
All the games in the compendium have been typeset in the same style. Unfortunately this has meant altering some of the games from the authors original text - but this has been kept to a minimum.
[Symbols] Name of Game (Names of games which are the same, but have a
different name)
Author or Source
• The Equipment required for the
game
A description of the game in its simplest form.
Refinement:
An idea to add to the game which makes the games more difficult, or just a bit
more fun.
Variation:
An alternative way to play the game.
The Symbols
Due to the layout of the Compendium, games which are energetic and games which
are quiet are mixed together. As a result symbols are used to allow you to
quickly distinguish between these games. It should be noted that the symbols
offer only a guide and the time taken may vary depending on the number of
players, number of rounds played and how long the players remain interested.
A clock symbol is used for duration, for example:
5 minutes
15 minutes
30 minutes
50 minutes
The amount of activity (how tiring) a game is shown as follows:
Strenuous /
Exhausting
Undemanding /
Slightly tiring
Easy / Relaxing
Easy games tend to be quieter and requiring more thought.
http://www.edinburgh-scout.org.uk/games/index.htmlThe
Games Compendium
Brought to you by your friends at Bonaly Scout Campsite
http://www.bonaly.org.uk/
Index
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Troglodytes
(Burning Bridges, Murder In The Dark)............................................... 63
The games in this chapter are all really easy to set up. Many of them needing no equipment others requiring equipment which you are likely to have at hand.
From: 'Games Galore', BSC publication
• Chalk
Draw a ring 6' in diameter. The contestants enter the ring, stoop over and
grasp their ankles. The object of the game is to push your opponent over or to
make him let go of his ankles. The player is automatically disqualified if he
steps out of the circle.
From: 'Games Galore', BSC publication
• 2 Tennis balls
A player stands in the centre of a circle, holding a tennis ball. He tries to
throw this ball to someone in the circle who will drop it. Another ball is also
being passed around the circle from one boy to another.
The player in the centre may throw his ball to anyone, but he usually throws it
to the boy about to receive the ball being passed around the circle. If either
ball is dropped, the one who dropped it changes places with the boy in the
centre.
• Several soft balls
Divide the scouts into 4 teams. The object of the games is to hit the leaders
with the soft balls. Scouters are situated in each of four corners of hall 4
teams of scouts, each assigned to different a leader. Scouts place themselves
strategically in their quadrant to protect their assigned leader. Once placed,
Scouts are not allowed move thier feet (they can twist and turn to intercept
and throw balls).
Leaders count each time they are struck by ball. Winner is leader with least
amount of hits.
From: 'Games Galore', BSC publication
• A rope per player
• A blindfold per player
The squad is blindfolded. The leader passes down the line, holding a piece of
cord knotted in one of the familiar knots. Each boy may finger it for ten
seconds to discover which knot it is. The squad is then provided with a cord.
At the word "Go" each blind player makes the knot he considers the
right one. The quickest (if correct) wins.
• 2-4 tennis balls
The players stand scattered around the hall with their legs around 2 feet
apart. Each player's legs form a 'bridge' which may be bombed. To bomb a
bridge, a tennis ball must be thrown between the player's legs (hitting a player's legs is not
enough). Once bombed the player is out and must sit down. However, they may
still take part by continuing to throw the tennis balls to bomb other players.
The last player standing is the winner.
To prevent being bombed a player may protect himself using his hands to catch
or deflect the tennis ball. Players may not move their feet or crouch to
prevent being 'hit'.
Balls which are out of reach may be retrieved quickly by the nearest players so
that play can continue. The greater the number of balls the harder and faster
the game becomes.
From: 'Games Galore', BSC publication
• 1 Soccer ball
Divide players into two sides: Attackers and Defenders.
Defenders form a circle, holding hands and facing outward, with their captain
in the centre. Attackers surround the fort at about eight or ten paces distant.
They try to kick a soccer ball into the fort; it may go through the legs of the
defenders or over their heads. If it goes over their heads, the captain may
catch it and throw it out. But if it touches the ground inside the circle, the
fort is captured and the players change sides.
Organise the players into a rectangular grid, or maze, spaced so that they
stand two arms lengths away from their partners in all 4 directions. If you
have an awkward number of players you may leave out up to 2 players - they will
be given roles later in the game. Before the game starts it is best to rehearse
changing the maze:
Start with all the players facing in the same direction with their arms spread
to their sides - this should create a number of rows. On the command 'Turn'
everyone should turn round 90° - don't be too worried which way just as long as
it is a quarter turn. This changes the maze from rows to columns.
Two players a 'cat' and a 'mouse' will run around the maze, the cat trying to
catch and tag the mouse. They may run around the maze and along the lines of
arms but must not pass or stretch across them. You can shout 'Turn' at any
point during the game to change the maze. Thus you may suddenly prevent the
mouse getting caught or put the mouse very close to the cat.
When the mouse is caught start again with another pair or start with a new
mouse and allow the old mouse to 'grow' to a cat.
• A ball
• 2 chairs
Each team has a boy standing on a chair at the opposite end of the room, the
object of the game is for the team to score a goal by having their team member
catch the ball that is tossed to him while on the chair. The ball must be
dribbled to within throwing distance. The catcher must catch the ball while on
the chair.
It's best to have teams of around 6-8 players.
From: G.J.Harewood
This games only belongs here insofar as the boys are likely already arranged in
the right format to play it. The should sit down the length of the hall facing
their partners, with their feet touching those of their partners.
...like so. Starting at the top end of the diagram, upon command, the boys jump
up, and run down the hall over the legs of their team (who may not move those
legs!) and then touch the end of the hall. They run back around the outside,
touch the top wall, and then make their way over any legs back to their place,
whence the next boy may do the same. It's a race.
Note the way I have described it so that each boy must sit down beyond the next
person in his team; this helps prevent cheating by starting early.
This game can be made more interesting by providing simple obstacles around the
two outside edges of the hall, eg car tyres to get through, turned gym benches
to walk along, or chairs to go under.
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 beginning 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.
From: John Holeman
A game I used to play in scouts was the compass game. Everyone stood spread out
around the room and was told to orient themselves to 'north'. North could be
real north or a convenient wall or corner in the room. Everyone except for the
caller and the referees closed their eyes (blindfolded if you don't think the
honor system will work). The caller then calls out a direction, like 'east' and
then everyone turns (eyes still closed) and points in the direction of east.
The referee the goes around and taps the shoulder of anyone not pointing in the
right direction. They are out. The game continues until one player is left. It
gets interesting when you start calling headings and bearings.
This is a good game as it only discriminates by your sense of direction, which
improves as you play.
From: 'Scouting Games' by Sir Robert
Baden-Powell
• 8/16 Poles or a piece of chalk
This game will be found excellent practice in learning the points of the
compass.
Eight staves are arranged in star fashion on the ground all radiating from the
center. One staff should point due North. One Scout now takes up his position
at the outer end of each staff, and represents one of the eight principal
points of the compass. The Scoutmaster now calls out any two points, such as
S.E. and N., and the two Scouts concerned must immediately change places. Any
one moving out of place without his point being named, or moving to a wrong
place or even hesitating, should lose a mark. When changing places, Scouts must
not cross the staves, but must go outside the circle of players. when three
marks have been lost the Scout should fall out. As the game goes on blank
spaces will occur. These will make it slightly more difficult for the remaining
boys. To make the game more difficult sixteen points may be used instead of
eight. When played indoors the lines of the compass may be drawn in chalk on
the floor.
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 a few feet between them. Near each end of the hall
should be a home line. One team are the crows, the other 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.
• 1 ball
• 4 chairs
This is a version of football which can be played indoors using chairs as goal
posts. The rules are much the same as normal football with the exception that
players must be in the crab position. That is on hands and feet with back
towards the ground.
You may like to make additional rules to prevent the goal keeper throwing the
ball too far across the hall. For example, the ball must bounce at least once
on their side of the hall.
From: Jack W. Weinmann
• 1 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 below the
knee join the outside circle and try to hit the inside boys.
Refinement:
Enter a six or patrol into the centre of the circle and time how long a team
can stay in for. Passing the ball across the circle will help catch out the
more agile players!
Similar Games:
See Sin-bin Dodge Ball, Zone Dodge Ball and Snake Dodge
From: 'Games Galore', BSC publication
• 2 different bean bags
The Cubs form a circle. The Leader takes one bean bag (possum) which he starts
on it way round the circle. A moment later he starts the other bean bag (dog).
The dog must catch the possum before it reaches the starting point.
The pack or troop sits in a circle and are numbered in 4's (ie 1,2,3,4,1,2,3,4... ). When a player's number is called he must stand up and run around the circle clockwise trying to catch and tag the player in front. When tagged a player must return to his seat. The cub who is finally left wins. You may need to terminate the round if two of the cubs are too evenly matched.
More participants the better.A detective is chosen.She stands in the center
of a circle of children, all who are sitting down, indian style.Everyone closes
eyes tightly while the adult goes around the outside of the circle of children
and secretly taps one of them.This person is the frog.Adult informs everyone to
open their eyes. Now, the frog's job is to eat the flies; the flies being
the other children in the circle. The dectective's job is to try to gues
which one of the children in the circle is the frog.The frog tries to
"eat" as many flies by making eye contact with other children in the
circle and sticking out his tongue at them without the dectective seeing him.
Once he has stuck his tongue out at someone, they extend their legs straight
forward, or they can lie down, indicating that they have been
"eaten".The detective watches for the frog, while the frog tries to
"eat" as many flies as he can before being discovered.The dectective
gets 3 chances to guess who the frog is.Then, the frog turns into the dectective,
and the adult choses a new frog.
We turn all the lights off in the entire church (including those intended to be
left on permanently). One scout stays in the meeting room and counts to twenty,
the rest of the scouts hide anywhere (except for pre-set off limits areas) in
the building. "It" begins looking for the scouts. Once a scout is
found, he joins "it" in the hunt. The last scout found is the winner.
The scouts especially enjoy jumping out of a dark corner and scaring their
scoutmaster.
From: 'Games Galore', BSC publication
• 1 Knotting rope
All the Cubs sit in a circle. With the exception of one who has the rope. On
"go" he drops the rope at the feet of one of the players, at the same
time calling out the name of a knot. He then commences to hop round the circle,
while the knot is being tied. If tied correctly the tier becomes the hopper.
• 1 Handkerchief
A scout is chosen as the IT. He stands in the center, while the others sit in a
circle. The players toss a handkerchief to one another; making many false moves
and gestures. The IT must touch the handkerchief while in the air. If he does
so, the last to throw becomes IT. The passing cannot be delayed.
From: 'Games Galore', BSC publication
• Chalk
Mark a big circle on the floor. This is the pond. The whole group stands around
the edge. The leader is the referee. When he shouts "In the Pond,"
you all jump into the circle. When he shouts "On the Bank," you all
jump out. But... sometimes he will try and trick you by saying "On the
Pond" or "In the Bank." When he does this, nobody should obey.
Anyone who moves, on a wrong order, is out of the game or may pay a forfeit and
get back in.
• 1 blindfold
• 1 set of keys or tin
filled with pebbles
This is a similar game to 'Whomp'em'. The snake is nominated and must stand
within the circle of players. Another player is the hunter. The hunter calls:
'Rattlesnake!' and the snake must 'reply' by jangling the keys or tin. The
snake may move within the circle to avoid the hunter but doing so may create enough
noise for the funter to find him.
After the hunter has managed to find the snake (or after 2 minutes) a new
hunter is nominated and the old hunter becomes the snake.
From: Mark & Sue; 6th Seaford
St.Lenards East Sussex England.
You get two equal teams, one on each side of the line. The teams link arms, one
person is sent over the and has has to touch one of the pairs of the people on
the other side of the line.The other team can stop them by bring them down to
the ground.When a person is out they sit down at the side. Carry on until one
of the teams are all out.
WARNING: This game is very rough.
From Mike Stolz:
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.
We played this with our Boy Scouts - they loved it. A likeable 8th grade
'motor mouth' won easily, his only competition was our Jr. Asst. Scoutmaster,
who was quoting plays, the Gettysburg address, etc, but eventually ran out of
material. We needed to set down a few ground rules though. The pauses had to
last at least 2 seconds, 'common strings', like letters, numbers, months, etc.
could only be a maximum of 12 in a row, you could not touch your competitor,
and ONLY the (adult) judge could call a boy out for repetition. This is a great
'I need it in a hurry' game!
From: 'Games Galore', BSC publication
• 1 Rope
• Markers for bases
Same teams as baseball, but no bat or ball. Pitcher and batter each have a
piece of rope. Pitcher calls name of knot and throws his rope to anyone in the
field. If batter reaches first with knot tied correctly, he is safe. If knot
tied (correctly) by fielder, reaches first before batter, he is out. If batter
cannot tie knot called, he is out. If fielder cannot tie knot called, batting
side scores one run whatever else happens. Fielders can then return ropes to
second, third or home to "force" base runners. Make sure pitcher
throws rope to all fielders and not too frequently to first base.
From: Dan Mott - Great Salt Lake Council
• A rope per pair of players
This is a game which is played by the the American Indians of Pueblo.
1) Each scout is provided with a
thin rope that is a foot and a half long.
2) Two players sit face to face
with about 8 feet between them. One player holds his rope in front of him and
the other scout is the guesser. When the scout who is the guesser says
"Ready!" the other scout puts his cord behind him and makes any
number of simple, single knots on it, from one to four. The knots are made as
fast as possible and when done, the player brings his empty hand out in front
of him. His opponent guesses how many knots there are on the cord. The guesser
only has one chance.
3) Immediately upon the guess
the rope is held out in front of the player who made the knots, in order to
prove the guess right or wrong. The scout making the knots tries to fool his
opponent by only making one knot, none, or several knots in the time it should
take to make one, in order to fool his opponent. His face can give the
expression that his hands are idle when they are actually busy or vice versa.
4) When playing this game as a
den competition, each player on each team has a turn at knotting and guessing
before the winning side can count coup. A team can have a brief conference
before guessing the number of knots made by the opposing den. In den
competition it is best to have a referee such as the Cubmaster or other leader
to keep track of the score made by each team.
From: Lynne Axel Fitzsimmons
This game comes from a Games book published by the Bharat Scouts and Guides
(India). It is attributed to the Catholic Boy Scouts of Ireland.
Blindfolds (neckers) for half your group.
The Leader is the lighthouse. Half the troop (pack, company) are ships, and put
on the blindfolds at one end of the room. The other half are rocks, and
distribute themselves on the floor between the ships and the lighthouse. Please
ask the rocks to keep their hands and feet in to minimize tripping. The rocks
also should not clump up.
The lighthouse goes "WOO WOO" to guide the ships. The rocks go
"SWISH, SWISH" quietly to warn the ships of their presence. On go,
the ships navigate between the rocks to the lighthouse. If they touch a rock,
they are sunk and must sit on the floor (and go "swish, swish" also).
When all the ships have made it to the lighthouse (or have been sunk), the rocks
and ships switch places.
From: Jacob Procuniar; Troop 767
• A football
• A dark hall
2 teames line up on 2 walls they should be directly facing each other with
about 20 ft. in between. One person called the switcher (not on any team)
must be in control of the lights turning them on or off about every 20 sec. or
whenever they choose. The teams are to try to grab the ball when it is
thrown in by the switcher (the first time the lights are turned off the ball
should be thrown in) and taken in hand to the other teams side and touch the
ball to the opposing team's wall this will give the team with the ball one
win. The teams can only move when the lights are off, if a team member is
caught moving at all while the lights are on, then he is out(it is best to have
the switcher call who is in or out). The team members must crawl at all
times. WARNING: This game is very rough.
From: 'Games Galore', BSC publication
• A small object for each member
of one team (eg. a woggle or pen etc.)
Divide the Pack into two teams. One team to stand with legs apart in a straight
line (feet touching those of the next Cub). In between each Cubs legs is a
small object. The other team are the raiders and have to try to steal the
objects, without being caught. They can take them from any direction. The
defender is not allowed to move his feet, but can try to tag the raider below
the elbow.
• A bean bag or a similar
sized object
Boys sit in sixes in a circle. One boy from each six is given the name of a car
(eg. Ford, Nissan, Rolls, Jaguar, etc.) When that name is called out those boys
get up and run round the circle Various calls are made that the boys have to
react to:
Join the M1- Change direction
Steep Hill- Walk
Puncture- Hop
Fog- Pidgin Steps
Accelerate- Start running
Crash- Collect object
When 'Crash' is called the boys run back through their own place and into
the middle of the circle to pick up some item placed there. Once 'Crash' has
been called the boys can't change the direction they were running in.
From: 'Games Galore', BSC publication
This is a game from Taiwan. Players sit in a circle and start counting round
the circle from "one." If the agreed figure for the game is seven,
each time the number being called includes the figure seven or is a multiple of
seven, the player keeps quiet and clasps his hands together. If anyone makes a
mistake the leader records a point against him.
When the boys become good at this game, add one or two other numbers, so they
will have to keep very sharp not to get caught with numbers four, six and eight
going on at once.
For one number the player clasps hands. For the second number he will put
both hands above his head. For the third number he can nod his head. Most
players will find thinking of two numbers at once difficult enough.
From: "Weasel"; Volzhsky,
Volgograd region, Russia.
• Slip of paper per player
• A set of pens
• A bag or box
Every member of the group puts his or her name on the scrap of paper and put it
in the bag.When everybody has put his/her scrap of paper in the bag and shake
it carefully. Then let your scouts take one of the scraps & secretly read
the name.This person will be her/his secret friend during the game (it may last
for several days). During these days everybody is to please his/her secret
friend, to present him/her with any present & smth. like that.At the end of
the game all players are find out who the secret friend of hers/his is.
This is a game similar to 'Port and Starboard'. Start with all the players
in one corner. When 'One' is called the players must run across the width of
the hall. When 'Two' is called they must run across the length. When 'Three' is
called players must go to the diagonally opposite corner. Allow the players a
little practice before you start to send off players who are the last into the
correct corner and who are standing in the wrong corner.
To make the game more complex shout strings of numbers. For example 'One, One'
and 'Two, Two' brings players to the same corner they started in. 'Three, One,
Two, Two' in the end brings players along the length of the hall. The brighter
players will try to work this out to avoid running all the way.
From: Michael Edward McFee 13e Rockland
and 51e Clarence leader for the Louveteaux (Cubs) and the Eclaireurs
(Scouts) in Association des Scouts du Canada
• A ball
Here is an interesting game that has become quite popular with the various
groups I have been associated with over the years, starting with the one I was
in as a kid. The rules are simple. Everyone is in a circle except for one
person in the middle (usually a leader to start). The person in the leader
has a ball which the leader throws to those in the circle. The leader
must shout out either PUSH or CATCH. The person to whom the ball is
thrown must DO THE OPPOSITE ACTION that was shouted out. That is if the
leader shouts PUSH, the Cub must CATCH the ball. If the leader shouts
CATCH the cub PUSHES the ball. If an error is committed by either
not doing the opposite or stumbling with the ball, The Cub must sit down
or step back and is eliminated from play.
To start, it is wise to give one practice shot each to each player, then randomly select players, shooting the ball at them more than once. The game may sound simple but if the Thrower is cunning it can be quite difficult. The last one standing in the circle is the winner. You can then proceed to find out how many throws this person can handle before he/she is eliminated, and keep a record.
Variation
If the group gets really good at the game, is that the shouter must shout
out 3 words (such as PUSH CATCH PUSH) and the Cub must do the opposite of the
middle one (or the first or last).
From: Alastair Honeybun
• 1 Large ball
Pack is divided into two teams, who sit in parallel lines about four feet
apart, but facing in opposite directions. The feet of each Cub should just
touch the seat of the Cub in front.
A mark is made halfway down the aisle between the two teams. The ball is placed
on this mark. When the Leader calls "row" the players use their inner
hands only and try to drive the ball to the front of their respective teams. If
this is done a goal is scored. The ball must stay on the ground. As a variation
turn the teams around and use the other hands.
The 'opposite' of hide and seek. A few players go and hide in separate
locations. After a delay everyone else sets off to find the hidden scouts. When
one scout finds another he must hide in the same place, until all the players
are hidden.
• 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 start taking out people who
do the wrong action or who are the last ones to do the action.
• 1 ball
• 6 chairs
This is yet another adaptation of the dodge ball game. A player tries hit
another player under knee level with the ball. Once a player is hit he goes
into the sin-bin for a short time. Players may move anywhere in the hall to
avoid the ball, but may not travel with the ball.
The sin-bin is a row of 6 chairs which the scouts stand (or sit) on. At the
start of the game the sin-bin is empty. When the first player is hit he sits on
the foremost chair, the next player out sits in the next chair and so on until
the sin-bin is full. When a player enters a full sin-bin he pushes everyone
along a chair. The player at the front of the 'queue' is pushed out and goes
back into the game. Thus 6 players need to hit before a player who has just
entered the sin-bin can return to the game.
Refinement
Use more than 1 ball.
Refinement
Play in patrols - ask scouts to remember how many times they were hit and award
points to the patrol with the smallest total number.
• 1 ball
This is a continuous game with no winners or losers. Five or six players stand
in a line in the center of a 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.
Variation:
One patrol is in the middle of the circle at a time and the patrols compete to
stay in the circle for the longest time.
Similar Games:
Dodge Ball, Sin-bin Dodge Ball and Zone Dodge Ball
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.
• 1 Felt-tip pen
(non-permanent!)
The pack sits in a circle and are given a number from 1 to n. (n=total number
of players). It is easier for the cubs if the numbers are in sequence and not
random. One cub (number 5) starts by saying 'I am 5 spot and I have no spots,
how many spots does number 8 have?'. Cub number 8 replies in the same manner
and nominates another cub. If one of the cubs takes too long or makes a mistake
he is awarded a spot which is painted on his chin or cheek. He will then have 1
spot. This game is particularly good at cub weekends or holidays since you can
tell which cubs have washed properly!
Refinement:
Use lip-stick instead of felt-tip pen - it gives an extra incentive for the
cubs to get things right.
From: Travis Lauricella
• 1 Ball
Each scout is assigned a number between one and x, x being the number of
scouts. In a circle outside (we circle around a flagpole) one person throws a
ball (tennis, racquet, or similar) as high as he can, straight up, and calls
out a number. The scout whose number is called catches the ball as the rest of
the scouts fun away from him as fast as possible. Once the called scout catches
the ball, he yells "STOP!" at which time all retreating scouts are supposed to stop dead in their tracks. (This is where the
most argument comes in in this game...) The scout with the ball is allowed to
take three really long steps
(more like standing long jumps) so that he can get as close to the nearest
scout as possible. He then attempts to hit the scout with the ball (not in the
head or other vital organs). The scout being shot at is allowed to twist and
bend, but may not move his feet. If the scout is hit, he gets to retrieve the
ball while the rest of the scouts get back in a circle. He is also given a
'spud' or a point. If the scout is missed, the throwing scout chases after the
ball and gets a spud. Once the ball is retrieved, the game begins again, with
the number called and the ball thrown. The scout with the least number of spuds
at the end of the game wins.
• 1 Hat, scarf or some other
'bacon'
Divide the troop into two halves (not three halves, nor one half). Number off
EACH half separately. If there are 30 boys in the troop, then you would have
two groups, each numbered from 1-15. Line them up facing each other, about
30-40 feet apart. In numerical order. Place your 'bacon' between the lines. Now
the field will look kinda like this:
1 2 3 4 5 6 7 8 9 10
X O <== SPL or Scoutmaster
10 9 8 7 6 5 4 3 2 1
The idea is for a scout to go out and retrieve the object.
The SM calls out a number, and each scout with that number runs out and tries
to get the object and go back behind his line.
Once the object is touched, the scout that touched the object can be tagged by
the other scout. There are two ways to win a round: Either get the object and
bring it behind your line without being tagged, or tag the other scout after he
grabs the object and before he makes it past the line.
Variation:
Tell a story instead of just calling out numbers: "Once, THREE scouts went
on a hike. They saw TWO deer and FIVE trees...".
Refinement:
Call out more than one number: It usually ends up with two scouts circling the
object, waiting for an opening, with the other scouts shouting, etc. If nobody
makes a move, call out another number so there will be four scouts instead of
two out there. As for physical builds, strength is NOT a factor in this game,
but speed and planning is.
Variation:
From Mike Stolz
We also play a variation of this game. We put 2 'Bacons' out of different
colors. We then read out True/False questions (often on First Aid, or from the
Tenderfoot or Second Class rank requirements). When we call out a number, the
boys have to make a choice - one Bacon is True, the other is False. If you grab
the wrong color and take it across your line, you lose. Naturally, if you grab
the wrong color and your opponent tags you, HE loses!
Variation:
From:John Castaldi chairman - troop
55 - Tuckahoe, NJ, USA)
Instead of calling numbers, ask questions that result in a number like:
How many leaves on poison ivy?
How many scouts are there in the Buddy system?
How many first aid hurry cases are there?
How many minutes can someone survive without oxygen?
The possibilities are endless - and it's not just another meaningless game that
is a waste of time.
Variation:
Vance Kochenderfer (Eagle Scout, Asst. Scoutmaster Troop 967, Baltimore Area Council)
We made it interesting by doing math problems (2 plus 4 divided by 3 or some
such).
Variation:
>From: Stan Bimson - ASM Troop 406
3 4 5 6 7 8 9 (n) (team A)
2
1
F T O <--- SPL or Scoutmaster
1
2
3 4 5 6 7 8 9 (n) (team B)
No numbers are called, True/False questions are asked of the
next person in line. Good type of questions deal with First Aid, Scouting
history, use of knots, just about anything dealing with Scouting, like
"how far can you go into the woods?"
Questions can slow scout's reaction time leaving the starting position as the
idea is to know whether the answer is T or F. The idea is to take the bacon of
the correct answer, color of the bacon denotes the T and the F bacon. A Scout
taking the correct answer bacon and returning to Home gets a point, if he is
"tagged" then the other team gets the point. If a Scout takes the
wrong answer bacon then the Scout from the other team doesn't have to try and
tag him. Taking the Wrong answer bacon gives the other team a point. But if the
Scout takes the wrong answer bacon and IS tagged by the Scout from the other
team then the Scout's team taking the bacon gets the point even though he
selected incorrectly. Two wrongs don't make a right but I have seen older boys
take the wrong one and then "slip" so that they can get caught.
This opens up many more chance to win even if your team members are the
fastest, it adds the element of knowledge into the game.
• 1 Set of keys
• 1 Blindfold
• 1 Chair (optional)
The cubs sit in a circle around a chair. Place the keys under the chair and sit
a blindfolded cub 'guard' on the chair. Nominate a cub to try to steal the keys
without the guard noticing. If the guard hears him approaching he can point
straight at the cub. He is detected and must return to his seat. Nominate
another player to nominate him (pointing to nominate is best otherwise the
guard may know which way the cub is approaching from). Once a cub successfully
picks up the keys the guard (without blindfold) chases the villain round the
circle once and back to the villain's seat. If the villain gets back without
getting caught he becomes the guard.
To make this game work the guard must point directly at the moving cub waving
an arm around in the general direction is not enough.
Refinement:
Use two guards seated back to back, and more keys if group is large.
From: 'Games Galore', BSC publication
Appoint 3 boys to go "HE". The chase the rest of the Pack around
trying to tag them. If tagged then a boy must stand still, with legs open and
arms out. They can be freed by other untagged players, by the other player
crawling through their open legs. If however the player is tagged while
crawling through then there are two stiff candles at that spot. Vary the number
of chasers according to the number playing.
From:'Scouting Games' by Sir Robert
Baden-Powell
• Several Chairs
Here is the description of a good game for you to play either in your clubrooms
or out of doors. There are about six or nine players, and they all join hands
and form a ring round some object, which will fall over if touched, such as a
footstool stood upright. The players all swing round the stool and each one has
to do his best to make one of the others knock the stool over as they swing
round, at the same time avoiding knocking it down himself. When a boy knocks
over the stool he stands out, and the game goes on until only one player
remains.
Refinement:
We normally play this game so that anyone who touches a chair is out.
Additionally, if the circle breaks the 2 people responsible are out. It is
quite a good idea to build 2 chains, one of smaller scouts and one of larger,
taller scouts so that the small scouts have a better chance.
A troop 53 favorite. In a large, pitch black room, with light switches on each
end, the troop is split in half. Each half gets on their hands and knees near
the light switch that they are protecting. On the Scoutmaster's signal, the
scouts, staying on their hands and knees, attempt to turn on the light on the
other end of the room while protecting their own. Like British Bulldog, this
game can get a bit violent, what with kids fighting in the dark to get to the
switch. This game would probably have to be modified for other meeting areas
(especially those with hard floors!)