and so on until ladder is completed. Then all players run and hold ladder while one Scout climbs to top. If team has fewer than six players, one or more do two lashings.

Scoring: First to finish and test ladder, wins.Variation - Testing and Scoring: 20 points for first ladder lashed, 15 for second, 10 for third, 5 for fourth. Teams exchange places and each man climbs opponent's ladder to test lashings. Subtract 10 points if rung slips; 20 points if lashing comes undone.

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PONY EXPRESS RACE

 

Equipment: A 5‑foot piece of rope for each Scout.

Method: Game leader lines up patrols in relay formation, patrol leaders in front of columns. On the signal "Go," every Scout ties a clove hitch around one leg of the boy in front of him, grips the free end of the rope with one hand, and raises the other hand. When all hands are up, the patrol leader gives a command and the patrol races to the end of the room, turns around, and runs back across the starting line.

Scoring: The patrol that crosses the line first wins, provided no one lost his grip and all knots remained tied.

Variation: Instead of using clove hitch, Scouts use a bowline around the waist of the boy in front. Have them run in crouching position to the end of the room and hack.

Scoring: Same as above.

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CANNIBAL RESCUE

 

Equipment: One long rope for each patrol.

Method: Have patrols in relay formation. Draw a chalk line in front of patrols and another line parallel to the first but about 20 feet away. Give first Scout in each patrol a rope. Then tell this story: "You are fleeing from cannibals and have reached the bank of a wide river. Only one Scout in each patrol can swim. The rest of the patrol has to be pulled across with the help of a rope." On signal, the first Scout in each patrol runs (swims) to the other shore (chalk line) and throws one end of the rope back across to the second Scout in line. The second Scout ties a bowline around his waist and is pulled across to other shore by first Scout. Then the second Scout unties the rope, throws it to the next Scout in line, and repeats the performance. This continues until the whole patrol is safely across.

Scoring: The first patrol across wins.

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WHIP THE ROPE

 

Equipment: An unwhipped lashing rope for each Scout, whipping cord to whip the ropes.

Method: Patrols in relay formation. Ropes are placed at a turning line in front of the patrols. A leader is assigned to each patrol. On the signal to go, the first Scout in each line runs to the line, picks up a rope, and whips both ends. Scout then runs back to touch off the second Scout, and so on until all have run.

Scoring: 5 points for the first patrol finished, 4 points for the second, 3 for the third, etc. Leaders inspect the whippings. Score 1 point off for each whipping that slips off the rope when pulled.Variation: Splice the Rope - Same as above, but each Scout puts one end splice on the rope. Score as above for time, then score 1 to 5 additional points for neatness.

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NIGHT EYES

 

Equipment: A set of different size objects cut from white paper or cardboard; for each Scout a blindfold.

Method: Patrols in patrol corners. At the beginning of the meeting designate the left eye of each Scout to be the "night eye" and the right eye the "day eye." Blindfold the "night eye" on each Scout and proceed with the meeting. At game time, send patrols out of the room. In the meantime, place white objects around the meeting room about 15 feet from the observation point. Turn off the lights and call in patrols. Have them, within 1 minute, identify as many of these objects as possible. Then have them remove the blindfold from "night eye" and place it on "day eye." How many objects can they identify now?

Scoring: The patrol with most correct identifications is the winner.

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OBSERVATION

 

Equipment: Pencil and paper.

Method: A Scoutmaster or a junior leader who is a good storyteller tells a dramatic story to the group. It should take about 3 to 5 minutes. While telling the story he will do several things, such as mopping his brow, buttoning his shirt, walking up and down, etc. At the end of the story each Scout is asked to write down not what the storyteller said, but what he did during the story, in the order that he did it.Variation: After the end of the story, send the group out of the room for a few minutes. Move things, such as chairs, pictures, patrol flags, etc., around the room into different positions. Call the group in and have them write down any changes in the room appearance.

Scoring: The Scout with most accurate account of the storyteller's doings or changes in the room is the winner.

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THE FISHERMAN'S LINE

 

Equipment and Method: This is a game for teams of six players. No. 1 of each team is supplied with a Scout stave and sits on a chair or box about 10 yards in front of the rest of his team holding the staff in the manner of a fisherman's rod. Nos. 2, 3, 4, and 5 are each equipped with a short length of rope, that of No. 2 being slightly thicker than the rest. No. 6 is given a fairly large S-shaped meat hook. The Scoutmaster now informs the team that it has to make a line for the fisherman and gives the following directions: No. 2 is to run forward and secure end of his rope to the "rod"; No. 3 is to fasten his rope to free end of No. 2's; No. 4 is to make the line longer still; No. 5 holds a broken end, so he must secure his rope in the manner that is common to fishermen; No. 6 is to then join hook to end of line.

Scoring: First team to have completed its "line" wins, provided the knots are tied correctly and used properly. Here is the correct list: No. 2 ties clove hitch (making rope secure to staff); No. 3 ties sheet bend (joining two ropes of uneven thickness); No. 4 ties sheet bend (joining two ropes of even thickness); No. 5 ties fisherman's knot; No. 6 secures hook with bowline (this seems unusual, but as the knot forms a loop that will not slip, the hook will be securely fastened if the bowline is tied close to it).

 

Point out to Scouts that, although the fisherman's knot isn't part of the Tenderfoot test, it is worth knowing.

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ONE HANDED KNOT TYING

 

Equipment: Two ropes for each patrol.

Method: Divide patrols so that half‑patrol teams face each other, front men about 20 feet apart. Two ropes are placed halfway between front men. Leader calls a knot. One player from each half‑team runs to center and with one hand behind his back ties his end of rope to that of his buddy's. Leader checks knot. Players untie knot, run back, and touch off next men. Rope cannot be laid on floor or ground during tying. Teeth cannot be used. Knots cannot be tied against any part of contestants' bodies. If patrol has odd number of members one boy runs twice.

Scoring: 10 points for first patrol finishing, 5 for second.Variation: Add extra fun by having players tie knots behind their backs.

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TIRE‑ROLL RELAY

 

Equipment: For each patrol, a tire and seven stakes.

Method: Scouts line up in relay style facing the course. The first Scout in each patrol rolls his tire through the course, around a single end marker, and back through the course to the starting line. The next Scout in line repeats the process, and so on until the tire has been rolled eight times through the course.

Scoring: The first patrol to complete eight trips through the course from start to finish is the winner.

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NATURE GO DOWN

 

Equipment: One set of 20 or more nature items for each patrol. Set consists of twig, bark, nest, flower, seed, track cast, feather, rock, and similar items.Method: Patrols in relay formation. A junior leader with a set of nature, items goes to first man in each patrol, shows him the first nature item. If Scout identifies it correctly, he stays in position. If he cannot identify it, he is told to "go down" to end of line. In this manner the questioning is carried down the line, then back again to the head for another round until all items are identified.

Scoring: First patrol to identify all nature items is the winner.

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NATURE SENSING

Method: Each patrol sits quietly outdoors and members record the sounds, smells, sights, and feelings of nature in their minds. After 5 minutes time is called, and each patrol has 3 minutes to compile one written list made up of the different observations of its members. Before the contest, give suggestions to stimulate the observational powers of Scouts - wind in trees, waves on beach, sounds of birds and insects, smell of different trees, feel of insects, feel of wind on face. Warn Scouts that lists must be made up of natural things - no train whistles or car horns.

Scoring: The longest accurate list wins for the patrol turning it in.

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CONCENTRATION

 

This game is best played with about 16‑20 Scouts. If your troop is larger, two groups can play simultaneously.

Scouts sit in a circle. Leader has a list of simple words and a rubber ball. He throws the ball to a Scout in the circle and at the same time calls out a word. The Scout who catches the ball must spell the word backwards. The object of the game isn't so much to test spelling as to test concentration.

There is no scoring. It's just for fun.

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FAMOUS VISITORS

Method: Patrols in patrol comers. Patrols are informed that they will receive a famous visitor shortly. They are to try to discover his identity by asking questions of him. Being able to understand English but unable to speak it very well, the famous visitor can understand all questions asked of him, but can answer only "yes" or "no." Leader informs other leaders that they are, for instance, Christopher Columbus. Leaders go to patrol comers. Patrols start questions.

Scoring: First to name visitor scores a point. Patrol with most points wins.

Variation: Twenty Questions - Patrol tries to determine the identity of an object by questioning the leader. Scouts are told only whether it is animal, vegetable, or mineral. They may ask only 20 questions.

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ART GALLERY

 

Equipment: 15 to 20 pictures, taken from magazines, of well‑known persons; a paper and pencil for each Scout.

Method: Pictures are numbered and tacked to wall of troop meeting room. Patrols in relay formation to start. On signal, Scouts number their paper from 1 to 20, then go around the room. They try to identify the people, writing their names opposite correct number on their paper. To correct papers, let one patrol switch papers with another.

Scoring: Score a point for each picture correctly identified. Patrol with most points wins.Variation: Car Gallery - From magazines, get pictures of various automobiles. Obliterate the trademarks with ink, number them, and display as above. The object of the game is to identify the makes of the cars shown.

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SURPRISE VISITOR

 

Equipment: For each patrol pencil and paper. Some clothing for disguise.

Method: Patrols in patrol comers. Disguise a junior leader or an outsider as a traveling salesman and have him wait outside the meeting room. In troop meeting, outline requirements on observation and tracking. On prearranged signal have the salesman knock on the door and enter. He will try to sell his product to you. Since you are not interested, he leaves quickly. Resume the troop meeting and bring to an end. At this point ask each patrol to give a full description of the visiting salesman, such as color of clothing, eyes, shoes, hair; his height, weight, and product he was selling.

Scoring: The patrol with most accurate description is the winner.

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TRAIL SIGNS

 

Equipment: Two sets of 3x5 cards for each patrol. Each card of the first set has a drawing of a trail sign from pages 161‑63 of the Official Boy Scout Handbook. The second set has printed on each card the meaning of one of the same trail signs.

Method: Patrols line up in relay formation. About 25 feet in front of each patrol place the two sets of cards. Cards from the set with pictured trail signs are placed face down, while the printed cards are spread out face up. On signal, the first Scout from each patrol runs to his set of cards and draws one of the face‑down cards. He places it on the correct printed card, runs back, and touches off next Scout. Continue until all cards are matched.

Scoring: First patrol finished with all matches correct wins.

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CREATIVITY

 

Equipment: For each patrol, a like supply of miscellaneous materials such as Scout staves or saplings, lashing cord, tin cans, and coat hangers.

Method: Assign the problem of creating a device to do a specific job using materials provided. Here are a few sample projects: a device that will weigh camp objects up to 50 pounds in weight, a device to signal a message by a concealed operator located at least 10 feet from the gadget, or a device that will catapult a 25‑pound weight at least 30 feet. The leader can dream up additional projects as desired. Patrols are given a time limit.Variation: Instead of giving all patrols the same project, assign a different one to each. This will eliminate one patrol copying the idea of another.

Scoring: Patrols are judged on ingenuity and how well their device meets the requirements of the job.

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NEWSPAPER GOOD TURN

 

Equipment: One copy of the same issue of a newspaper for each patrol.

Method: Give each patrol a copy of the newspaper and ask the patrol to draw a circle around any news story that could serve as an example of a Good Turn. This can be used as a preopening game if the patrol leader assigns sections of the paper to different patrol members as they arrive at the meeting.

Scoring: Compare all newspapers, page by page. Give 1 point for each story correctly circled by a patrol, provided no other patrol circled it.

Scoring variation: Score 1 point for each story circled even though other patrols have also selected the story.

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SHUTTLE RUN RELAY

 

Equipment: For each patrol, provide two blocks of wood about 2x2x4 inches.

Method: Patrols divide into two equal groups. One half of members line up relay fashion facing the other half lined up the same way on a line 30 feet away. Blocks of wood are placed at line opposite starting line. On signal, Scout in starting position runs to opposite line, picks up one block, returns with it, and leaves it at starting line. He runs back and does same for block two. As soon as he finishes, the first Scout in the line away from the present location of the blocks runs across, picks up one block, and returns it to his line. He runs back and does same with block two. This back‑and‑forth delivery of blocks continues until all Scouts have run. If there are fewer than eight Scouts in a patrol, repeat until a total of eight block transfers has been made.

Scoring: First patrol to complete eight transfers is the winner.

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SEALED ORDERS

 

Equipment: Pencil and paper for writing orders.

Method: Divide troop into two teams. Each team chooses a captain. The two teams bunch up to await orders. Give the captain of each team a folded slip of paper with team orders written on it. The captain returns to his team, looks at the orders, and without moving the team determines strategy to be used in carrying out the orders. On signal, the team attempts to carry out its orders. The orders given the two teams contradict so that they are working against one another. For example, one message might read, "Leave the room," and the other read, "Don't let anyone leave the room." A 1‑minute time limit is established for each action, and results are determined at the signal to stop.

Scoring: Give 1 point to a team for each player who accomplished his assignment and 1 point to the opposing team for each who failed.

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SALVO

 

Equipment: One paper bag for each Scout.

Method: Patrols line up in relay formation. Each Scout is given a paper bag of identical size. At the signal, the last Scout in each patrol line blows up his bag and bursts it on the back of the Scout in front of him. As soon as this Scout hears the pop of the bag bursting on his back, he blows up his bag and bursts it on the back of the Scout ahead of him. This continues until the front Scout is reached. He blows up his bag and runs around to the back of his line, and bursts his bag on the back of the last Scout in line.

Scoring: The patrol bursting all bags in the shortest time is the winner.Variation: Instead of using paper bags, use balloons and have Scouts blow them until they burst.

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ROOSTER FIGHT

Method: Contestants grasp one leg by the ankle to hold it off the floor. Contestants move about by hopping on one foot. To start game, the two contestants face each other. On the signal to go, each tries to knock the other off balance by shoulder blocking. Use of elbows is not permitted.

Scoring: The first Scout to knock his opponent off balance so that he touches the floor with both feet scores a point. Two points out of three tries wins game.Variation: Rooster Pull - For a "tail," each rooster tucks a 2‑foot length of rope under his belt at the back. Each contestant tries to pull out his opponent's tail and at the same time tries to preserve his own. A tail pulled out scores a point. Knocking one's opponent off balance does not score a point.

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OBSTACLE RELAY RACE

 

Equipment: One long, heavy rubber band made by cutting an inner tube into strips and knotting into one length. One wood or cardboard barrel, open at each end, for each patrol. A turnaround mark about 50 feet in front of the patrol.

Method: Rubber band is stretched across field, flat on ground about 10 feet in front of starting line. Barrels are placed on their sides about halfway between rubber band and turnaround mark. Patrols line up in relay formation. On signal, first Scout in each patrol runs forward, lifts rubber band and crawls under, runs to patrol's barrel and crawls through, runs around turnaround, crawls back through the barrel, jumps over the rubber band, and touches off the next Scout in the patrol. All Scouts in the patrol repeat. If fewer than eight in the patrol, some Scouts will have to run twice to complete eight laps for the patrol.

Scoring: First patrol to complete eight laps is the winner.

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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.

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CROSSES IN THE CIRCLE

 

Equipment: A piece of chalk for each patrol.

Method: Draw on the floor, 15 feet apart, as many circles as there are patrols. Make each circle about 6 feet in diameter. Assign each patrol a circle and have the members stand inside it. Give each patrol one piece of chalk. On signal, members of each patrol may leave their circle and try to draw as many chalk crosses in other patrol circles as possible, while at the same time protecting their own circle from others.

 

Rules: Crosses may not be erased by players. Chalk may not be broken and divided among players but it may be passed from one player to another. Before starting the game, set a time limit.

Scoring: The patrol with the fewest crosses in its circle when the game ends is the winner.

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CIRCLE PULL

 

Equipment: Chalk.

Method: Divide troop into two equal teams. Draw a circle on the floor. One team of players is stationed within the circle. The other team is scattered outside the circle. At signal, the players who are stationed outside try to pull the players who are stationed inside so that their feet go outside the circle. At the same time, the players inside try to pull their opponents stationed outside so that their feet come inside the circle. Once a player is pulled in or out of the circle, depending on which side he is on, he becomes a prisoner and is out of the game. Continue the game for 2 minutes and count the prisoners of both sides. Change sides and play a second round.

Scoring: Team with most prisoners wins.

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CIRCLE LINK

Method: Each patrol sits in a circle with legs crossed and arms linked. On signal from game leader, boys try to get up together without breaking the circle and with arms still linked.

Scoring: The patrol team that stands first without breaking the circle wins. Repeat action several times and select the patrol with the best score.

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CATCH TEN

 

Equipment: A volleyball, basketball, or football.

Method: Divide into two equal teams. Identify all members of one team by tying neckerchiefs on right arm. The ball starts in the hands of one team member who tosses it to a teammate. The opposition tries to intercept the ball. As the first player catches the ball, he shouts "one" and throws to another teammate, who shouts "two" as he catches the ball. This continues until "ten" is reached. If the opposition intercepts the ball, the man who intercepts shouts "one" and that team then tries to reach "ten." As teams intercept the ball, they must always start with number "one.

Scoring: The first team to reach "ten" is the winner.

Game Half‑Troop Teams Active

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CAPTURED

Method: Draw a line across the center of the floor and divide the group into two teams with one team on each side of the line. One side is designated as "attackers." On signal, they have 1 minute to cross the line and try to capture opponents by pulling them back across the line. Once across, the prisoner stands in "jail" to be counted. At end of the minute, the prisoners are counted and allowed to return to their own side. Then the roles are changed and those who were attacked become the "attackers" for 1 minute.

Scoring: Team with the most prisoners after the two attacks is the winner.

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BULL IN THE RING

Method: Each patrol forms a circle by joining hands. A representative from another patrol is the "bull" and goes to the center of the ring. At signal, each bull attempts to break out of the ring in any manner he may wish.

Scoring: The first bull to break out of his ring wins a point for his patrol.Variation 1: Each patrol in turn acts as bulls with the rest of the troop forming the ring. rime each patrol. Patrol getting out in shortest time wins.Variation 2: Each Scout in the ring has a 6‑foot rope. Object is to keep bull in and at the same time tie all ropes into a circle using square knots. If patrol succeeds in tying the rope circle before bull has broken out, it wins.

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BUCKING BRONCO

 

Equipment: None.

Method: Select a bronco and an ambitious bronco buster. Bronco must keep his hands on his knees. Rider holds on by his knees only, with his feet kept back. He may hold on to the back or shoulders of his bronco, but not by neck or head. Bronco tries to throw rider off. Rider has been thrown when he touches the floor. Bronco has been busted if rider stays on for a certain length of time, or if horse falls. If bronco is busted, the rider becomes the bronco for the next rider.

Scoring: None.

ariation: Kentucky Derby - Smallest member of patrol team is jockey, others are horses. Patrols line up in relay formation. On signal to go, jockey mounts first horse. They proceed to turning line and back. Jockey transfers to second horse, and so on until all have run.

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BALLOON BUSTING

 

Equipment: One balloon and one newspaper for each player. Pieces of string.

Method: Each player is given a balloon. Balloons are inflated to standard size, announced by leader. Balloons are then tied onto a rear belt loop of each player with a piece of string about 6 inches long. Each Scout has a newspaper that he rolls up tightly. Players pair off. On signal, each Scout tries to burst his opponent's balloon by hitting it with his newspaper. When half of original players have busted balloons, winning players again pair off, and so on until a troop champion is found.

Scoring: Champ earns 50 points for his patrol.Variation: Line up troop in single line. Each Scout has a balloon. On signal "Blow," players do just that. First man to over inflate his balloon and cause it to burst wins. All must burst their balloons

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ANTELOPE RACE

Method: On signal, Scouts run in single file with one hand on the belt of the Scout ahead, to a point 50 yards away. Make left turn and run back to the starting point. Falling down or breaking apart disqualifies the team.

Scoring: Give first patrol across finish line 60 points; second, 40 points; and third 20 points.

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HORSE AND RIDER

Method: Troop is divided into two equal teams. Scouts pair up and get into horse and rider position. Teams are behind lines 20 feet apart. They face each other. On signal, horses try to reach opposite goal without losing riders. At the same time riders try to dislodge opponents.

Scoring: When a rider falls, both he and his horse are out of the game. Team having most horses and riders who reach the opposite line is the winner.

Variation: Scouts in double line formation, boys teamed in pairs. Front line is horses, rear line is riders. On command "Mount," riders mount horses. They are then given simple commands, such as "sit on floor," "do somersault," and so on. Riders immediately jump off horses, execute command, and remount. Last rider to remount drops out of game with his horse.

Scoring: Last rider and horse left on floor are declared winners.Variation 2: Horse and Rider Touch ‑ The command is "Touch -  -  - (floor, red, Bill, south wall, etc.)." Horse gallops into position, rider touches object specified, horse runs back in line.

Variation 3: Change Horses  -  Pair off the horse and rider teams. On command, riders change horses without touching the ground.

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THREE ROPES GAME

 

Equipment: Three 3‑foot knotted ropes.

Method: Divide troop into two teams and number players 1, 2, 3, etc., on each team. Place three short, knotted ropes in the center. When the leader calls a number, the two players with that number race to the far wall, then try to pick up the ropes and return to their side. Players may tackle and wrestle, but they may not punch or kick.

Scoring: 1 point for each rope carried over a team's line.

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BLINDFOLD STEAL‑THE‑BACON

 

Equipment: Three neckerchiefs.

Method: Two equal teams line up facing each other, about 20 feet apart. Each team counts off. Neckerchief (bacon) is placed midway between teams. Leader calls a number. The boys called are blindfolded, spun around three times, then headed for bacon. Teammates shout directions.

Scoring: First player to bring home the bacon without being tagged scores 1 point for his team. If a player is tagged by his opponent while touching the bacon or bringing it back, the opponents score a point.

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HORSE‑AND‑RIDER STEAL THE BACON

 

Equipment: One neckerchief.

Method: Two equal teams line up facing each other, about 20 feet apart. Each team counts off. Neckerchief (bacon) is placed midway between teams. Leader calls two numbers. Smaller boy of the two jumps on back of the other, who then gallops for the bacon.

Scoring: Same as above. If horse touches bacon, opposite team scores a point.

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SIGNAL STEAL THE BACON

 

Equipment: A buzzer or signal flag for each team, a neckerchief for the bacon.

Method: Half troop teams in facing lines 15 feet apart. The bacon is placed halfway between the two lines. Captain of each team is at one end of line with a signal buzzer. Each Scout is assigned a letter. To start game, the captains are given a letter. They signal this letter to their team. The Scout on each team who has been assigned this letter runs out to the center in a effort to steal the bacon. When he has the bacon, he races back to his team. If he gets there without being tagged by the opposition player, he scores a point. If he is tagged before reaching his goal, the point goes to the other side. At the end of each round, the Scouts rotate so that they have a different letter each time.

Scoring: Team with most points wins.

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SPORTS TRUE‑FALSE STEAL THE BACON

 

Equipment: Two rags  -  one red, one green.

Method: Played like regular Steal the Bacon, page 298, The Official Scoutmaster Handbook, or page 28, Patrol and Troop Activities, No. 6543, with two exceptions. First, two "bacons" are used  -  one red, one green. Second, before calling a number, the leader makes a statement about sports. If the statement is true, the players should try to steal the green bacon; if false, the red one.

Scoring: 1 point for stealing the correct bacon or tagging an opponent who tries to steal it. Subtract 2 points if a player tries to steal the wrong bacon or chases an opponent who has the wrong bacon.

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TUG OF WAR STEAL THE BACON

 

Line up according to the regular game of Steal the Bacon. Scouts on each side have opposing Scouts on other side with a number that matches theirs. Place tire or stave in center between the two lines. Leader shouts  out a number. Scout from each side with this number nuns out, grabs tire or stave and tries to pull it back over to his side. Score a point for the Scout's side who wins each bout.

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HOCKEY STEAL THE BACON

 

Equipment: Two Scout staves or 5‑foot poles, beanbag.

Method: The basic idea is like regular Steal the Bacon.  In this game, however, the bacon is the beanbag puck. One stave is laid in front of each team. When the leader calls a number, players with that number grab their team's stave, race to the puck, and try to sweep it back to their goal line.

Scoring: 1 point for each goal.

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BLACKOUT FUN

 

Here are five ideas that can be made into patrol or troop games. Each idea requires blindfolding each contestant.

1. Identify correctly sudden sharp noise or series of noises made by dropping items, striking a match, pouring water, etc.

2. Walk prescribed number of steps, turn around, and walk back to exact starting place.

3. Prepare small cans with different ingredients, such as ground coffee, onions, cloves, mint, etc. Have the contestants identify ingredients by smell.

4. Pick up several objects observed at distance of about 15 feet. (Have Scouts look at the objects before they are blindfolded.)

5. While blindfolded, have patrols write names and addresses of all patrol members.

Scoring: Develop your own scoring system best suited for these games.

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READ IT, DO IT!

 

Equipment: As needed, see below.

Method: Divide each patrol into two teams, senders and receivers, and station them at least 20 yards apart. Patrol leader decides on signaling method for his patrol and gets necessary equipment.

On signal, the first sender in each patrol sends a simple message calling for some action. (Example: "Salute me.") When receiver gets the message, he does the action. Then the next sender sends a new message ("Tie knot") which second receiver does. Continue until all patrol members have sent one message and received one and done the required action.

Scoring: First patrol finished wins.

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STAR HUNT

 

Equipment: Flashlight with a strong focusing beam.

Method: On a clear night, patrols gather around a leader who knows the major constellations. He shines the light at a constellation. Each patrol quickly huddles to decide on the name of the constellation, then gives its patrol call and announces the constellation's name

Scoring: 1 point for each constellation identified correctly.

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CROSSING THE ALLIGATOR PIT

 

Equipment: For each patrol, three spars 6 to 8 feet long, three 6‑foot lashing ropes, four guy ropes.

Method: Mark the "alligator pit" on the ground; it should be 20 feet across and as wide as necessary to accommodate your patrols. Patrols line up on one side of the pit. On signal, they lash together a triangular "walker," using a shear lashing at top, diagonal lashings for the crossbar. Near the top, they attach four guy lines, using two half hitches. The patrol then stands the walker upright and one member climbs on the crossbar. One or two Scouts man each guy line and "walk" the walker across the pit by tipping it from side to side and moving it forward.

Scoring: First patrol finished wins. Note: This can be a timed contest if you don't have enough spars for all patrols.

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PATROLO

 

Equipment: Volleyball or soccer ball, patrol flags.

Method: Mark out playing field, 40 feet square or larger. Goal squares are 5 to 6 feet on a side. In the center of each goal square, plant the patrol's flag staff about 3 inches into the ground.

Object of the game is to knock over the opposing patrol's flag by hitting it with the ball. Rules: Ball must be passed by hand, punches, or headed - no kicking; no running with the ball; only the goalie may be in his square; no tackling, shoving, or tripping. When ball goes out of bounds, it is thrown in as in soccer.

Scoring: 1 point for knocking over the opponent's flag.

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MUSCLE MEDLEY

 

Equipment: Tape measure.

Method: Each patrol member does as many pull‑ups as possible within 1 minute; as many sit‑ups as possible within 1 minute; and makes one standing long jump. (To save time, have several members compete at once, with leaders or other Scouts counting and measuring.) The exercises should be done as explained on pages 393‑4 of The Official Boy Scout Handbook.

Scoring: Each Scout's score is figured by counting 1 point for each pull‑up, 1 point for each five sit‑ups; and 1 point for each inch past the "excellent" standard for his age (page 396, Boy Scout Handbook). The patrol's score is the average of all members' scores.

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MOW THE MAN DOWN

 

Equipment: For each patrol, Scout stave or broomstick.

Method: Patrols line up relay fashion. On signal, Scouts 1 and 2 grasp the stave, one at each end. Holding the stave just below knee level, they walk quickly to the rear of the line while their patrol mates jump over it. At the end, Scout 1 stays there and Scout 2 races with the stave to the head of the line. He and Scout 3 repeat the action. Continue until all Scouts have raced and the patrol is in its original order.

Scoring: First patrol finished wins.

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STANDING JUMP RELAY

Method: Draw a starting line on the ground. Patrols line up he hind it. First patrol member jumps, using the standing long jump method with feet together. The second patrol member then jumps from the rear most mark made by the first Scout (that is, from where his heels or hands touched ground nearest the starting line). And so on, until eight jumps have been made.

Scoring: Patrol jumping farthest distance wins.

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HUMAN OBSTACLE RACE

 

Equipment: Stopwatch or other watch that indicates seconds.

Method: This is a series of races in which patrol members form obstacles for the runner, who is one of their patrol mates. (One runner from each patrol competes at a time.) First race: Patrol members stand in a straight line about 5 feet apart and clasp hands. Runner must zigzag through the chain, going under each pair of hands. Second: Patrol members on hands and knees; runner hurdles patrol members one at a time. Third: Patrol members stand with legs spread; runner scrambles under each pair of legs.

Scoring: One point per heat for the winner with the fastest time; patrol with highest score wins when all Scouts have raced.

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STEP ON IT

 

Equipment: For each patrol, three building bricks of three 8‑inch lengths of wooden 2x4s.

Method: Lay out a course about 25 feet long. Patrols line up relay fashion behind starting line. Give first player in each patrol the three blocks. On signal, the Scout puts two blocks on the ground and stands on them. He then puts down the third block and steps forward on it, picks up the old block, and moves it ahead. In this fashion, he proceeds to the finish line where he picks up all three blocks and runs back to his patrol. The next player starts. If a Scout steps on the ground at any time, he must return to the starting line and begin all over.

Scoring: First patrol finishing wins.

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SKIN THE SNAKE

 

Each player stoops over, putting his right hand between his legs and grasping the left hand of the player behind him. At a given signal the last man in line lies down on his back, putting his feet first between the legs of the player in front of him. The line walks backward, straddling the bodies of those behind, boys immediately lying down upon having no more to straddle. When finished, all are lying on their backs. The last man to lie down rises to his feet and strides forward up the line, the rest following as fast as their turn comes. Team which breaks grasp is disqualified.

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HUMAN CHAIN RACE

Method: Patrols line up at the starting line, one Scout behind another. Each Scout reaches between his legs with his right hand and grasps the left hand of the player behind him, thus forming a patrol chain. On signal, the patrol chains race to a turning line and back. If the chain breaks, the patrol must stop and repair it before continuing.

Scoring: Patrol finishing first with chain intact wins.

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BALLOON BATTLE ROYAL

 

Equipment: Balloon and 18‑inch‑long piece of string for each Scout.

Method: Scouts blow up their balloons and help each other tie them to their belts in the rear.  When all balloons are tied, the signal is given to start. Object of the game is to break the balloons of other players with hands and protect your own. All's fair except using any kind of instrument, punching, tackling, and other forms of fighting. When a player's balloon is broken, he drops out.

Scoring: Winner is the last Scout with an inflated balloon

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WINTER CONSTELLATIONS QUIZ

 

Equipment: None if the night sky is clear. If it is not, you need the projectors shown to display winter constellations.

Method: Give patrols 3 minutes to study "The Winter Sky," Official Boy Scout Handbook. Then, if the night is clear, take the patrols outside (in turns and ask them to point out as many constellations as they can find. (Have another activity scheduled for the idle patrols.)

 

PROJECTORS. Use small nails to punch holes in soup cans to show winter constellations. Shine flashlight through open end. Ensure that the holes are punched so that the projected constellations are as they are viewed in real life.

If the night is overcast, show five or more winter constellations indoors with this device. Each patrol writes down its identification.

Scoring: Patrol with the most correct identifications wins.

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NATURE SNAP

 

Equipment: Groundcloth

Method: Patrols are given 5 minutes to go outside near the meeting place and collect as many small nature specimens (one of each) as they can find: pine needles, pine cones, withered leaves, twigs from trees and shrubs, weeds, grass blades, feathers, etc. When all patrols are back, a Scout places a specimen on the ground cloth. If other patrols can match it, they put theirs down and call, "Snap!" If their specimen is a match, they score 5 points; if they can identify it, they score an additional 5 points. (Several patrols can score with the same specimen. Continue until all specimens have been shown.

Scoring: Patrol with highest score wins.

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HAWAIIAN HANDCLAP

 

The players sit in a circle or a line, and set up a 1‑2‑3 rhythm by slapping their knees, clapping their hands, and snapping fingers on the third count. They all do this in unison. Once the rhythm is established, the first player calls a number at the instant he snaps his fingers. Keeping up the rhythm, the player whose number has been called waits until the instant of snapping his fingers to call another number. If a player calls a number too soon or late or doesn't call any number or calls a nonexistent number - all. of which happen frequently  -  he loses his number, goes to the end of the line, and starts again with the bottom number, while others move up a number. The object is to get to be No. 1 and stay there.

A variation - Instead of calling a number, the first player says a word as he snaps his fingers. The player next to him in line says another word, and so on around the circle. The object is to say a word that will complete a sentence.

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HUNT THE CANDY

 

Hide candy, preferably paper‑wrapped, all over the room. Each Scout upon spying a piece must point his nose at it and give his patrol call, whereupon his patrol leader comes and collects it. Patrols finally eat the candy collected.

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IZZY DIZZY RELAY

 

In turn, each member of the patrol runs some distance to a given line, puts one finger on the ground or floor, walks around his finger six times, then runs back to touch off the next Scout. Warning: Beware of falls! It's a good idea to post someone with each patrol who will run alongside each Scout for a few yards after he finishes revolving and catch him if he topples.

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LONG, SHORT, AND ROUND

 

A good game to sharpen alertness, if the leader keeps it moving fast. For each patrol you need two coffee cans or similar containers. Place three objects in one can of each patrol: a long one such as a pencil, a short one such as a toothpick, a round one such as a penny. The patrols line up single file, each Scout a good distance behind the one in front of him. Then they sit down, feet extended, and count off so that each Scout in the patrol has a number. There must be the same set of numbers in each patrol, so some Scouts may need to take two numbers. At the start the can with the objects is at the front and the empty can at the back of the patrol line. To play the game, the leader signals with his arms to indicate long or short or round, then calls a number. Scouts having that number race to their can, pick out the object signaled, transfer it to the can at the other end of the patrol file, and return to place. The first Scout back in place wins a point for his patrol. Keeping track of the location of the objects soon gets to be a mental challenge, and, of course, if a Scout heads for the wrong can he's bound to lose the race.

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LUCK RELAY

 

Patrols line up in relay formation with one member 20‑40 feet in front. Each leader has a coin hidden in one hand. Scouts run forward, tap extended hand of leader. If coin is in that hand, Scout runs back and touches off next Scout. If coin is not in selected hand, he nuns back, starts over, and keeps doing this until he selects correct hand. Leader can change coin hand at will. First patrol through wins. Suggestion - move leaders so they are not opposite their own patrol members.

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OVER AND UNDER RELAY

 

Front player has a ball or other large object - which he passes over his head, using both hands, to the player behind him, and so on down the line. When the last player gets the ball, he runs to the front and passes it between his legs back down the line. Next time over the head, and so on. Ball must be passed, not thrown. First team to regain its original order wins.Variation -Front player always passes over and the next under, and so on alternately.

TREE HUNT

 

Patrols are given 10 minutes (on hike or in camp) to gather one leaf only from each of as many different trees as they can locate. When brought in, they are arranged on the ground or on a blanket and slips of paper with names arranged next to them. The most leaves correctly identified wins.

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TREE SPOTTING

 

During rest on hike or while in camp the troop's nature expert paces a circle with a radius of about 200 feet and identifies and makes a list of trees found within circle. On signal the patrols investigate the section and finally bring in their findings. The best report wins.

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WALKING STATUES

 

Two half‑troop (or patrol) teams start from opposite ends of a room or field, advancing on a leader who stands halfway between them. A team can only advance while the leader is facing the opposite way. He turns around at will, whereupon everyone he faces must be motionless. If he detects the least movement, the guilty party is sent back to the starting line to begin again. This continues until some player reaches the center and touches the leader, thus winning for his team and becoming the next leader.

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WET‑WEATHER FIRE BUILDING

 

Equipment: Wood, Water, Axes, Knives, Matches

 

Run as any normal fire‑building contest, but dunk all wood for 10 seconds in a bucket of water. An added variation to add fun is to sprinkle contestants intermittently with a garden hose to simulate rain. First patrol to successfully build a sustained fire is the winner.

 

BLINDMAN'S KNOTS

 

Equipment: You need a 3‑foot length of rope for each Scout.

 

Each patrol lines up in relay fashion and all Scouts blindfold themselves. For each patrol, a leader passes down the line a familiar knot which the Scouts may finger for up to 10 seconds. They are then given rope and asked to reproduce the knot. Score 1 point for each correct knot.

 

OVERTAKE

 

Equipment: Two similar balls

 

Scouts are in circle formation. Number the Scouts from one to the total playing. Must have even number in the group. All even‑numbered Scouts in the circle make up one team and all odd‑numbered Scouts the other team. Hand a basketball to Scout No. 1. Give the other ball to the even‑numbered Scout on the exact opposite side of the circle. On signal, Scouts pass ball clockwise to members of their team (every other Scout). Both balls will be traveling in the same direction. Object of the game is for one team to pass their ball faster than the other team and eventually overtake the other team's ball.

 

A THREE‑TEAM TAG GAME.

 

Three teams in parallel lines some distance apart. Members of each team are numbered off. Leader calls a number, and the players of that number on each of the end lines try to catch the player of the same number in the middle team. Player to catch him first scores one point for his team. After all numbers have been called, team with fewest points goes in center for the next round.

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RINGLEADER

 

Troop seated in circle. "It" leaves the room. While he is out, Scouts select a ringleader. Scouts make same motions as ringleader while "it" tries to determine which Scout is the leader. Leader must change motions at least every 15 seconds. Ringleader may clap hands, rub head, leg, arm, stomach, pat knee, etc. If "it" can identify the ringleader in three guesses, he can stay "it" for the next round. If he fails, ringleader becomes "it."

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RUBBER BALL RELAY

 

Equpment: Rubber Ball and Pop Bottle per Patrol

 

Patrols line up in relay formation. First Scout in each patrol has a rubber ball in his hand. About 25 feet in front of each patrol is a pop bottle on a chair. On signal, first two Scouts in each patrol place the ball between their foreheads, carry it in this manner without using hands, and deposit it on top of the bottle. Once the ball is on the bottle, one Scout picks the ball up with his hand and runs back to starting line, giving it to the next two Scouts in line, who repeat the process. If the ball is dropped, the pair must pick it up and return to the starting line to start over. First patrol finished is the winner.

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SHIPS IN THE FOG

 

Equipment: Several chairs per Patrol

 

Patrol members are blindfolded in single file with hands on each other's shoulders at some distance from patrol leader, who is not blindfolded. By giving shouted orders, he tries to pilot his patrol through a given harbor mouth formed by two chairs. First patrol through wins. Other chairs may be used as obstacles and the Scout who touches an obstacle can be required to go around the obstacle three times before continuing.

 

STIFF

 

Equipment: Two blocks of wood

 

Leader has two blocks of wood. Scouts move at will within a specified area. The leader stands where he can observe all action. When he claps the two blocks of wood together loudly, all Scouts freeze. If any Scout moves, the leader shouts his name and immediately the rest of the Scouts gang up on the guilty party. The leader is in complete control and, as soon as the offender is caught, he again strikes the blocks together requiring all action to cease as Scouts again freeze. The leader again looks for movement and shouts out the name of another Scout, if he detects motion. If he is unable to distinguish motion, he says "Mill around," which permits Scouts to move at random around the meeting place until he again strikes the blocks together.

 

TAGS

 

Cross Tag - “It" must continue chasing same Scout until he catches him, or until another Scout crosses between them, in which case "it" must catch the Scout who crossed.

Ankle Tag - To escape being tagged, one must grasp another Scout by the ankle. The Scout whose ankle is grasped, however, is liable to be tagged unless he has hold of someone else's ankle. The playing area must be small enough to make the game feasible.

Chain Tag - The first man tagged joins hands with the man who is "it," and later as each man is tagged he is added to the chain. The playing area must be limited so all can be caught finally.

Skunk Tag - Each player holds his nose with one hand, holds up one foot with the other. Player can only be tagged if he lets go with either hand.

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TAKE THE MAT

 

Equipment: Mat or space marked off to stand on/in

 

Two opposing teams line up the same distance from a mat or space about 25 square feet chalked off on the ground. At the leader's signal they rush for the mat and try to place as many men on it as possible. At the end of 1 minute a whistle is blown and the team having the most men on the mat wins. Opponents can be pulled, pushed, or thrown, but clothing must not be grasped.

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LEAF MATCHING

 

Equipment: Large table (or two tables) with seating capacity for two patrols.

Action: Part 1 - Send patrols out to collect one leaf only from as many different trees as they can find. They have 5 minutes to do the job.

Part 2 - One patrol is seated on one side of the table, the other on the other side. Scout from one team holds up a leaf, identifies it, scores 10 points. The first Scout on the other team to hold up a similar leaf scores 5 points for his team. This Scout then holds up a leaf, identifies it, scores as above. If a team identifies incorrectly the leaf it holds up, it scores nothing, but the other team may score 10 points if it corrects the mistake. If a team cannot match opponent's leaf, it misses its turn and opponent holds up another leaf for matching.

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NATURE MEMORY HUNT

 

Equipment: On a large table, spread out a nature display consisting of approximately 20 items, such as:

Acorn cups                                                               Large burdock leaf

Bundle of pine needles                                               Broken bird egg shell

Bird feather                                                               Local wildflower

Fern frond                                                                 Local wild berry or nut, etc.

Action: Part 1- Patrol has 5 minutes to observe the display, in silence, as Scouts try to memorize the items.

Part 2 - After a huddle, Scouts scatter for 10 minutes to collect corresponding items and place their items next to those in the original display.

Scoring: Patrols with most items in given time win. (If time permits, try to identify the items.)

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EDIBLE PLANTS WHO'S WHO?

 

Equipment: 20 (or more) edible plants in No. 10 tin can, numbered from 1 to 20. Card at each plant gives name of plant and part that is edible, for instance "Cattail pollen for flour, shoots for greens - root (rhizome) for starch." Pencil and paper for boys.

Action: Part 1 - Patrol members walk silently around cans as they read descriptive cards and try to learn plants and edible parts.

Part 2 - All the identifying cards are removed. The patrol again walks around cans. The Scouts try to identify and list all plants and edible parts. Patrol goes into huddle and makes list of plant names and edible parts.

Scoring: 5 points for each plant correctly identified.

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NATURE SCAVENGER HUNT

 

Equipment: Sealed letter for each patrol.

Action: Each patrol is given a sealed letter containing the following instructions: "Greetings, my friends! Your senior patrol leader has contracted a terrible disease. He is suffering from acute mogigraphia and will not get better unless he drinks a dose of my patent antimogigraphia formula. For this I shall need the items from this list within an hour from the moment you read this: 12 pine needles, 6 inches of sassafras branch, 14 dandelion seeds, bit of rabbit fluff, five dead flies...Good luck and good

hunting! (signed) Crambambuly, Witch Doctor." (List should contain about 12 to 20 items, fitting your locality and the season.)

Scoring: Patrol bringing in largest number of items within 1 hour wins.

 

LOG‑ROLLING RELAY

 

Equipment: For each patrol, one log 3 feet long and 12 inches in diameter, eight stakes set in ground in a straight line about 5 - 10 feet apart..

Action: Patrols line up in relay formation facing the course. Two Scouts in each patrol roll the log up the course, between the sets of stakes, around the turning point, and back through the sets of stakes to the starting point where the next pair of Scouts takes over and repeats the process, and so on until eight Scouts have taken part.

Scoring: The first patrol to roll the log four times through the course is the winner.

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LOG‑RAISING RELAY

 

Equipment: For each patrol, a crossbar 10 feet high, a 3‑foot log about 12 inches in diameter, and a 50‑foot length of I/2‑inch rope.

Action: Patrols line up in relay style at starting line, 25 feet from crossbar. On signal the first Scout in each patrol coils rope and throws one end of it over the crossbar. He runs forward and ties one end of rope around the log with a timber hitch. He then hoists log off the ground by pulling on the free end of the rope. After log has cleared ground, he lets it drop, unties timber hitch, pulls rope from crossbar, and carries one end to starting line and touches off next Scout in his patrol, who repeats the performance until all eight members have run the course. Scout failing to throw rope over crossbar after five attempts disqualifies his patrol.Variation: Scouts can be asked to shorten the rope with a sheepshank and to keep th log off of the ground by tying the rope to a peg with a clove hitch of taughtline hitch.

Scoring: First patrol to finish is the winner.

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LOG‑HAULING

 

Equipment: For each patrol one log, 5 to 6 feet long; one rope, 100 feet long. (Or use one log and one rope for all teams, taking time with stopwatch.)

Action: Patrol ties timber hitch around log. Then each Scout ties a bowline‑on‑a‑bight (Man Harness/Butterfly Knot) at intervals along, forming large loops. They place bights over shoulders as harness and drag log 50 feet across finish line.

Scoring: First patrol to cross with all knots tied correctly wins.

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LOG‑CHOPPING RELAY

 

Equipment: For each patrol one 3‑foot log, 10 to 12 inches in diameter, held firmly in place with four stakes, one Explorer (three‑quarter) ax or Hand Ax. Object is to cut log in half with fewest number of strokes.

Action: At signal, Scout No. 1 runs up to log, takes six strokes, sticks ax in log, runs back, touches off No. 2 who runs up, takes six strokes, and so on. Continue until log is cut in two.

Scoring: Patrol cutting log in two with least strokes wins, not the patrol that does it fastest. Stress accuracy over speed.

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COUP EVENTS

 

LOG‑SAWING Events

BOW‑SAW RELAY (cutting 6 inch log disks with bow saw

CROSSCUT‑SAW RELAY cutting 4‑inch disks from 8‑ to 12‑inch log

ROMAN CHARIOT RACE

REACTOR TRANSPORTER

FLAGPOLE RAISING

CHAIN‑GANG RACE

TENT‑PEG DRIVE RELAY

TENT‑PITCHING CONTEST

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"HOT" ISOTOPE TRANSPORT

 

Equipment: Isotope "container" is a log, 6 to 8 inches in diameter, 10 inches long, set in the center of a 20‑foot circle fenced with rope. Transporter is a 2‑ to 3‑inch wide rubber band cut from an inner tube. To this band are tied eight 20‑foot ropes. Object is to pick up isotope container from within circle (supposedly radioactive) and place it in a container on the ground outside of the circle.

Action: Patrol lines up around circle. Each Scout grasps a rope. Under leadership of patrol leader, Scouts pull rope to stretch rubber band, then bring expanded band down over container, relax band to fit tightly around container, then lift and deposit container upright out side of the circle.

Scoring: Patrol doing job in shortest time wins. (Or have several containers. Patrol with the most out in a given time wins.)

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KICK BRIDGE

 

Equipment: Two 12‑foot spars,  four 20‑foot guy line ropes, one 6‑foot rope, one 20‑foot recovery

Action: Patrol ties guy‑lines to top of spar to be upright. It ties upright and horizontal together, with 6‑foot rope, using clove hitches backed up by two half hitches, so horizontal spar hangs loose. Recovery line is tied to free end of horizontal. Two (or four) Scouts man guy‑lines. First Scout to cross runs to upright, swings horizontal across "stream," gets off. Horizontal is swung back for next Scout, etc. Guy‑lines eventually are brought to opposite side.

Scoring: Patrol getting Scouts across in shortest time wins. Deduct for Scouts falling in "water."

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REMOTE CLOVE HITCH TYING

 

Equipment: For each patrol a tree around which a 10 foot‑radius area is staked out, not to be entered; one 50‑foot rope.

Action: Two Scouts grasp rope at either end and are not permitted to let go. Object now is to tie clove hitch around tree without entering circle. Other Scouts are permitted to help with advice and by raising rope as needed. This is a fooler requiring lots of thinking!Variation - Square Knot

Scoring: Patrol finishing first (or in shortest time) wins.

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TWO MAN TYING

 

Equipment: For each patrol a 50‑foot rope.

Action: Two Scouts grasp rope ends and cannot let go. Object is to tie rope ends together with square knot. Other Scouts can help with advice.

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TUG OF WAR

 

Equipment: One very strong rope at least 25 feet long. (NOTE: SCOUTS HAVE BEEN INJURED WHEN ROPES HAVE BROKEN UNDER EXTREME TENSION.  NYLON ROPES WILL STRETCH CONSIDERABLY AND CAN INJURE SCOUTS WHEN THEY SNAP.)