From: stolz@fnusgd.fnal.gov
Subject: GAMES 2 of 2: SCOUTS-L@TCUBVM.BITNET
Organization: P.S.C.
Date: Tue, 1 Sep 1992 21:10:14 GMT
X-Posted-From: fnusgd.fnal.gov
X-Posted-Through: sol.ctr.columbia.edu

 - GAMES-L Part 2 -

=======================================================================
PENCIL AND PAPER GAMES
=======================================================================
 
------------------------------
CUB 2000
 
You will need:
   A sheet of paper fanfolded into 6 sections and 
   A pen or pencil, for each six.

   The cubs or beavers sit in a circle in their six.  The sixer is given the
fan folded sheet of paper and a pen.  The rrest of the six close their eyes,
this makes the final result more fun.  The sixer then draws on the first
section, a hat suitable to be worn by a scout in the 21st century.  Paper is
passed onto the next cub who draws the head on the second section.  This is
continued with the shoulders body legs and feet.  Open out the paper at the end
to see the strange 21st century cub that the six have drawn. 
 
------------------------------
MIME and/or KIM'S GAME
 
You will need:
   A sheet of paper and a pen or pencil for each cub, or for sixers only if 
    you do not have enough equipment.
 
   The cubs sit in a circle with paper and pen in front of them on the floor or
just in front of the sixer.  Akela sits in the circle with the lads and takes
imaginary objects out of a sack in front of him and mimes the object. Cubs can
either write the objects down as they are mimed, or wait until the end and then
write them all down. 
Suggested items to mime:
 Hammer and nails, Necklace, Tea cup and saucer, Teapot, Telephone, Powder
 compact, Soap and flannel, Shoes, Watch, Hoola-hoop, Paper clip, Earrings,
 Hair spray and many more, limited only by your ingenuity.
 
------------------------------
PICTIONARY
 
You will need:
   Sheets of paper and a pen or pencil for each patrol or six.

   This is a game which has been commercialised in England.  One member from
each patrol comes up to the scout leader, who whispers a word or phrase to
them.  The patrol member then goes back to his patrol and attempts to draw on a
sheet of paper, what the scout leader said.  They are not allowed to give clues
by actions, speech or writing.  The first patrol to guess correctly win the
point. 
 
------------------------------
TIME TABLES
 
You will need:
   A set of time tables for each patrol or six.
   Paper and pens.
   A pre - prepared set of destinations and arrival times.

   If you go to a couple of your local travel agents, you should be able to
pick up some airline flight time tables.  If you have four patrols then you
will need five copies all the same, one for the leader and one for each of the
patrols.  You have to make up a list of destinations and times that you would
like to arrive there.  Put in some interesting ones that will need flight
changes and different airports.  You could also throw in things like certain
flights only going on certain days.  You could if you prefer, use railway or
bus time tables, but airlines will give you more exotic destinations.  This is
a good training game for teaching the youngsters how to read and use time
tables. 
 
------------------------------
ANAGRAMS
 
You will need:
   Cards with anagrams on pinned around the room
   pen and paper for each player or 1 per team.

   There are so many variations that you can try with this, for example books
of the Bible, rivers, towns, famous people. 
 
------------------------------
CIRCLE LINE
 
You will need:
   6 cards with lists of railway stations on them in two columns,
   Pen and paper for each player or 1 per team.

   In England there is a circular underground line called would you believe it
'The Circle Line' .  The object of the game is for each player or team to make
their way all the way round the circle line.  You start each player or team off
at a different station.  They then have to look at all the cards until they
find their station in the first column, they then have to move across
horizontally on that list to the second column which is the destination
station, this they write down on their paper.  The new station is now the one
they are looking for in all the lists in the first column.  To prevent players
from cheating you can put in a few red herrings ie stations that are not on
that line and which will send them in the wrong direction if they do not play
correctly. 
 
=======================================================================
PARTY GAMES
=======================================================================
 
------------------------------
PIRATE'S TREASURE MAP
 
You will need:
   A map drawn on a large sheet of paper,
   small sticky labels and a pen to write names on the labels.

   Often you will find that at the beginning of a party where you are running
the games, not all the children have arrived when you start.  To overcome this
a game was needed that could be played by the children as they arrived.  I drew
a pirate's treasure map on a sheet of paper that I stuck to a board.  On top of
this I stuck a sheet of clear adhesive film 'FABLON'. Between each game I ask a
few children up and ask them their names.  I write their names onto small
sticky labels about the size of a thumb nail.  The children then stick these
onto the map where they think that the treasure is buried.  At the end of the
games session I turn the map around and show that I had stuck a label on the
back of the map to mark where the treasure was buried. The closest person to
this wins the prize.  If you need to pad it out a little, you can tell a short
story about the pirate coming ashore with his treasure chest, and deciding on
the different places that he might bury his treasure. This game can be used
with any age group.  Because the map is covered in plastic film you can easily
peel the labels off, you can then use the map for repeat shows. 
 
------------------------------
SOUND EFFECTS
 
You will need:
   A tape player and a tape with sounds that you have recorded.

   This is another game that is good at the start of a show if not all the
children have arrived.  Borrow some sound effects records from your local
library.  The B.B.C. do quite a large selection of these records.  They are
used by drama clubs and film makers.  Record different sounds onto a tape
leaving short breaks between each sound.  Put in some easy ones such as a dog
barking and chickens clucking, but put in some hard ones as well, such as
submarine asdic noises and music boxes.  Tell the children, that you are going
to play them sounds from the television and the cinema. The first person with
their hand up, will get the prize if they can say what the sound is.  Tell them
not to put their hand up until they are certain what the sound is.  This game
can be played by any age group.  A variation on this is to use the first few
notes of popular songs. 
 
------------------------------
FIRST PERSON TO ME
 
   This game can be used with large numbers of children.  It keeps them
interested and can play for as long as you have questions.  The object of the
game is for a child to bring you an item that you ask for.  The first child to
you with that item gets the prize.  Listed below are some examples. 
  A Loose tooth
  A rose coloured shirt dress or blouse. (any colour will do)
  A picture of the queen (a coin or banknote)
  Three hands on one wrist (a watch with hands)
  A pair of white socks
  A hairclip

   Tell the children to be very careful that they don't bump into anyone as
they are running up to you.  If you run out of ideas you can look to see what
different people are wearing.  You often find a child that won't join in with
the games as they never win anything.  Choose something that only they have,
this will make them want to take part. 
 
------------------------------
BOAT OR CAR RACE
 
You will need:
   A toy boat or car connected to a long length of string on a roller for each 
    team.

   This is an oldie but very good when you have a large group to keep amused
and interested.  You will need four toy boats or cars.  These are attached to
long lengths of twine which are wound around pieces of dowel or broom handle. 
Rotating the dowel winds on the twine and drags the toy car or boat along the
floor.  Split the group into two teams and sit each team on opposite sides of
the hall.  Choose the biggest person from each team, explaining to the
children, that these people are going to try and win points for their team.  My
boats are red, blue, green and yellow.  The first race we use the red and the
blue boat.  One team is told to shout for the red and the other team to shout
for the blue.  After the first race I change the boats for the other two boats.
 I tell the children that this is to ensure that there was no advantage, as
perhaps the boats could have been different weights.  I then run the new boats
out  and we have another race.  The children get very excited during this game,
but you have complete control.  You only have to direct the two children
running the boats.  The rest of the children are sitting at the sides cheering
their boat in. 
 
------------------------------
ISLANDS
 
You will need:
   Four different coloured skittles or bean bags.
   Four coloured beads or balls to match the colour of the skittles.
   A small cloth bag to keep the balls in.
   A whistle or other noise maker, I use a siren whistle.

   This is a variation on musical chairs, but the kids will not realise this
the way that it is played.  Place the four coloured skittles at the four
corners of your playing area.  Tell the lads that these are islands.  When you
say "GO" they must run around the outside of the four islands in a clockwise
direction, when you shout "CHANGE DIRECTION" they must run the other way round.
When you blow the whistle, they must go and stand next to one of the islands.
You do this a couple of times with no forfeits and nobody out, then you
introduce the bag with the coloured beads.  You reach into the bag and take one
out, all the boys standing next to that colour has to do ten press-ups.  You
then sart them all running again.  This time all the lads who land on the
colour you pick out of the bag are out and have to sit in the middle (This
keeps them out of the way).  You then take away that skittle and it's matching
coloured ball.  The next time round all the lads on the chosen colour have to
do a hand stand.  The next time all the lads on the selected colour are out and
sit in the middle.  You again remove the selected skittle and it's matching
coloured ball.  So you are down to two skittles.  By this time most of the boys
will be out and you just keep playing with the two skittles until you get to a
final winning boy. 
 
------------------------------
PASS THE PARCEL UPDATED
 
You will need:
   A timer or old alarm clock with a loud ring.  This should be in a small box.

   Pass the parcel is a bit old hat but the lads will enjoy this updated
version.  A timing device with a loud alarm connected to it is passed in a box
around the circle.  The person holding the box when the alarm goes off is
either out or has to do a forfeit.  There was a toy put out on the market
several years ago that did just this.  It had some name such as "TIME BOMB" or
"GRENADE" you may have seen it. 
 
------------------------------
THE LIMBO
 
You will need:
   2 upright stands.  These can be made from two pieces of dowel about one and 
    a half metres high with a flat wooden base to make them stand upright. 
    You will need another piece of dowel, flat on one side to act as the bar.
   2 large clothes pegs or bulldog clips to balance the bar on.
   A tape recorder with recorded music.

   Place the two stands about four feet apart.  Put one of the clothes pegs on
each stand at about four feet from the ground.  Balance the bar on the clothes
pegs.  If one clothes peg falls off then use two clothes pegs per stand.  Mark
out the hall with four chairs and tell the players that they must walk around
the outside of all the chairs.  This prevents them bunching up, you only want
one person at a time going under the bar.  To begin you get all the players to
stand in a single line at one side of the hall.  You show them how to go under
the bar, they must lean backwards and bend their knees to get under the bar.
They must not touch the floor with their hands and they must not knock the bar
off, anyone who does so is out.  When everyone has been under the bar once it
is lowered down a few inches and the process repeated  Prizes are give to those
who can get under the bar at the lowest setting.  Ideal for all ages, girls or
boys and can be played with any number.  All you have to do is play the music
and keep lowering the bar as they go around. 
 
------------------------------
ANIMAL SNAP
 
You will need:
   Get several packs of animal snap type picture cards.  You should arrange 
    that you have the same number of each animal card.

   Distribute these cards one to each person but tell them not to look at the
picture.  On the command go they must look at their card and by making the
noise of that animal they must find all the other people in the hall with that
card.  A very noisy game ideal as an ice breaker at mixed parties.  Don't
forget to get your cards back afterwards. 
============================================================================ 
There are quite a few spectator games where only a few take part but the rest
cheer the others on.  Listed below are a few of these.
 
------------------------------
STOP
 
You will need:
   2 sets of large cards.  There are four cards in each set and the letters on
    the cards spell S T O P.

   You get up eight people and stand four on each side of you facing the 
audience.  Give each team member one of the cards from their set of STOP cards.
To start with they should spell out STOP as viewed from the audience.  The idea
is that they have to rearrange themselves to spell out the word that you tell
them.  The first team to finish each word are the winners.  The words you can
have are STOP, TOPS, POST and SPOT.  There is lots of room for fun here, try
telling them to spell a word they are already lined up spelling and see what
happens. 
 
------------------------------
CLOTHES PEG PEGGING
 
You will need:
   Two lengths of rope or clothes line.
   Coloured plastic clothes pegs.

   Have two small groups at the front.  This time they have to peg clothes pegs
on a length of line.  The rest of the kids cheers their team on.  Two people on
each team hold an end of the line the third person dashes to pick up the pegs
and put them on the line.  You can make it more difficult by using coloured
plastic pegs and getting them to peg them on in a certain order.  The team with
the most pegs on correctly in a given time are the winners points are deducted
for every peg that is wrong. 
 
------------------------------
YES NO INTERLUDE
 
You will need:
   A minute timer. 
   a gong to strike when they say "YES" or "NO"

   Only do this with half a dozen kids.  One at a time they have to talk to you
for a minute answering your questions.  They must not say YES or NO to any of
your questions.If  you word your questions correctly then they have to think
very quickly.  Tell them they will be out if they do not answer, if their
answer does not make sense, or if they hesitate. 
 
------------------------------
SWITCH BOX
 
You will need:
   3 table lamp switches push ON/push OFF type, panel mounting.
   1 small bulb and a holder for it.
   A battery of the same voltage as the bulb,
   Connecting wire.
   A small box to fit the whole lot into.

   Drill holes in the top of the box for the three switches and the light.The
switches have the numbers, 1, 2 and 3 painted against them.  Wire the three
switches in series with the lamp and the battery.The battery can be fixed into
the box with a `TERRY` clip or a strip of 'VELCRO' material.  You can solder
the wires to the battery or better still, if the battery has lugs on it, use
crocodile clips.  In use, all three switches must be closed before the bulb
will light.  Get the cubs or scouts in a circle and explain to them that the
box has a brain.  By pressing the switches in the correct sequence, the brain
will cause the bulb to light.  Demonstrate by pressing the switches until the
bulb lights.  Now pick up the box, and tell them that you are going to change
the program.  Press one of the switches and put the box down again.  The bulb
will now be out.  One at a time they take it in turns to come up and press one
switch.  If the bulb lights, then they get a prize or points for their team. If
the first person to come up, presses the switch that you pressed, to switch the
bulb off.  The bulb will light and they will win.  This means that they have a
one in three chance of winning.  If however they press one of the other
switches, it means that two switches are now open and need to be closed before
the bulb will light. 

EXAMPLE. 1
Switch 1 closing will light the lamp.
First person presses switch 1 and wins.

EXAMPLE 2
switch 1 closing will light the lamp.
First person presses switch 2, this means that 1 and 2 are now open.
Second person presses switch 3.  All the switches are now open.
Third person presses switch 2.  1 and 3 are now open.
Fourth person presses switch 1.  Only 3 is open now.
Fifth person presses switch 3 and wins.
 
------------------------------
IMPROVED SWITCH BOX
 
   Available at the present time is a range of L.E.D's (Light Emitting Diodes)
which have a flasher circuit built into them.  These will run off any voltage
between 6 and 12 volts with no series resistor.  The one that I have fitted
into my switch box in place of the lamp, is 8mm in diameter, and it has a light
viewing angle of 140 degrees.  The device is called a "SUPER BRIGHT" red l.e.d.
in the catalogue that I have.  It is also available in 5mm and 10mm sizes. 
There is also an ultra bright device, which is at least twice as bright, but
the viewing angle is only 90 degrees.  All these devices flash at a rate of
about two flashes per second and they are very bright.  I have changed the
battery in my switch box to a PP3 type 9 volt battery.  It is now a much
simpler job to change the battery, as the battery connector just pushes on.
While I was rebuilding the switch box, I wired in another switch at the side of
the box for testing the battery.  This switch is wired across the three
switches that are wired in series.  When you press this switch the l.e.d.
flashes if the battery is ok. 
 
=======================================================================
GAMES WITH WATER
=======================================================================
 
------------------------------
WATER BOMB FIGHT
 
You will need:
   An endless supply of paper squares for the water bombs to be constructed
    from.
   A jug of water for each patrol.

   Each patrol is given the same number of sheets of paper and a jug of water. 
On the word go they have to fold the papers into water bombs.  Fill them with
water and splatter the other patrols.  You will find the instructions for water
bombs in any good origami book and also in many scouting books.  This game is
best played out of doors. 
 
------------------------------
BALLOON VOLLEY BALL
 
You will need:
   A volleyball net or a rope over which the balloons can be tossed.
   An endless supply of balloons a quarter filled with water.

   This is a very messy game and is therefore ideal for hot days at camp. Your
net or  rope is stretched between two poles or trees just above head height. 
You have two teams and one balloon a quarter filled with water.  If you put too
much water into the balloons then they tend to burst too easily. The object of
the game is to lob the balloon over the net and try and soak the opposing team.
 There is a lot of strategy in this game on such things as catching the balloon
without bursting it and ways of lobbing the balloon to make it difficult to
catch.  When the balloon bursts on one side then a point is awarded to the
other side, and a new balloon is brought into play. 
 
------------------------------
WATER BALLOON TOSS
 
You will need:
   An endless supply of balloons a quarter filled with Water.

   Players form two lines facing each other about 2 metres apart.  Players in
line 1 each toss a water balloon to opposite players in line 2.  Any players
who have a balloon burst are out.  After each balloon bursts, a new balloon is
brought into play,  both lines take one step backward and toss again.  Repeat
until only one pair of players remain.  There are on the market very tiny
balloons known as water bombs.  If you are going to use vast quantities, then
these may be more economical to buy than regular balloons. 
 
------------------------------
WATER RACE
 
You will need:
   A bucket of water, a table spoon and a plastic drinking cup for each team.

   Form the players into teams (number and size of teams depends on number of
players available).  players form parallel lines.  Lead player of each line has
a bucket of water next to him and a table spoon in his hand.  At some distance
(10 - 30 meters) from each line is a drinking cup sitting on the ground.  Lead
player gets a spoonful of water and quickly takes (walk or run) the water to
the cup and dumps it in.  He then RUNS back to his line and hands the spoon to
the next player in the line who is now the lead player.  The former lead player
goes to the end of the line.  The whole process is repeated until one team
fills it's cup to overflowing. 
 
------------------------------
TILT
 
You will need:
   A billy can  half filled with water for each team.
   An aluminium foil cake container and 1 Alka-Seltzer tablet  per patrol.

   For each patrol, put an Alka-Seltzer tablets in each foil cake dish and then
float one cake dish in each patrols billy can.  The patrols must now transport
the billycan through an obstacle course without the tablet getting wet or
falling into the  water.  They are not allowed to touch the foil disk or the
tablet.  The patrols could either carry the billy cans by their handles, or if
you are feeling very mean, you could get them to pick them up between two
poles. 
 
------------------------------
WATER PISTOL FIGHT
 
You will need:
   A water pistol or a washing up liquid squeezy bottle for each person playing
   A flack jacket for each player made from a double  sheet of newspaper with 
    a hole in the centre for the players head to go through.
   A supply of water for each team.

   This game should be played out of doors and could come into the wide game
category.  The trouble with shooting type games, is knowing when someone has
been hit.  This is the object of the newspaper flack jackets.  Any hits on the
jacket will be easily visible.  Any players with wet patches on their flack
jackets, are not allowed to fire on an opponent and must return to their home
base for a replacement flack jacket.  The team that has the most dry flack
jackets at the end of the game are the winners.   Obviously you can't use this
idea if it is raining. 
 
------------------------------
BUCKET LINE
 
You will need:
   For each team2 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. 
 
=======================================================================
GAMES WITH BATS OR STICKS
=======================================================================
 
------------------------------
HOCKEY
 
You will need:
   6 hockey sticks and a block of sponge rubber as the puck.

   The troop is split into two teams, and each team numbers off from 1 to 15,
or however many scouts there are.   One hockey stick is placed in each goal
mouth, the other four are placed, two each side of the centre line.   Instead
of a ball, we use a small sponge rubber block.  A kitchen scourer pad is about
the right size.  We have found that it is better than a ball for indoor use, it
doesn`t roll too far and doesn`t cause any damage.  This is placed in the
centre at the start of each game.  No sticks may be raised above ankle height
during play to reduce accidents, any player doing so has commited a foul.  The
scout leader calls out three numbers, eg. 1,2 and 3.  The first number called
is the goalkeeper.  The second number is the defender, and the third number
called is the attacker.  The scouts from each team with those numbers, run and
pick up their sticks and try to get the sponge into the opposite teams goal.
The goal keepers are not allowed out of their goal areas, but they are allowed
to pick up the sponge or kick the ball.  Any scouts commiting a foul of any
sort, have to spend 30 seconds in the Sin bin.  The game continues until a goal
is scored.  The sticks and the sponge puck, are then replaced in their starting
positions, and three new numbers are called.  We continue playing, until each
scout has played in all three positions.  We also play another version of this
game using only four sticks.  In this game we have rush goalies, where the
goalie can come out of his area.  This version is also a very fast game.  When
we play this version we usually put one of the leaders on each team.  Every so
often we call out the leaders number,  as either the goal keeper or the
attacker.  We therefore have a leader and a scout on each side. 
 
------------------------------
2 BALL HOCKEY GAME
 
You will need:
   2 hockey sticks,
   2 balls or sponge pucks,
   4 chairs and
   6 skittles or washing up liquid squeezy bottles.

   Two equal sized numbered teams each side of the hall.  Two chairs each end
for a goal with a hockey stick and puck in each goal mouth.  A line of skittles
between each goal mouth.  When a number is called, the two scouts with that
number race to their goal mouth, pick up the stick and then dribble the puck
between the skittles slalom fashion until they reach the end of the line where
they can shoot at the opposing teams goal. 
 
------------------------------
CROCKER
 
You will need:
   2 stumps a yard apart for the wicket
   A stump for the bowler 8 yards in front of the wicket
   A stump 7 yards to the left of the wicket to run round
   A large ball such as a football
   A baseball bat or rounders bat.

   The ball must be bowled under arm from the bowlers stump.  The batsman
must run round the running round stump, every time he hits the ball in front of
the wicket.  The bowler can bowl as soon as the ball is returned to him.  The
batsman is out if the ball passes between the wicket stumps, it hits his legs
twice (leg before wicket) or if he is caught out, in front of or behind the
wicket.  To speed the game up, you could make the whole team out if someone is
caught out.
 
------------------------------
PANCAKE RACE
 
You will need:
   A bat, frying pan or tennis racket and a ball or frizbee for each team.

   Half of each team stand at one end of the course and half at the other end. 
The first player has to run to the other end and give the frying pan to the
first man at the other end who runs back with it.  This is continued until each
player has run the number of times the leader decides.  On each run the frizbee
or ball must be tossed and caught twice without dropping it.  If the player
drops it on the floor they must go back to where they started from and do their
run again.  On pancake day use real pancakes. 
 
------------------------------
FRENCH CRICKET
 
You will need:
   A cricket bat or baseball bat and a tennis ball

   All players form a circle and the batsman stands in the centre of the circle
facing the player who has the ball first.  The player with the ball can bowl
under arm at the batsmans legs or pass the ball to another player around the
circle to bowl.  The object of the game is to hit the batsmans legs.  The
batsman must stay facing the man who first had the ball, but he is allowed to
move the bat around him to protect his legs.  When the batsmans legs are hit,
he swaps places with the player who bowled the ball. 
 
------------------------------
NO BOWLER CRICKET
 
   Set up as for any other cricket type of game, but in this variant there is
no bowler.  In this version the batsman has to balnce the ball on his bat, flip
the ball in the air and then hit it.  The batsman must run if he hits the ball
or not.  Any fielding team player can stump the batsman if he is not at his
wicket or catch him out.  The batsman may also be out if he drops the ball onto
his own wicket.  When a batsman is out a new batsman, if one is available takes
his place.  When all batsmen are out then teams change over from fielders to
batters.