Games

Here are some ideas for games - some of them have come from other websites, and some from our troop or other troops that we have shared ideas with.

There are links to other websites with games on them on the Resources page.


Outdoor games

Urban navigation (PDF file, 145 kb)

Whistle game

If possible, play in a bushed area - about 10 acres is a good size - during the day. Definite boundaries are required.
One player has the whistle and must blow it every 60 seconds or less, they can travel and hide at will, All other scouts must locate them. Player is caught when simply tagged by a chaser. The tagger then takes the whistle, has 2minutes to escape and the game starts again.
It is fast & furious and very - very - very - very tiring.

Jerra poison ball

You need 1 ball, a rope that crosses the hall and about a dozen or two chairs.

You line up the chairs at both sides of the hall facing each other. The rope is then laid out across the middle of the hall dividing it in two. the troop is divided into to teams one each side.

The normal rules for poison ball apply except that when you get "out" you cross behind the opposing team and stand on the chairs, at which point your team mates can then throw the ball to you and if caught on the full you then return to your team. the team to get the opposing team all on the chairs wins.

This game can go from a 10 min quick game all the way (if evenly matched teams) up to all weekend.

Wounded spy trail

Dye some corn red, spy sets out dropping the red corn (blood) every few paces, the other spies give them a head start and then follow.

Laying a trail

One scout lays a trail with markers (forked sticks etc) and other scouts give them a head start and then follow.

Indoor games

Radioactive floor troop challenge (PDF file, 58kb)

Drama games (PDF file, 52 kb)

Monster

The objective is for the group to form a monster capable of moving or talking.
The group is instructed to join themselves together to make a monster. This monster travels using both its hands and feet and it also makes its own sound before and after it moves. The group must form a monster with one more leg than members of the group and one less arm. (A group of 5 would form a monster with 6 legs and 4 arms to walk). When the monster is created, have it make a noise and move 10 metres or so, stop and make the noise again.

Tower construction

Give them 20 drinking straws, a cup 2 rubber bands and a handful of tacks or pins and give then 20 minutes to construct the tallest tower they can to hold a cup full of water.

The result, a number of groans and moans saying this is stupid. But when each patrol saw the others tower going p it turned into a real us against them competition, and compliments at the end saying that was not as easy as I thought and boy that was FUN

Promise & Law

Write each of the laws on a small bit of paper, then do 5 more with wrong laws on them (that sound close or plausible). Make one colour set per patrol, hide them around the hall, challenge the Patrol to go and take the right ones to make the law up, first correct patrol (only having the right ten, leaving the others behind or putting them back if you did take them) wins.

Australian ice hockey

Freeze water in the bottom of some paper cups. Turn them out of the cups - these are your pucks. Use rolled-up newspapers to whack them with. Have a line across the middle and a goal at each end.

Hugging game

The whole troop stands in a circle and then one persons starts off in and they have to say someones name and then run at them, the person who is being ran at must say somebodys name to get away from the person running at them. If they dont yell somebody elses name out the in time the other person hugs them they are then out etc etc. You cannot try to hug someone right next to you. It's a good game to learn peoples names.

Games to play blindfolded or in the dark

Instruct-a-patrol

Blindfold the Patrol except the PL and get them to instruct the scouts how to do a task such as put up a tent. Try this again with no blindfolds, but no talking, which is easier? Also try putting a Marquee up up-side-down, think about it but it can be done.

Bottle whack

You need 1 x 2 litre bottle per patrol. Half fill it with water and put a small glowstick inside the bottle. Turn the lights off and using a rolled up newspaper the patrol has to get the bottle up the other end of the hall. Trick is they only get 1 hit each and have to run to do it from behind the line. People rush their shot and the bottle ends up going round in circles instead of flying up the hall . First bottle over the line wins.

Whistle call

Out of doors, let each PL have a whistle of a different note from the others, and send him off a hundred yards or so from his Patrol, all of whom (except the PL) are blindfolded if it's not dark. Then the PLs blow their whistles, and their Scouts must find them by the sound, and line up in front of their own PL It is as well not to place the PLs opposite their own Patrols, but to place each PL facing someone else's Patrol.This game may also be played using the Patrol Call instead of a whistle.

Ticking clock

Borrow a clock with a loud tick, and call into the room one Scout from each competing Patrol, all blindfolded. Each boy has to find and touch the clock, whereupon he may remove his bandage and silently watch the others. Then move the clock to another spot in the room, and call in the next lot of players, and so on. Give points for first, second and third, and credit the total, or the average, to the Patrol. Vary this by admitting all the blindfolded patrol at once; points for the first to find the clock.

Night drop

Night drop is an activity that takes up the whole evening.

Scouts are driven off at a secret destination that only the leaders know about. Then we have to make our way through the streets to the finishing destination, where the leaders and other patrols meet us. This activity helps us learn navigation skills as we have to read a map but we don't know what suburb we're in.

Wide games

Wide games are games that are played over a large area and take from an hour to several hours during a hike, or a whole day in camp. They need planning by the Troop Council. The notes below are taken from The Handbook for Scoutmasters (USA), 1937 - not much has changed!

The most popular types are:

Treasure type - each of two or more teams attempts to obtain a treasure and bring it to safety against the opposition of the other teams

Seizure type - each of two teams attempts to bring a treasure from one spot to another, at the same time trying to seize the treasure of the other team which is moving in the opposite direction.

Conquest type - each of two teams attempts to conquer a specified spot of ground defended by the opponents, at the same time keeping the opponents from conquering its own piece of ground.

To plan the game you should:

 

Widegame links

Widegame website - this is a widegame involving scouts from NSW and ACT.

Examples of wide games

Robbers, Peasants and Musketeers

Divide the scouts into 3 groups...Robbers, Peasants and Musketeers. The Robbers wear on them something that reflects foil etc. It has to be in plain view eg. not up a jumper. When you say "Go!", all the robbers pair up with a peasant and run off. The peasants hide the robber somewhere so they know where they are. After about 30 or so seconds, tell the musketeers to go. Their job is to capture all the robbers. The peasants have to walk back to base and collect food (playing cards or something) and give them to their robber without the musketeers knowing. The Musketeers have torches which they use to find the robbers (the reason for the reflective thing). Play for a set amount of time or until all the robbers are caught. If there is one robber not caught by the end, they win. Switch over the people so everyone gets a go.

(copied from a post on Campfire Circle)

 

Reactor Attack...
- Two teams; Red/Blue.
- Each team has a Nuclear Reactor (A milo tin) which they must
defend... while attacking the reactor of the opponents...
- At the start of the game, each side is given 6 radioactive bombs...
(paddle-pop sticks)...
- Aim is to get at least 3 of these bombs into the opponents reactor.
- Attackers MUST carry bomb openly in their hand... it tagged, must
surrender bomb to defender who breaks it in half to disarm it (then
into pocket)
- Defenders can't stay too close to their own reactor (or they will
get radioactive poisioning... leaders keep them at a fair distance)