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 ro