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 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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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."
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
FLAG
FOLDING DISPLAY
Equipment: For each patrol a
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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).
***______________________________***
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.
***______________________________***
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’,
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
SUBMARINES
AND MINEFIELDS
***______________________________***
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.
***______________________________***
GRANNY'S
FOOTSTEPS
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
RAINY
DAY
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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
***______________________________***
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.
***______________________________***
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.
***______________________________***
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:
***______________________________***
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
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
WET‑WEATHER
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.
***______________________________***
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."
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.)
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.
***______________________________***
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‑PITCHING
CONTEST
***______________________________***
"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.)
***______________________________***
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."
***______________________________***
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.
***______________________________***
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.
***______________________________***
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.)