TROOP
174 GAMES
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.
***______________________________***
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.
***______________________________***
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!!!!!
***______________________________***
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)
***______________________________***
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.
***______________________________***
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 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.
***______________________________***
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."
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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."
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
ICE
ACCIDENT
Equipment: For each patrol, 10‑foot rope, staff or broomstick, blanket, arranged casually in comer of ro