From: stolz@fnusgd.fnal.gov
Subject:  GAMES 1 of 2: SCOUTS-L@TCUBVM.BITNET
Organization: P.S.C.
Date: Tue, 1 Sep 1992 21:07:38 GMT
X-Posted-From: fnusgd.fnal.gov
X-Posted-Through: sol.ctr.columbia.edu

This is the SCOUT-L GAMES file from TCUBVM.BITNET .  Since I don't see any 
Internet addresses anywhere, I haven't figured out how to request the file
without going thru' BITNET.  I have done some minor reformatting in order to
remove as many excess bytes as I reasonably could.  It was obviously written
using British Scouting terms.  A Six is the equivalent of a Cub Den.  A bat,
I suspect, is a 'Cricket bat', which is long and flat.  If anyone spots any 
other British terms, let be know.
Mike Stolz  -  stolz@fnboot.fnal.gov - 7/92

---------------------------  Index of Games  --------------------------
MISCELLANEOUS ITEMS
   SIN BIN
   HOW TO GET EQUAL SIZE/ WEIGHT TEAMS
   LEADERS ARE FRAGILE
   GIVING OUT INSTRUCTIONS
   EMERGENCY GAMES BOX
   MOTION DETECTORS
   PRESSURE PAD
   GAMES NEEDING LITTLE OR NO EQUIPMENT
   SPEAK AND DO THE OPPOSITE
   KEEP TALKING
   COLOURED CIRCLES
   CAR TEAM RACE
   CRABS CROWS AND CRANES
   SNAKE DODGE
   TURN TURTLE
   TAIL GRAB
   HUMAN BOAT RACE
   SIGNALS
   CITY TOWN COUNTRY
 
WIDE GAMES
   ELEPHANT HUNT (wide game for cubs)
   MIXED UP NAMES
   BRASS RUBBING RACE
   ROCKETS AND INTERCEPTORS
   NAVAL COMBAT
   LAMP CHICANE
 
RELAY GAMES
   CANDLE AND STRAW RELAY RACE
   CHECKER RELAY
   CUBS ACROSS THE RIVER
   DRIBBLE BALL
   STACKING THE CANS
   TUNNEL BALL
   WHEELBARROW RACE
   HIGHWAYMAN
   FIREMAN, SAVE MY CHILD
 
STRATEGY GAMES
   MOUSE TRAP ATTACK
   MOUSE TRAP FISHING GAME
   SUBMARINES AND MINEFIELDS
   TRADER
   TRADING POST
 
MEMORY GAMES
   SILHOUETTE KIMS GAME
   BATTLESHIP KIMS GAME
   KIMS GAME Variant
   PATIENCE
   COMPASS SKILLS PATIENCE
   IT'S UNDER A CUP
   RUBA DUB DUB
   POST OFFICE
   OBSTACLE COURSE IN THE DARK
 
PENCIL AND PAPER GAMES
   CUB 2000
   MIME and/or KIM'S GAME
   PICTIONARY
   TIME TABLES
   ANAGRAMS
   CIRCLE LINE
 
PARTY GAMES
   PIRATE'S TREASURE MAP
   SOUND EFFECTS
   FIRST PERSON TO ME
   BOAT OR CAR RACE
   ISLANDS
   PASS THE PARCEL UPDATED
   THE LIMBO
   ANIMAL SNAP
   STOP
   CLOTHES PEG PEGGING
   YES NO INTERLUDE
   SWITCH BOX
   IMPROVED SWITCH BOX
 
GAMES WITH WATER
   WATER BOMB FIGHT
   BALLOON VOLLEY BALL
   WATER BALLOON TOSS
   WATER RACE
   TILT
   WATER PISTOL FIGHT
   BUCKET LINE
 
GAMES WITH BATS OR STICKS
   HOCKEY
   2 BALL HOCKEY GAME
   CROCKER
   PANCAKE RACE
   FRENCH CRICKET
   NO BOWLER CRICKET
 
---------------------------  End  of  Index  --------------------------
 
                           GAMES COMPENDIUM
                           ================
 
=======================================================================
MISCELLANEOUS ITEMS
=======================================================================
 
------------------------------
SIN BIN
 
   It is often a problem in games where people are got out that 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 number 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 number off left to right 1  to N.
5/ Tell team 2 to walk in a line anti-clockwise around the hall untill 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.   The other advantage of this
system is, that if lads have to race to the centre then they will have an equal
distance to run. 
 
------------------------------
LEADERS ARE FRAGILE
 
   Please try not to get involved with actually playing the games. Although we
as leaders are probably a lot bigger than the lads, we are also more fragile.  
By this I don't mean that we are all a load of old codgers but, we don't heal
as quickly and our bones are more brittle.  TAKE CARE!!!!! 
 
------------------------------
GIVING OUT INSTRUCTIONS
 
   You will find that prior to starting a game, it will help if you get the
lads to sit down when giving the instructions on how the game is to be played. 
This ensures that they are not walking about or looking somewhere else, and so
they are more likely to be listening to what you are saying. 
 
-----------------------------
EMERGENCY GAMES BOX
 
   Over the years this has proved to be a real blessing.  My box is a small
plastic toolbox.  In this box I have an assortment of bits and pieces with
which I can make up games and other activities at very short notice. Listed
below is a list of items that you could put together to make a similar
emergency games box. 
 
 A large bag of elastic bands.
 Boxes of chalk white and coloured.
 4 candles or night lights, 1 per patrol.
 Boxes of safety matches.
 A miniature cricket bat, wicket and small soft ball for indoor cricket.
 Ball point pens.
 Markers or felt tip pens.
 Short lengths of soft white rope with the ends whipped for knotting games.
 Round balloons.
 Pipe cleaners.
 A reel of cotton for making trip lines for minefields.
 Roll of sticky tape.
 Blu-Tak or similar for sticking things to walls.
 A couple of large dice.
 Blank cards or small sheets of paper for writing instructions.
 Box of thumb tacks or drawing pins.
 A small torch 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
 
------------------------------
MOTION DETECTORS
 
   It is often useful to know when an object has been moved beyond a certain
amount or with what severity it has been moved.  There are many ways of doing
this some of these are listed below: 
 
1/   An oblong tobacco tin with a layer of paper punch chads sprinkled in the
bottom.  A thin layer of something sticky such as syrup is smeared on the
underside of the lid and the lid placed on the tin.  If the tin is tipped over
or subjected to violent movements, some of the bits of papers will stick to the
lid.  Penalty points may then be deducted for the number of chads that are
stuck to the lid of the tin. 
 
2/   A mercury tilt switch can be connected in series with a small
electromagnetic 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 releay 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 electromagnetic 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 swich for this can be made from a spring loaded wooden clothes peg. A
metal drawing pin or thumb tack is pushed into the inside of each jaw and a
wire is connected to each one.  The heads of the drawing pins are the switch
contacts.  A piece of card connected to your trip line is pushed between the
contacts to open the switch.  When a player snags your trip line, the card is
pulled from the jaws of the clothes peg and the circuit is made.  How you fix
the clothes pegs is left for you to decide. 
 
------------------------------
PRESSURE PAD
 
   What devious people we leaders are, but isn't it fun.  How about pressure
pad switches to put on the floor which will switch on a circuit when trodden
on.  You can make these very easily and can throw them away when the game is
finished.  All you need is two sheets of aluminium foil about the size of an A4
sheet of paper for each switch and some paper or plastic drinking straws.  The
aluminium foil should be as flat as possible.  Connect a wire to each sheet
using a small crocodile clip or paper clip.  Lay one sheet on the ground where
it is likely to be trodden on.  On top of this lay some drinking straws, these
are to keep the two sheets apart until they are trodden on.  Lay the second
sheet on top of the straws.  Wires can be taped to the floor or covered with
carpet. 
 
=======================================================================
GAMES NEEDING LITTLE OR NO EQUIPMENT
=======================================================================
 
------------------------------
SPEAK AND DO THE OPPOSITE
 
   I  couldn't think of a better title for this, but it is fun to play both for
kids and adults.  Each team sends a person to challenge a member of another
team.  The person challenging says something like "I AM PATTING MY HEAD" but in
fact they are rubbing their tummy.  The person being challenged has to say in
reply "I AM RUBBING MY TUMMY" and at the same time be patting their head.  If
they fail to do it properly in a given time or get it the wrong way round, then
the challenging team wins a point. 
 
------------------------------
KEEP TALKING
 
   This is a knockout competition, it is played in two's.  Each person has to
keep talking at the other person.  It doesn't matter what they are talking
about, but there must be no repetition or pauses.  You will need a referee to
decide the winner of each pair.  We have played this several times and it has
proved very popular.  Each time we have played it we have been surprised at the
eventual winner.  Often the younger scouts have walked all over the older
scouts in this game. 
 
------------------------------
COLOURED CIRCLES
 
You will need:
   5 different coloured pieces of chalk, Red, Blue, Green, Yellow and Brown.

   Split the troup or pack into equal teams and get them to number themselves
off in their teams.  Then draw a number of coloured circles on the floor,
several of each colour. 
   The leader now calls out an object and a number e.g. "GRASS 2", the number
two in each team now has to run and stand in a circle that matches the colour
of the object.  The first person standing in the correct coloured circle wins a
point for his team.   Suggestions:

 RED    =Blood, Cherries, Ruby       BLUE   =Violet, Sapphire, Electric
 GREEN  =Grass, Emerald, Cuccumber   YELLOW =Lemon, Primrose,Sulphur
 BROWN  =Earth, Potatoe, Leather

   Please remember that some lads may have trouble with colours and so you may 
have to point out which circles are which.
 
------------------------------
CAR TEAM RACE
 
   Sixes stand in teams and are numbered.  Each number is given the name of a
car.  When the number OR the name of the car is called out, they have to race
to the end of the hall and back to their place, using the method they have been
told. e.g.
  1.  Mini-crawl              2.  Volkswagon - hop
  3.  Jaguar-run              4.  Jensen - pigeon steps
  5.  Skoda - walk sideways   6.  Cavalier - skip
 
------------------------------
CRABS CROWS AND CRANES
 
   This is a running about game which is good if you are in a large hall or
outside with a lot of boys.  Split them into two teams, in two lines across the
hall.  There should be a gap of about ten feet between them.  Near each end of
the hall should be a home line for each team.  Don't make it too close to the
wall or they will run into it.  One team are the crows, the other team are the
cranes. 
   If you shout cranes, the cranes team must run to their home line without
getting tagged by the crows team.  Any member of the cranes that gets tagged
has to join the crows team.  If you shout crows, the crows team has to run to
their home line without getting tagged by the cranes team.  Any member of the
crows that gets tagged has to join the cranes team. 
   If you shout crabs they must all stand still.  Anyone that moves must join
the opposing team.  You start off each time with both teams lined up across the
hall facing each other.  The game ends when one team has all the players.  You
can have a lot of fun rolling your RRRRR'S with this. CRRRRRRRRABS,
CRRRRRRROWS, CRRRRRRANES. 
 
------------------------------
SNAKE DODGE
 
You will need:  A ball.

   This is a continuous game with no winners or losers.  Five or six players
stand in a line, in the centre of the circle formed by the rest of the troop or
pack.  Each player in the line puts his arms round the waist of the player in
front.  The object of the game is for the players around the circle to hit the
player at the end of the line or snake, below the knees with the ball.  The
snake can move around inside the circle to make this more difficult. When the
player at the back of the snake is struck by the ball, he leaves the snake and
moves into the circle of throwers and the player who threw the ball, joins on
as the front man of the snake.  The game  carries on for as long as you wish. 
 
------------------------------
TURN TURTLE
 
   If your scouts or cubs like rolling around on the floor then they will love
this quickie.  I would advise activity dress, so as not to dirty uniforms. Pair
the scouts off in size.  One boy in each pair lies on his back on the ground. 
On the word go the other scout has to try and  turn him over onto his stomach. 
The scout on the floor tries to prevent this by spreading out his arms and legs
and moving around on the floor.  No tickling or foul play is allowed. 
 
------------------------------
TAIL GRAB
 
You will need:
   A rope or wool tail for each patrol or six.

   Each patrol stands in a line behind their patrol leader.  Each man holds the
belt or waist of the man in front.  The last man has a tail tucked into his
trousers.  On the word go the patrol leaders have to move around the room and
try to get as many of the other patrols tails as possible.  Any patrols that
break their chain are disqualified.  The winning patrol is the one with the
most tails. 
 
------------------------------
HUMAN BOAT RACE
 
   Each boat is made up of eight to ten players each in full knees bend
position.  Each player has his hands on the shoulders of the man in front.
Facing the line of players in each boat is a 'COX'.  The cox holds the hands of
the front player in the boat.  When the race starts, the boats move forwards by
all players in a boat springing together off both feet.  The cox for each boat
shouts encouragement for his team and calls out the rhythm for the spring.
During the race, any boat that breaks upinto two or more parts is deemed to
have sunk and is disqualified from the race. 
 
------------------------------
SIGNALS
 
You will need:
   Various noise makers such as whistles, rattles and bells.

   This game is similar to the game where you shout out Port and Starboard. 
The players are told what action they must perform when a certain sound is
heard.  Play this a few times with nobody being out, then sart taking out
people who do the wrong action or who are the last ones to do the action. 
 
------------------------------
CITY TOWN COUNTRY
 
   Players sit in two lines team A and Team B, each line numbered 1 to N.
Player 1 in team A says to player number 1 in team B the name of a city, town
or Country. 
   We will suppose for example that he says 'GERMANY".  Player 1 in team B must
now say a town city or country, beginning with the last letter of Germany.  Let
us suppose that he says "YORK".  Player 2 in team A now has to say a city, town
or country beggining with the letter K.  This goes on all the way down the
line.  If a player fails to give a correct answer or duplicates a previous
answer, then a point is awarded to the other team.  When the end of the line is
reached play begins at player number 1 again. 
 
=======================================================================
WIDE GAMES
=======================================================================
 
------------------------------
ELEPHANT HUNT (wide game for cubs)
 
You will need:
   Coloured wool to match up with six's colours
   Talcum powder, 
   Plastic plant identification labels,
   TIME to lay the trail.

   Tell story to the pack about the elephants who have escaped from the local
circus, who have asked for the cubs help in getting the elephants back. The
circus tell us that each elephant is wearing a coloured mat on it's back, each
mat matches one of the sixes colours.  So each six can look for the elephant
wearing their sixes colour on it's back. 
   The cubs then follow a trail of wool, picking up their colours as they go. 
They must not pick up any other colours.  You could tell them how many pieces
they should find.  The trail divides and finally the coloured wool disappears. 
All that can be seen is large (talcum powder) elephants footprints on the
ground.  These all lead to one place where the elephants can clearly be seen,
wearing tatty mats on their backs, (parents or leaders).  But the elephants
have been caught by a gang of thieves who will sell them back to the cubs for
#200 no more, no less. 
   The cubs are then told that they can gather this money from around a certain
bush.  This money is the plastic plant tabs, stuck into the ground around the
bush.  Each label is marked with an amount of money.  Each six must only take
labels to exactly #200 and pay the thieves for their elephant .  They then take
their elephant back to the circus where there is sure to be a reward. 
 
------------------------------
MIXED UP NAMES
 
You will need:
   A name card for each activity base leader and an activity for them to look
    after at that base.

Each of the leaders or the people manning the bases is given a card similar to
the ones described below:
1/  You are "THUNDER FIST".  Tell them they must find "THE KRAKEN".
2/  You are "THE KRAKEN".  Tell them they must find "THORIN".
3/  You are "THORIN".  Tell them they must find "THE HULK".
4/  You are "THE HULK".  Tell them they must find "Robin Hood".
5/  You are "Robin Hood".  Tell them they must find "THUNDER FIST".
   You can of course vary the number of bases that you have.  Each person
manning a base is also given an activity that the cubs or scouts have to
complete at that base.  The base men are sent out and hide within a given area.
The patrols are then sent out, each having been given a different "NAME" to
find.  When a baseman is found, the scouts or cubs have to ask him if he is the
name they are looking for.  If he is not then they have to keep looking.  If he
is then he asks them to complete a simple scouting exercise such as tying a
bowline.  He then gives them the name of the next person they have to find.  A
point is given for completion of an exercise to the satisfaction of the
baseman.  The winning patrol is the one that finds all the basemen and
completes the most tasks. 
 
------------------------------
BRASS RUBBING RACE
 
You will need:
   A sheet of heavy duty paper or brown wrapping paper for each six or patrol 
   A thick wax crayon.

   On the command go, each patrol leaves the hut in search of roadsigns to rub.
 They have to make up the phrase " BE PREPARED " on the sheet of paper. They
have to brass rub the letters onto the sheet of paper with the wax crayon, from
the road signs.  The first patrol back with the completed phrase are the
winners.  This is an excellent game as it makes the scouts think of all the
road names in their locality that might contain the letters they need.  You can
of course use other phrases for repeated use.  It is also a good idea to supply
each patrol with a damp cloth, this is to clean the road sign of wax crayon
should the paper split. 
 
------------------------------
ROCKETS AND INTERCEPTORS
 
You will need:
   A bucket or large tin.
   A large number of coloured balls or plastic clothes pegs all the same colour.
   5 white balls or plastic clothes pegs.
   Skittles or rope to mark off the target area.

   This is played by two teams.  The attacking team are called the rockets and
the defending team are called the interceptors.  The target area is marked off
and the bucket or large tin is placed in the centre.  Only rockets are allowed
to go inside the target area.  Up to four interceptors are allowed to hover
around the target area.  The rockets have a base at which they pick up their
warheads.  Each rocket can carry only one warhead to the target area.  If a
rocket is tagged by an interceptor before going inside the target area, they
must hand over their warhead and return to their base.  20 warhead units in the
bucket or tin destroy the interceptor target area.  All the coloured balls
count for 1 warhead unit.  The five white balls are special multi warheads and
count as 5 warhead units for each white ball.  If the interceptor target area
is not destroyed after 20 minutes then change over the teams so that everyone
has a turn at attacking and defending.  This game is best played where there is
a bit of cover for hiding and creeping up on the target, or at night when
visibility is reduced. 
 
------------------------------
NAVAL COMBAT
 
You will need for each team:
   Coloured wool to be worn on the arm
   6 cards bearing the name "DESTROYER"
   4 cards bearing the name "SUBMARINE"
   2 cards bearing the name "BATTLESHIP"
Instead of cards you could use coloured counters or plastic clothes pegs.

   This is best played with three or more teams.  Each team is given a base
which is their naval shipyard.  Each player is allowed to take one card from
their shipyard to take part in the combat.  When they take a card, they also
take a length of their teams coloured wool to tie round one arm.  A combat area
is marked off in the centre of the field and combat may only take place within
this area.  Combat takes place in the following manner, a player will tag a
player from an opposing team.  Both players then compare their cards as
follows: 
   A battleship takes a destroyer,
   A destroyer takes a submarine
   A submarine takes a battleship.
   The losing boy hands over his piece of wool to the winner and returns to his
shipyard for a new piece of wool.  Combat can only take place between two
players who are each wearing a piece of wool.  If both players have craft of
equal status such as two submarines then it is an even match and there is no
victor, they then have to go and challenge somebody else. A boy can exchange
ships only at his shipyard when he is getting a new piece of wool.  The winning
team is the one which has collected the most pieces of wool at the end of the
game. 
 
------------------------------
LAMP CHICANE
 
You will need:
   4 lamps such as hurricane lamps.

   The game is played in the dark between two teams.  Two lamps are placed
about 100 metres apart.  These are the home bases.  Another two lamps are
placed about 40 metres apart, and at right angles to the first two lamps. They
should be about halfway between the first two lamps.  One team is split into
two, one half going to each home base lamp.  Their object is to get to the
other homebase lamp, without being caught.  They must go between the other two
lamps to get there.  There is no restriction on how far out they go to either
side to get to the other home lamp, but they must go between the two 40 metres
apart lamps.  For each member who reaches the other home base, their team wins
a point. 
 
=======================================================================
RELAY GAMES
=======================================================================
 
------------------------------
CANDLE AND STRAW RELAY RACE
 
You will need:
   1 candle and a box of matches per team and 1 drinking straw per team member.

   Each team member is given a straw.  They have to race to the opposite end of
the hall where their candle and box of matches is located.  They must light the
candle and then blow it out by blowing the flame through the straw. This can
also be played in subdued lighting. 
 
------------------------------
CHECKER RELAY
 
You will need:
   6 wooden checkers  playing pieces per patrol.  We often get these given to 
    us at rummage sales.

   Scouts race up and down the hall in relay fashion, with a pile of 6 checkers
balanced on the back of one hand.  They are not allowed to steady the pile with
the other hand.  The only time they can touch the checkers with the other hand,
is either when they have dropped them and are picking them up, or when they are
transferring the checkers to another scout in their team. 
 
------------------------------
CUBS ACROSS THE RIVER
 
You will need:
   4 card or carpet tile stepping stones
   3 awkward pieces of equipment such as a rucksack, a football and a hoop, 
    for each six.

   Line up sixes with their equipment and draw two lines to represent the
river.  Lay the stepping stones across the river.  Cub 1 carries cub 2 on his
back across the river using the stepping stones.  Cub 2 comes back and picks up
cub 3 plus a piece of equipment.  Cub 3 comes back and picks up cub 4 plus a
piece of equipment and so on until all the cubs have crossed the river.  Those
cubs on the bank should be encouraged to cheer their team on. 
 
------------------------------
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.
 
------------------------------
STACKING THE CANS
 
You will need:
   6 tin cans or drinking chocolate tins with lids per team.

   Patrols or sixes stand in lines.  They have to run to the end of the hall in
relay fashion and each one add a can to the stack.  The winning team is the
first one back with a completed stack and all their team standing to attention.
 You could add a variation to the game by playing two teams at a time and have
the other teams at the sides throwing bean bags or dusters at the piles of
cans.  If you played this variation then you would play against the clock to
see which was the fastest team. 
 
------------------------------
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.
 
------------------------------
WHEELBARROW RACE
 
   Teams stand in lines at one end of the hall.  On the command 'GO', the front
player gets down on his hands.  The second player stands between his legs and
lifts his legs up to waist level.  They now have to go as fast as possible to
the other end of the hall with the front player walking with his hands and the
rear player holding him up like a wheelbarrow.  When they reach the end of the
hall the front player stands up and the rear player runs back to the front of
his team and then becomes the front man of the new wheelbarrow.  This process
is continued until the whole team are at the far end of the hall. 
 
------------------------------
HIGHWAYMAN
 
You will need:
   A short length of lashing rope and a chair for each team.

   Teams stand in lines at one end of the hall.  There is a wooden chair with a
bar back at the other end of the hall opposite each team.  The front player of
each team has a length of rope in one hand.  On the command 'GO' the second
player jumps onto the back of the front player and they race piggy back style
to the chair at the other end of the hall.  The player riding jumps down and
ties one end of the rope around the top bar of the chair using the highwaymans
hitch.  He then jumps back on the other players back, pulls the end of the rope
to free it and they then race back to their team.  The player who was the horse
goes to the back of the team and the player who was the rider now becomes the
horse or front player. 
 
------------------------------
FIREMAN, SAVE MY CHILD
 
You will need:
   A drinking straw for each player 
   Simple paper cutouts of a child, this should be about 1 1/2 to 2 inches
    tall.  The arms and legs should be about 1/2 an inch wide on the figure.

   The game goes like this: The players are divided into two teams and are
formed into two lines. Each team has a pile of the cut-out children on a table
and a drinking straw for each player. Approximately 15-20 feet away from the
start, place a small pail for each team on another table, chair, stool, or
whatever. At the call of "Fireman, save my child", the first player on each
team must pick up a child by sucking up the figure against their straw. While
holding the figure this way, they then run to their respective pail and deposit
their figure in the pail. If they drop the figure en route, they must stop and
pick up their child again, by getting down on the floor and sucking it up with
their straw. After putting their child in the pail, they run back to the
starting line, and the next player picks up his child and repeats the process.
The first team to save all their children is the winner. Have enough figures so
each player gets at least two turns. 
 
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STRATEGY GAMES
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MOUSE TRAP ATTACK
 
You will need:
   4 spring loaded mouse traps per team,
   an endless supply of rolled up paper balls.
 
   We will suppose that there are four teams or patrols of six boys.  They are
spaced at equal distances down the length of the hall.  Each team or patrol has
it's mouse traps cocked at one side of the hall on the floor.  At the other
side of the hall opposite each group of mouse traps are three attacking boys
from each of the other patrols.  These attacking boys are armed with rolled up
balls of paper.  Each patrol is allowed up to three defenders for their mouse
traps.  These defenders must sit on the floor half way between their mouse
traps and the defenders.  The attackers must lob the paper balls over the heads
of the defenders and set off the mouse traps.  The winning patrol is the one
that has the last loaded mouse trap. 
 
------------------------------
MOUSE TRAP FISHING GAME
 
You will need:
   1 spring loaded mouse trap,
   3 bamboo canes,
   3 lengths of string 
   some objects such as plastic botlles to be picked up, for each team.

   You will have to bore a hole or fit a screw eye in one end of each mouse
trap to enable it to be attached to a length of string.  Each team stands at
one side of the hall and the objects they have to collect such as plastic
bottles are on the other side of the river (hall)  The only way that they can
get the objects, is to lash the three bamboo poles together to form a fishing
pole and attach the string with the mouse trap attached to the end.  You will
have to show the scouts how to cock the mouse traps safely or you may have to
do some first aid on bruised fingers. 
 
------------------------------
SUBMARINES AND MINEFIELDS
 
You will need:
   Blindfolds for each member of the minefield.

   You split into two teams teams, one forms a line across the playing field.
They are blindfolded and standing close enough together to touch hands. Each
hand is a mine that will 'destroy' a ship (a member of the other team.) that
team quietly tries to sneak along the line weaving in and out of the mines,
(i.e. between their feet, or between two scouts.)  We once had someone go fetch
a utility ladder and climb over the minefield.   After a minefield team member
uses one hand and hits a ship, that hand is out of play for the round.  Thus
later ships may go through an unprotected area.  Smaller scouts usually win
this one.  When the whole team has gone through or not as the case may be,
change over.  At the end of the game, the winning team is the one that managed
to get the most ships through the minefield. 
 
------------------------------
TRADER
 
You will need:
   4 counters for each boy, red, blue green and yellow, one of each colour.

   When the game starts the boys are given a set time 5 to 10 minutes in which
they are allowed to trade.  They trade in the following manner.  A boy
approaches another boy with a counter in his left fist.  He does not show the
other boy what colour he is holding.  If they agree to trade then they give
each other a counter taking care that they do not show the colour they are
swapping.  Any boys who do not wish to trade simply cross their arms, this
indicates that they are not open for trading.  After the trading period is
ended you show the lads the stockmarket chart shown below and get the lads to
add up their scores. 

Print out the following table and make copies.
   4 Red counters  100 points      4 Blue counters 80 points
   4 Green counters 60 points      4 Yellow counters 50 points
   3 of any colour 40 points       2 of any colour
  15 Single Red 1 point,             Single Blue 2 points,
     Single Green 4 points,          Single yellow 5 points.

   After they have added up their scores and you have found out which scouts
have the highest scores, collect the counters in and hand out one of each
colour again to the scouts.  Now play it again with the scouts knowing the
values and see the difference in tactics.  From time to time you could
introduce jokers, these are White counters.  You place some of these on the
table and the boys are told they can take them if they wish.  The value of
these is unknown until they add up the scores.  You then tell them that they
either get 10 extra points for each White counter they have or minus 10 for
each White counter they hold, much like Bulls and Bears in the stock market.
You can decide if it is going to be a plus or a minus by either tossing a coin
or rolling a dice. 
 
------------------------------
TRADING POST
 
You will need:
   Two price lists, one of things that you are selling and one of things that 
    you are prepared to buy back.
   Various things for the teams to buy.
   You will also need some form of currency such as coloured cards, paper or 
    even beads.

   At the start of the game, each team is given the same amount of currency. 
They then have to decide what they are going to buy from you in order to make
something to sell back to you for a profit.  Most things that you buy back
should result in a profit, but you should put in some items that produce no
profit or even a loss.  As an example of the sort of things on your to buy list
would be a cup of hot tea for the scout leaders.  To do this they will have to
purchase from you matches, tea bags, milk and sugar, a cooking stove, fuel for
the cooking stove, water pot and water. 
 
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MEMORY GAMES
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SILHOUETTE KIMS GAME
 
You will need:
   About twelve different shaped items,
   a sheet or back projection screen and a slide projector or strong light
    (Note clear bulbs are better than pearl ).

   A number of objects are held, one after the other, behind the screen, eg.
scissors, bulldog clip, flower.  After all the objects have been seen, a short
time is given for the lads to write down or tell to the leader, the objects
that they saw in the correct order of viewing. 
 
------------------------------
BATTLESHIP KIMS GAME
 
You will need:
   A table, a piece of chalk and ten items for each six or patrol.

   Each patrol gets a table set up on it's side in their corner as a barrier,
so that the other patrols can't see behind it.  On the floor they draw a 747
grid, and mark horizontal axis A to G and vertical axis 1 to 7.  They then take
ten items and place them at random on their grid.  The patrols ar now given
five minutes to look at each others grids and try and memorise the locations of
as many items as they can.  After five minutes they each retire behind their
barricades.  Each patrol in turn fires three shots.  For a shot they must say
the name of the patrol they are firing at, the grid reference and what item is
at that grid reference.  If they are correct then they capture that item.  Each
patrol only gets 3 shots per round.  After a set number of rounds, the patrol
that has captured the most items are the winners.  Please note that this is a
memory game, no pencils and paper allowed. 
 
------------------------------
KIMS GAME Variant
 
You will need:
   Two bowls or buckets on chairs
   ten mixed item per patrol, six or team.

   Teams or patrols stand in single file facing the front of the hall.  At the
front of the hall facing each team is a bucket or bowl on a chair.  In each
bowl there are ten items (the same items for each team).  At the back of the
hall opposite each team is an empty bucket or bowl. 
   The scout leader calls out an item and the first man in each team has to run
to the front, get that item  place it into the other bucket at the back of the
hall and then run back to the back of his team.  The first team with their man
back get a point. 
   As you continue playing this the objects will be distributed between the
front and the back buckets.  If the scouts have good memories they will
remember what items are in what buckets.  This will save them time.  If an
object is called by the leader and it is in the back bucket then it has to be
placed in the front bucket and vice versa.  The reason for the bucket being on
a chair is so that the scouts can't look in to see what is in the bucket. 
 
------------------------------
PATIENCE
 
You will need:
   A suit of cards Ace to ten for each team,
   one pack of cards will supply four teams.

   The ten cards for each team are layed out at random, face down on a table in
front of them.  One at a time the boys run up and turn over a card. If it is
not the Ace then they turn it face down again and run back to their team and
the next player has a go.  When the ace is turned up they can lay it face up at
the front of the table.  The next card needed is the two and so on. Play
continues until one team has all its cards turned face up in the correct order.
 
------------------------------
COMPASS SKILLS PATIENCE
 
You will need:
   Sets of cards having the compass points printed on them.

   This game is played the same way as the previous game, but this time the
boys have to place the cards at the correct compass position for that card.
Suggested order for laying down cards: 
North, South, East, West, North East, South East, South West, North West.
NNE, SSW, NNW, SSE, ENE, WSW, ESE, WNW
 
------------------------------
IT'S UNDER A CUP
 
You will need:
   A number of plastic cups and objects to fit under them e.g a ball, a ring,
    a key etc.

   Two teams one each side of the hall.  Each team is numbered 1 to N with boys
with the same number on each team of similar size.  The object are placed in
the centre of the hall in a row and the plastic cups placed over them.  The
leader now calls out an object and a number.  The two boys with that number
have to rush to the row of plastic cups, find the correct cup and take the
object to the leader.  The lad who gets the object to the leader wins a point
for his team. 
 
------------------------------
RUBA DUB DUB
 
You will need:
   Twenty four 35mm film cannisters, these should be opaque and all look the 
    same.  Into twelve of these you place a marble, fishing bell or anything 
    that will make a noise when the cannister is shaken.

   The boys sit in a circle and take it in turn to pick up two cannisters at a
time and give them a shake.  If they both rattle then a prize or point is given
to the boy who picked them.  These cannisters are then removed from the game
and the next boy has his turn.  If both cannisters do not rattle then they are
both replaced where they were picked up from and the game continues.  The game
gets more difficult as more are removed as there are then more empty ones left
in the game than ones that rattle.  You could make it more difficult by having
a larger number of containers to begin with.  You could also guild the lilly by
putting numbers on the cannisters but I have not found this to be necessary. 
You can use this as a team game, the winning team being the one with most
points or as individuals against all the rest. 
 
------------------------------
POST OFFICE
 
You will need:
   2 chairs for each patrol or six
   coins adding up to 50 pence for each patrol or six.

   The boys stand in their patrols or sixes, in straight lines across the
middle of the hall.  In front of each patrol is a chair, this chair is the post
office.  On this chair at the beginning of the game is an assortment of coins.
We use coins that add up to 50 pence.  Each teams post office,has the same
number and value of coins.  Behind each patrol is placed another chair, this
chair is the 'BUREAU DE CHANGE'.  The leader calls out a sum of money, say 20
pence.  The front man in each team then runs to the post office and has to
leave 20 pence on the post office chair.  Any extra coins must be taken and
placed on the BUREAU DE CHANGE chair.  On finishing his move the player runs
back and joins the back of his team.  The first man back gets a point for his
team.  If a value is called which is higher than the value on the post office
chair, the boys must run to the BUREAU DE CHANGE to collect the coins they
need.  Great fun can be had by calling out 49, a lot of them will start
counting the coins out, but the smart ones soon realise that they only have to
leave one coin at the BUREAU DE CHANGE to get 49 at the post office.  Calling
out the value that is already at the post office also causes a laugh. 
 
------------------------------
OBSTACLE COURSE IN THE DARK
 
You will need:
   Various items that will fall over easily such as skittles, plastic bottles 
    and short lengths of wood or plastic tube.

   Give each team the same type and number of objects.  Allocate each team a
lane down the length of the hall across which they must lay out the obstacles. 
You could mark these lanes with chairs if you wished.  When the teams have
completed their task, line them up at one end of the hall and then get them to
swap lanes with one of the other teams.  This way if they have made the
obstacle too easy then they will give this advantage away to another team.
After allowing them a minute or two to look at the lane they are in, turn out
the light and get them to walk down the lane to the other end.  The patrol
leader or sixer should be the leader for his team.  At the finish end of the
hall, one of the leaders could flash a torch on and off at random to give them
a bearing.  Points are deducted from each team for the number of obstacles they
have knocked over. 
 
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