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Article #1743

rec.scouting FAQ #3: Games (2/3)

#1743
From: Danny Schwendener
Date: Tue, 12 Jan 1993 02:30
907 lines
51655 bytes
Archive-name: scouting/3_games/part2
Last-Modified: 1992/12/25

This file contains a number of games collected on rec.scouting,
misc.kids and scouts-l, for your Pack, den or troop activities.
Due to its size, this FAQ has been split into two separate
postings.

If you know a good game that hasn't been included in this FAQ,
please do all of us the favour and post it on rec.scouting. Drop me
a copy too to make sure that I include it in this file.

This file is in digested format, like all FAQ files on this newsgroup.
If you're using nn as newsreader, type 'G %" to split the digest into 
individual postings. In bn or rn, typing control-G should cause the 
reader to skip to the next posting within this file.


-- Danny Schwendener         macman@bernina.ethz.ch
   Wolfsmeute Nidau/Glockenhof, Sihlstr. 33, CH-8001 Zurich, Switzerland
   m.h.c. Troop 14, San Francisco

---
------------------------------
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
Subject: Game Compendium -- Relay Games

SEED PLANTING RELAY
 Following a line, or rope on the ground, and by walking heel to toe, each
team member must stop (about every 3 feet and drop a seed in a small
mouthed jar set near the line.  When he reaches the end, he runs back and
taps the next boy on the team.
 
 
POTATO RACE   <--- (note: spelling, no "E", Mr. Quayle ---- he, he!)
 Two teams.  Give each starting player a fork and a potato.  He tosses the
potato into the air and catches it on the fork, takes it off and hands them
to the next player.  First team through wins.
 
CONE RACE
 String paper cones on cords strectched between chairs, or posts.  Each team
member blows cone to the end of the cord, brings it back; next boy does the
same.  First team finished wins.
 
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.
 
 
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!)
 
 
TURKEY FEATHER RELAY
 Divide into relay teams.  First player holds a long turkey feather.  At the
word "Go" each throws his feather, javelin style, toward the finish line.
As soon as it comes to earth, he picks it up and throws it again, and
continues until across the finish line.  He then picks it up and runs back
to his team to give the feather to the next player.

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 and three 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 and a simple paper
                cutout 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.

------------------------------
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
Subject: Game Compendium -- Memory Games

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 and 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.

------------------------------
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
Subject: Game Compendium -- 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 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.

------------------------------
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
Subject: Game Compendium -- 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. and 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.

------------------------------
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
Subject: Game Compendium -- Water Games

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.

------------------------------
From: LISTSERV@TCUBVM.BITNET (Listserv Archives)
Subject: Game Compendium -- 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.

------------------------------
From: Jack W. Weinmann <bk233@CLEVELAND.FREENET.EDU>
Subject: More games

 
Here are more games you may wish to consider.
 
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.
 
 
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.
 
EATING RACE
 
Give each boy two double crackers.  The boy who can eat them all and
whistle, or blow up a balloon wins.
 
FIFTY YARD SWIM
 
Each boy hops on one foot carrying a paper cup of water.  First one over
the finish line wins.  (Could also be done as a relay.)
 
DODGE BALL
 
Divide boys into two teams.  One team makes a circle and the other team
stands inside it.  The boys forming the circle throw a large ball at the
boys inside the circle, who are running around trying not to be hit.  The
inside boys may not catch the ball.  A ball hitting a boy on the head does
not count.  Only boys in the outside circle may catch and throw the  ball.
Boys who are hit join the outside circle and try to hit the inside boys.
 
CENTIPEDES
 
Divide the boys into two teams.  Establish two lines about fifty to one
hundred feet apart.  Line the two teams up on the starting line.  Have the
first four (three or five if needed) boys in each line straddle a
broomstick and with their left hand grasp the stick.  On signal the
centipedes race to the far line, turn around and race back to the finish
line.  The centipede may only advance when all four boys are holding the
broomstick.  Then the next four boys form a centipede and continue the
relay.
 
POTATO JUMP RACE
 
Establish a start and a finish line.  Line the boys up on the starting
line.  Give each boy a potato (ping-pong ball, balloon, etc.) to put
between his knees.  On "Go" see who can jump to the finish line first
without dropping the potato. (May also be done as a relay.)
 
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.
 
NAIL DRIVING RELAY
 
Stand one 2x4 block for each team on eadge and start two or three 16d nails
to the same height in the edge.  Place the blocks about fifteen feet from
the starting line and put a hammer next to eah of the blocks.  On "GO!" one
boy from each team races to the block, picks up the hammer, and swings ONE
blow to drive the nail into the block.  He then lays the hammer down and
returns to his team, tagging the next boy in the relay.  The race
continues, with each boy in turn going as many times as it takes for one
team to drive all of its nails flush into the block.  Be ready to
straighten bent nails.
 
 
DISTANCE CLOVE HITCH
 
Using a very long rope and either a tree or a pole, the object of this game
is to tie a clove hitch around the tree (pole) without getting near the
tree.  Draw a circle around the object that the knot is to be tied to and
tell the boys that they must not go inside that circle.
The knot can be tied, but only through the cooperation and teamwork of the
two boys.  (Hint: One boy is a runner and the other stands in one spot.)
We did this at a Loggers Day for the Boy Scouts and it was as much, if not
more fun for the adults to try it as it was for the boys.  It's not
anywhere as easy as it sounds ---- TRY IT, YOU'LL SEE FO YOURSELF ... 8-)
 
 
I must also thank Indian Nations Council for most of the above games, as
well as those of my previous post to the list.

------------------------------
From: Peter Van Houten <Peter_Van_Houten@SIMULACRUM.WV.TEK.COM>
Subject: Summer Olympics games

Here's a brief description of the games we'll be using in our Summer Olympics.

1)  Water Relay race -- Transport water from point A to point B holding
water can above head.  Water can has small nail holes in bottom edge
resulting in a shower effect on the carrier.  Team that has the most water
average per den wins.
 
2)  Obstacle Course -- Standard obstacle type course described in Ideas
book, with the addition of slip N slide water slide, and Rope swing over
small swimming pool.  Best den average through course wins.
 
3)  Electric Isotope -- Combined teamwork to remove coffee can from center
of circle using ropes tied to small innertube.  Boys cannot cross rope
circle.  Best time wins.
 
4)  Water Balloon Sling Shot Catch -- Using a large slingshot made from
surgical tubing and a inner tube cup, three boys will launch the water
balloons toward the objective.  The objective is three boys holding a small
plastic swimming pool, who will try and catch the water balloons.  The team
with the most catchs wins.
 
5)  4x4 Races -- Using two 4x4's 6'f lengths with robes tied every 12
inches, six boys standing on the 4x4 will attempt to lift and walk a short
distance.  Requires teamwork and cooperative effort.  Fastest time wins.

------------------------------
---
End of part 1, File '3_games'
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From: macman@bernina.ethz.ch (Danny Schwendener)
Subject: rec.scouting FAQ  #3: Games (2/3)
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