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Give the command BY HEIGHT-FALL
IN! The tall boys should always fall in at the right. Count twos
and execute "twos right." This will bring the troop into column
of twos, and the No. 1 boys will constitute one team and the No.
2 boys the other. If the troop does not know "twos right" have
the No. 2 boys step I pace to the front, thus forming the teams.
Two parallel chalk lines are
drawn about 30 yards apart, the two teams forming on these lines
facing each other. The idea is to throw a tennis ball, indoor
baseball or basketball at the opponents. If a Scout is hit he is
out of the game. If he catches the ball. however. the thrower is
out. The Scouts throw in turn. each team alternating, beginning
with the tallest Scout of each team, who is the captain of that
team. It is the duty of this captain to shout "Fire!" This is
the signal for his team to dodge as far back of the line as they
wish, and for the other team to throw the ball. After each throw
the team that has been dodging re-forms on the line. No one may
throw or dodge before the captain shouts "Fire!" The best
distance varies greatly with the sort of ball used.
Three large Indian clubs are
arranged on the floor at the corners of an imaginary equilateral
triangle with 15 inch sides. The Scouts form a circle around
these, each Scout gripping his right hand neighbor's left wrist
with his right hand. Thus it will be seen that if the circle
breaks the director can instantly tell who let go. The object of
the game is to pull and crowd some one onto the clubs so they
will be knocked over. The Scout who lets go or knocks down a
club is out of the game. When only three or four are left the
game becomes quite interesting. There are many variations of
this game, one of the best being a chalk circle on the floor.
We were surprised at the
popularity of this old game at a Scout camp one summer. The
variation used was as follows: the players formed a circle
around the blind man and ran round and round until he called
"Halt." He then tried to identify the players by sense of
feeling. The Scouts could move their bodies to avoid the
blindman, but could not move their feet. This game despite its
age is a remarkable developer of observation.
The two teams are formed in
column of twos. An Indian club, book, match box or any other
object that can easily be tipped over is set up about 15 yards
from the head of the column. The front Scout of one team steps
up to a starting line and rolls a ball at the Indian club. After
his turn he goes to the rear of his line. The leading Scout of
the other team does the same and so on. the Scouts rolling in
turn, each team alternating. If the club is knocked down, the
rear Scout of the other team is out of the game.
This adaptation is an excellent
game when something strenuous is needed to let off surplus
steam.
A line is drawn and the two
teams are drawn up !n line facing each other across this. The
idea is to pull the other fellow across the line. When so
captured he is out of the game. Several Scouts can attack one
and it is not an unusual spectacle to see the biggest Scout in
the troop hoisted bodily over the line. Care must be taken not
to step over the line. The game is very popular, probably
because it is death on clean clothes and shirt sleeves.
This is played with cheap
(5cents) baseballs. One is placed in a small chalk circle by the
Scout who is "It." The others roll the balls and try to knock it
out. If they succeed, the "duck is off" and the ball must be
replaced before the players can be tagged on their way back with
their ducks to the line. Or an Indian club can be knocked over
by balls or beanbags.
In the past this has not been
very popular because the poor chap that was "down" didn't have a
fair chance. He had to pick out the man who had slapped him from
a grinning crowd of 15 or 20 -- a task that would stagger Mr.
Holmes himself. The following variation will appeal to lovers of
a square deal: The players form in single file and the first one
bends forward with his head against the wall. The next two step
up and one of these slaps him. He tries to guess the guilty man
If he guesses right the slapper is "down," but if he guesses
wrong the slapper goes to the rear of the line, another Scout
steps forward, and he has to be slapped again.
The two teams face each other
on parallel lines as in "Fire" and each Scout spreads his feet
about 18 inches apart. Each Scout rolls a basketball at the
other team in turn, the teams alternating. If the ball goes
between a Scout's legs, that Scout is out of the game. He can do
nothing to stop the ball as it goes "under the bridge."
All Scouts taking part place
hats or caps in a row. A throwing line is drawn or is marked 15
or 20 feet from the hats. A soft bail and a supply of marbles,
pebbles, or small sticks are provided. These latter are called
"babies."
One Scout is chosen "it"; the
others line up each behind his own hat. "It" throws the ball at
the hats. Each time he throws and misses, a "baby" is placed in
his hat. When the ball lands in a hat, the owner of the hat
takes the ball, while all the other Scouts run away. As quickly
as possible he throws the ball at one of them. If it hits the
Scout, a "baby" is placed in that Scout's hat and he becomes
"it" for the next game. If he misses, a "baby" is placed in his
own hat and he becomes "it" for the next game.
As soon as any Scout has five
"babies" in his hat he is "put through the mill," that is, he
must stand with his back to the players and each player is
allowed a certain number of throws at him with the soft ball.
This number may vary from one to five according to the number of
Scouts playing.
Where hats are not available,
small holes are dug in the ground and the ball is rolled into
them. The game then continues as above. This version is called
Roley Poley.
This is a trial of skill
between two Scouts. They lie on their backs side by side with
elbows locked and heads pointing in opposite directions.
Together they count three. On the first and second count they
bring each inside leg up to a vertical position. On the third
count they vigorously lock legs and attempt to roll the other
fellow up onto his shoulders and thence completely over. It
isn't always the heaviest Scout that wins.
Two boys are blindfolded and
given swatters made by rolling newspapers into the shape of a
bat. The boys lie on the ground and each boy places his free
hand on a base about five inches square, from which base they
must not take the hand during the game. The aim is for the boy
to hit an opponent, preferably on the head, but being
blindfolded he must judge his whereabouts by hearing his
movements. The one who makes the greatest number of hits in a
given time wins.
The players form a circle with
the Scout who is "It" in the middle. A basketball is thrown from
one to the other around the circle and the Scout in the center
tries to touch it. If he is successful, the last Scout to touch
It is now "It." If the ball goes outside the circle the director
is to get it. No Scout may move his feet or break the circle.
The two teams form in single
file, the leading (and tallest) Scouts of each team face to
face, the others behind them according to height. Each Scout
clasps his hands across the Scout ahead of him. The two leaders
lock wrists. The team that pulls the other furthest in a given
time wins.
This idea has been developed in
various ways. The following rules have worked out very well
wherever they have been played: A list of questions is made up
beforehand and divided Into three columns for the three ranks in
Scouting. Four chairs are placed to represent four bases, also a
chair for a pitcher's box if desired. Of course the players'
benches must not be forgotten. The fielders are placed as in
baseball and a Scout comes up to bat. The pitcher asks him a
question according to his rank. If he fails and the catcher
answers it, it is a strike. If the catcher fails also, it is a
ball. If he answers correctly he is allowed to ask a question of
the baseman. These questions to basemen start at first and go
right around the diamond in order as different men come up, but
start at the first baseman every inning. If the baseman "muffs"
the Scout goes to first. If he answers correctly it constitutes
a put out. Scouts advance around the bases by being forced, but
if a man wants to steal he can obtain permission from the umpire
to put a question to the next baseman. If the baseman fails the
runner takes one base, but if he answers correctly the runner is
out. In like manner if a baseman wants to try a put out on a
runner who has an imaginary "lead" he can put a question to the
runner. If the runner answers correctly he advances one base, if
not he is out. The Scoutmaster will act as umpire.
The teams form in column of
twos. A milk cracker is given each Scout. At the word "Go" the
first two have to eat their crackers and whistle. As soon as a
Scout whistles the next one on his team may eat his cracker. The
team that finishes first. including the last whistle, wins. A
suitable prize has been found to be a glass of water.
A circle is formed. and the
Scout who is "It' is given a handkerchief with a knot in one
corner. The others place their hands behind them and look up at
the ceiling as he passes behind them around the circle. He
places the handkerchief in the hands of some Scout who
immediately chases his left hand neighbor completely around the
ring, beating him over the head with the knotted end of the
handkerchief. Then the one with the handkerchief gives it to
someone else, and so on. Making a large hard knot, soaking same
in water or enclosing in its folds a marble or two should be
gently but firmly discouraged.
The Scouts form in a double
circle, that is, each Scout has another fellow back of him.
There is also a Scout who is "It" and one that he is chasing
whom we will call the runner. If the runner can get in front of
any of the "two deep" units forming the circle he is safe and
the third or rear boy of that unit becomes the runner. Thus it
will be seen that the boy who is "It" has to chase several
runners before he is lucky enough to tag one, thus making him
"It."
This is similar to knot tag. A
circle is formed, a Scout is chosen to be "It" and one to be the
runner for him to chase. When the runner succeeds in stepping
into the circle at any point the Scout to his left instantly
becomes the runner. This game also reminds one of three deep.
One Scout faces the wall with
his head bent down. The others take turns throwing a soft ball
at him. If a Scout misses he is "It." If he hits, the boy who is
"It" tries to guess who threw. If he hits on the right boy that
boy is "It." The Scoutmaster should tell who is to throw, trying
to give each one an even chance. If the bail is thrown in order
it will be easy to determine who threw.
The teams line up as in "fire."
One team about faces and may or may not bend over as agreed
upon. The other team tries to hit one of them in the back with a
soft ball thrown underhand. Scouts who get hit or who miss their
throw are out. After each throw both teams about face and the
other team throws the ball, the Scouts throwing in turn, the
teams alternating. The object is to eliminate all the Scouts in
the opposing team.
Line the teams up as for an old
fashioned spelling bee. The Scoutmaster puts Scouting questions
to the Scouts according to their rank. If a Scout fails, the
question goes to the next man of the other team of the same
rank, and the Scout who failed is "spelled down." This game may
be played with knots, each Scout having a small piece of rope,
and being required to tie a certain knot. And still another is
good -- give each Scout instructions to apply a triangular
bandage to his right or left-hand neighbor. using the above
rules to eliminate the ones that fail.
Scouts form in 2 lines facing
each other across the room or open space. Tall Scouts are
opposite each other, grading down to the little chaps on the far
end of the lines. A Scout hat is placed in the center of the
field or room. and at the word "go" a Scout from each team runs
out to the hat. Turns are taken by starting at the "tall" end of
the line and so on to the end then begin again.
The object is to get away with
the hat and bring it across your own line without being tagged
by the opponent. If you touch the hat you may be tagged and are
out of the game. If your opponent gets away with the hat you are
out also. Eliminate players until one team is wiped out.
This one of the very best Scout
games, either for indoor or outdoor work.
In this tag game the first man
tagged joins hands with the boy who is "It" and later as each
boy is tagged he is added to the chain. Soon only a few remain
who are not caught and the awkward efforts of the unwieldy
"chain" to capture these causes much amusement.
A lion is represented by one
Scout, who goes out with tracking irons on his feet, and a
pocketful of corn or peas, and six lawn-tennis balls or rag
balls. He is allowed half an hour's start, and then the Patrol
go after him, following his spoor, each armed with one tennis
ball with which to shoot him when they find him. The lion may
hide or creep about or run, just as he feels inclined, but
whenever the ground is hard or very grassy he must drop a few
grains of corn every few yards to show the trail.
If the hunters fail to come up
to him neither wins the game. When they come near to his lair
the lion fires at them with his tennis balls, and the moment a
hunter is hit he must fall out dead and cannot throw his tennis
ball. If the lion gets hit by a hunter's tennis ball he is
wounded and if he gets wounded three times he is killed.
Tennis balls may be fired only
once; they cannot be picked up and fired again in the same
fight. Bean bags are a good substitute for tennis balls. Made up
in bright colors they are hard to lose.
Each Scout must collect and
hand in his tennis balls after the game. In winter, if there is
snow, this game can be played without tracking irons. and using
snowballs instead of tennis balls.
The rules for this game are too
well known to need repetition. The game is listed as a reminder
to Scoutmasters. In one summer camp the leader found that the
boys were liable to become careless in throwing the stones and
some were hurt. He finally hit on the plan of using tins cans,
the sort that are opened by prying off the top. All sharp edges
were removed, and because of the convenience in standing them on
end they served very well.
No camp of any permanence can
afford to be without this game. Old horseshoes make a good
substitute for the regulation quoits.
This is one of the popular
Scout outdoor games. Two groups are sent some distance apart and
proceed to work toward each other, the side which first sees the
other being the winner.
While on a hike the Scoutmaster
announces that he will give points for the identification of
trees, flowers, birds, ferns and animals. The number given will
be decided by the Scoutmaster and will depend upon how difficult
he considers the identification to be. The season will also
govern this. For instance, a tree is harder to identify without
the leaves. and a flower out of season might be difficult to
place. At the end of a certain time, say 15 minutes, the Scout
with the most points wins. This game will show up the ones that
don't know how to use their eyes.
Two lines are drawn about 10
yards apart, the space back of one being the stockade and the
space back of the other being the Indian 'village'. The neutral
apace between the two is dangerous to both, but of course each
is "safe" in his own territory. Each party makes raids into the
neutral territory and captures members of the other team,
bringing them bodily into their headquarters. At the end of 5
minutes the team that has captured the most of the other boys
wins. A captured boy is out of the game.
This is another Indian game,
and should be played where there is plenty of good cover, and
yet not too thick undergrowth for moving rapidly. Two good
Scouts have to deliver an imaginary message to the Scoutmaster,
and all the rest of the troop act as the Indian, and do all they
can to prevent either Scout coming through.
The "Scouts" take up a position
several hundred yards away and do not start until the
Scoutmaster blows a whistle. The Indians spread out in a long
line about half way between the "Scouts" and the Scoutmaster,
and may not come any nearer the Scoutmaster, but start for the
Scouts if they wish when the whistle is blown. To win, the
Indians must catch and hold both Scouts. "Scouts" are appointed
each time, or may be those who do most to capture the previous
"Scouts." With two Scoutmasters on the ground real messages may
be transmitted.
This is a patrol contest, and
may be elaborated ad. lib. There should be two cross country
runners, a reader, sender, receiver and writer on each team. A
runner of each team is posted with the Scoutmaster. The signal
readers and senders of both teams are posted about 1/8 of a
mile, say, north of the Scoutmaster. The receiver, writer and
runner of one team are located 1/8 of a mile to the west of the
sending station and in plain sight of it. The corresponding
Scouts of the other team take up a corresponding position, to
the east.
The Scoutmaster gives the same
written message to each runner, and these run to the readers of
their team. The message is read, sent, received and written
down, turned over to the other runner and brought back to the
Scoutmaster, thus making a sort of triangular journey, More
runners, or even another signal team may be added if desired.
This excellent game may be
briefly described. One Scout is given 5 minutes to hide himself
in a certain clearly defined territory. The Scout who finds him
is to hide next time, unless the hider cannot be found, in which
case be hides again.
A good game for soft turf, but
dangerous on hard ground. Each knight mounts another Scout
pick-a-back and all try to unseat the other knights by pulling
and pushing. The one maintaining his position the longest is the
winner of the Tournament.
Instead of using Indian Clubs
as described under "Indoor Games" take a stick about three feet
high and sharpen one end. Stick this into the ground very
lightly so that the least touch will send it over. To prevent
accidents the stick should be too long to lump over. The game is
played just the same as poison.
These games are included
through the courtesy of the Seminar Press, Springfield. Mass.,
and were collected for Cantonment use by Professors Elmer Berry,
0. L. Fritach and G. B. Affleck of the Y.M.C.A College.
Play with a medicine ball or
basketball. Boys in line in straddle position. Ball passed over
head from boy to boy. Last boy receiving ball vaults over the
line as they stand in stooped position. Others continue until
first boy finishes.
Boys in same position. Bail is
passed between legs and last boy crawls through, pushing ball
ahead with head and hands. Others continue.
Same formation. Ball is passed
either between legs or over head. Last boy runs in and out
through the line. and others continue.
Same formation except that
bails are alternately passed over head and between the legs.
Last boy vaults over one and crawls between legs of next boy.
Others continue
Same position. Ball is passed
through line between legs. Last boy tucks ball between knees,
jumping on side of line to front, and others continue.
Same as above, except that last
boy butts ball along side of line with head, not being allowed
to use hands.
Same position. Ball is passed
between legs, last boy running to front of line. Others continue
same.
Players stand in stoop-stand
position as first boy straddle vaults over backs, he getting
down on end of line and second boy beginning to leap frog jump
over line, so continuing until all boys have had their turn
jumping over backs of others.
Various combinations can be
used.
All boys in line stoop over,
grasping the left hand of player in back with his right between
legs. Last boy lies down. Line continues backing until all are
lying. Return to starting position, all standing. (This should
be executed as quickly as possible.)
Grasp leg of team mate by the
ankles. He runs forward on hands, forming a human wheelbarrow.
a -- Column of six or eight
boys, or even more, may
be used. Line forms closely
together, with arms about waist of boy in front.
b -- A long pole between legs
of all boys.
c -- A rope between legs of all
boys.
Each boy in line stoops
forward, grasping the boy in front around ankles. Continue to
race, keeping time same as in Centipede Race. Six or eight boys
are usually used on a team.
First player with a baseball
bat or stick of about the same length runs a distance behind a
line; there he stops and places his chin on the end of the bat
or puts finger on chalk mark on floor making five revolutions
quickly around bat; he then runs back passing bat to next player
in line.
Three boys are placed as human
obstacles in line with team, at intervals of ten yards; the
first in position of attention, the second In leap-frog position
and the third in straddle position. Players are required to run
around the first boy, leap over the second and crawl between the
legs of the third; then run around an object, returning and
tagging the next player, who repeats. For variety include a
somersault.
Boys form circle two deep, each
two locking arms. An extra boy starts as runner, another being
"It." The runner locks arms with one of the couples, making it
necessary for the third boy to become the runner
Form circle, two deep. Rear boy
places arms around waist of Scout in front. Runner and player
"It" on outside. Runner attempts to catch on to rear player,
making front boy of the two the runner.
The name of this game comes
from the fact that the players turn and twist away, attempting
to prevent runner from attaching to rear boy.
The circle of boys is formed,
"It" in the center. Boys in the circle pass the ball round in
any direction, preventing "It" from tagging the ball. If ball is
tagged, last boy to touch same is "It" and goes in center of
circle. (Game can be played with indoor baseball, volley ball,
soccer or medicine bail.)
Boys form circle In straddle
position. Boy in center of circle attempts to throw balls
between legs.
Boys form circle, with hands
held open behind back. A knotted towel, old boxing glove or Swat
Club can be used for this game. "It" places club in hand of
someone in the circle, who proceeds to hit Scout to the right of
him until player has run around circle, returning to his
position. (Players are not allowed to look around but must have
eyes straight ahead.)
Scouts form circle, spreading
out. "It" lies on ground in center spinning a rope with a weight
attached to end at about 12 inches height. Scouts in circle must
jump this rope as it comes in their direction. Boy missing
replaces "It."
Same game as basketball tag,
with exception that ball must he passed to boy next, either
right or left.
Ball bounced back and forth to
any Scout in circle in attempt to prevent boy in center from
recovering bail.
Each boy in circle is numbered.
Number 1 runs around circle to right, tossing ball to second
Scout, and others continue until all have run around circle.
This game is for a competitive
race between two teams of equal numbers, forming separate
circles. (Other combinations of this game can be used, such as
ball tucked between legs, butting ball with head around circle,
etc.)
Players form two deep; heavier
boys act as horses, lighter boys as riders, run around circle,
returning to place, the rider passing ball that he has carried
to the next rider, so continuing.
Competition between two teams.
One team forms large circle. Other team gathers on inside of
circle. Outside team attempts to hit each player in center with
ball until all are hit, boys in center attempting to dodge ball.
When all are hit, teams change positions. Winner is decided on
length of time taken to tag all boys on inside.
At command "Go," every player
in circle runs to the right in an attempt to pass the boy in
front of him from the outside; if managing to do so he slaps him
on the chest and player so slapped is eliminated. Give command
suddenly, "To the rear," and all must reverse direction of race,
All players in circle face to
the right, standing in straddle position. Ball is passed between
legs from boy to boy, either forward or backward, in attempt to
keep it away from "It," who is in the center of the circle.
Same rules as in Swat Tag,
except that two swatters are used and two boys are "It."
Circle is formed, players
joining hands. Player 'It" in center of circle attempts to climb
over or under clasped hands of those forming circle.
Players form in a circle,
clasping hands, around a small circle of four feet diameter
marked on the ground. An attempt is made to pull those next to
them into this marked circle. If one or both feet touch this
circle, a player is eliminated.
Each player in the circle is
numbered. Player "It" in center of the circle calls the number
of two of the players, who immediately must change places.
Player who is "It" attempts to get place of one of the two
Scouts. Player so replaced is then "It."
Boys form a circle two deep;
front boy in circle acts as horse, rear boy as rider. When boys
are mounted, ball is passed around or across the circle by
riders, horses attempting to make them miss. If a rider fails to
catch the ball, any horse can hit a rider with ball. In case
rider is hit all players change places, horses thereby becoming
riders. If missed, they continue as before.
Grouped as follows. Can be
played with or without boundary lines.
One boy takes "It." First boy
he tags joins hands, and so continue joining hands, forming a
chain, until all are caught.
Game can be varied by having a
home base and by boys not as yet having been tagged breaking the
chain, thereby forcing boy in chain to run back to home base to
be reformed, or suffer being swatted on back.
Boys to prevent being tagged
must drop on back, raising arms and legs from ground. "It" turns
around, and if players who have dropped have not instantly
returned to feet, "It" may boot same until they jump up and run
away. (Note -- This prevents boys from loafing and makes them
get up instantly after dropping to prevent being tagged.)
All players are numbered, from
one up to highest number of players. One of the players tosses
ball in air, calling any number when it reaches its greatest
height. Boy called must recover the ball and hit one of the
players. If he misses, he must run the gauntlet or go through
the paddle wheel. Game continues in same way.
Player must mount back of
another, same as in horse and rider, to avoid being tagged.
Player can jump on any other players back, this making both
rider and horse safe from being tagged.
"It" runs after player. Anyone
crossing between the runner and "It" thereby becomes the runner.
Same as ordinary game of tag,
except that boy must be tagged with a thrown basketball. (Indoor
baseball or volley ball may be used.)
Two teams are formed 30 or 40
feet apart Between teams at usual distance is placed a club or
handkerchief. A player from each team runs forward in attempt to
snatch the handkerchief. If the player snatching It is tagged by
opponent before he can run back to his starting line, he is
eliminated from the game. This continues until all players of
one of the teams are eliminated.
Boys, to prevent being tagged,
must jump on any object so that feet do not touch ground.
Player to prevent being tagged
must raise one knee placing arm underneath, grasping nose.
Player to prevent being tagged
must take the position of a Mohammedan in prayer.
A player tagged while "It" must
hold his hand on the spot where tagged while attempting to tag
another, for instance. on back, or ankle, or rear of thigh.
In order to prevent being
tagged, a player must have hold of a third player's ankle, who
in turn must take hold of a third player's ankle, or attempt to
get away.
"It" must point finger to
within six inches from ground and turn around three times before
attempting to tag another. The other players cannot run, but
must hop away in effort to prevent being tagged.
Two teams form in line facing
each other on opposite sides of marked chalk line. Boys pair
off, each attempting to pull or force opponent over to his side
of line, thereby making him a prisoner. Continue until one team
is eliminated, or the game can be played on a time limit, team
having greater number of prisoners declared winner.
Two couples mount as horse and
rider. One rider attempts to dislodge other by pulling or
pushing, horse assisting rider.
Two teams formed as horses and
riders; one team attacking the other, attempting to dismount as
many riders as possible of opposing team. After a time limit,
whichever team has had the more riders eliminated loses. A rider
unmounted cannot remount, but is eliminated from the game.
Above game may also be played
on a time limit, with one attacking the other in a bounded
territory. As soon as riders are dismounted, they and their
horses must retreat a distance of 80 feet outside of bounded
territory before being able to return to the game. Whichever
team has greater number of mounted players in bounded territory
wins the game.
Two teams form lines short
distance apart. A heavy medicine ball is tossed back and forth
in attempt to make catcher of other team miss the ball . Every
boy missing is eliminated from the game until one of the teams
is declared winner.
Played with soccer ball,
basketball, or light medicine ball. Players must keep one hand
behind back, and can use but one hand on the ball. Rules
otherwise the same as in soccer football. Playing area adapted
to number on a team.
A long rope, hundred feet or
more, is placed an equal distance between two teams. Opponents
rush, attempting to carry as much of rope over opponents' line
as possible. After a time limit, whichever team has greater
length over opponents' line wins.
Two teams are formed a distance
of 80 feet apart. One team is called "Blacks"; the other
"Whites." A stick, white on one side and black on the other, is
tossed in the air. If stick comes up white, the "Whites" try to
tag "Blacks" before they can run back of their starting line.
All "Blacks" caught are taken prisoners and then proceed to
become "Whites," or vice versa.
Best with rope 1 1/2 inches in
diameter and 20 feet long. Variations of Tug of War can be used.
For instance. Scouts run to their half of the rope from behind a
boundary line. etc.
Two lines of scouts form two
feet apart. Behind each line a chalk line is marked about a
distance of three feet. One line attacks, attempting to break
through opponents and cross line behind them. (Boys may hold
tackle, or use any method, besides blows, of preventing
opponents from crossing their line.)
Team of eight or more players
take position in line with long rope or pole between legs,
alternately half the players facing forward, the other half
backward.
A relay race; first player runs
fifty yards forward the next backward, the third sideward, the
fourth walks "heel and toe," others continuing in order. (Other
combinations can be used.)
Can be run with two men placing
arms about one another's waists and starting forward with inside
foot. If they do not keep step they are disqualified. Or the two
runners can have cords fastening the thighs and ankles together.
The first four players of a
team lock arms and must run abreast, rounding an object and
returning. Others continue the same way.
Field; Large, about size of
football field. Equipment; Three soccer balls, three rugby
footballs, three basketballs, and three volley balls. Object of
game to get majority of balls over opponents' goal line. Soccer
balls can only be dribbled, footballs can only be punted,
basketballs can only be thrown, and volley balls can only be
batted. None of the balls may be carried.
Game starts with balls being
piled up in center field. All teams line up behind their
respective goal line. All start with a rush when signal is
given. Interfering with opponents in possession of ball is
allowed.
Company or class forms in open
order. All players in rows are numbered, or the numbers of
Scouts according to number in patrol can be used. The instructor
calls a number and gives a sharp military command. Player who
makes a mistake or is slow to execute command has a point scored
against his team or patrol, whichever it happens to be.
Class forms in open order.
Leader says, "Kelly says 'Arms forward-raise,' etc. Occasionally
command is given without being preceded with words "Kelly says."
If any obey command in that instance they are eliminated.
Competition can be between teams or patrols.
Opponents place right feet
together, clasp hands and attempt to pull each other off
balance.
A stick thrust between elbows
and under knees, hands clasped in front of lower legs.
Without stick, place hands
under knees, clasping ankles.
Object is to butt or shove
opponent off balance.
Flat of hands against opponent
in attempt to push him backward off balance.
Two players lie flat on back,
arms clasped at elbows, facing opposite directions. Inner leg is
raised to greatest height, and attempt made to pull over
opponent in hooking knees
Two opponents hold stick at
full height over head. Stick is lowered in an attempt to twist
it in the grasp of the opponent. With pencil or chalk upper edge
of stick can be marked so that the judge can tell in which
direction stick is twisted.
Both opponents in sitting
position, feet touching stick grasped between them. Object, to
pull and raise opponent from sitting position.
Opponents grasp stick with both
hands and attempt to wrestle, pull or twist stick out of
opponent's grasp.
Opponents face each other on
hands and knees. A strap or two towels tied together are placed
behind rear of head of players. Object is to pull opponent
across a line by backing up and moving opponent forward by
strength of neck.
Players hop on one foot with
arms folded, shoulder each other in an attempt to make opponent
place other foot on the floor.
Opponents box with open hands
in attempt to slap opponent's cheek. Player receiving three
slaps on cheek first loses match.
Player sits on bottle lying on
side. Places one foot on top of other. Attempts to light a
candle or write his name on a card.
Fail forward on one hand. With
pencil reach forward and mark as far as possible.
With back to wall, heels on
floor, pick up penny and return to stand.
a -- Place penny on point of
elbow, toss in air, and attempt to catch in hand.
b -- Place penny on back of
neck, toss, and attempt to catch.
Stand two feet from wall, bend
backward until in position to pick up handkerchief from floor.
Hold stick vertical, bend
backward and try to rotate body about stick.
Hold one foot in hand and
attempt to jump through with other leg.
Place tips of fingers together.
Have someone attempt to pull them apart, grasping you by the
elbows.
Mounted, the rider attempts to
dismount opponent by striking with boxing glove.
Prize going to player making
highest chalk mark on pole.
Two men sit astride a pole and
attempt to knock each other off with pillow or stuffed club.
Shoes are mixed in a barrel.
Players must find them. First one to put on shoes and report to
referee declared winner.
More games:
|
Ball |
Location |
Players |
Time |
Dizzy
Football
Doen't need
football skills |
anywhere |
8-25 |
10-15 |
England,
Ireland, Scotland, Wales
4 Cornered
Rugby! |
in/out dry |
9-40 |
5-20 |
Fumball
Develops
throwing and catching skills |
in/out dry |
5-10 |
10-20 |
Penfold
A very
simplegame! |
anywhere |
6-30 |
5-15 |
|
Basic Individual |
Location |
Players |
Time |
3 Step Tag
Tag without
the running! |
anywhere |
10-20 |
20-30 |
Ball between
Legs
Mind the
gap!!! |
anywhere |
3-40 |
5-20 |
Balloon Tag
The winner is
the last player who gets
their balloon stomped! |
indoors |
4-30 |
10-20 |
Bats and
Moths
A hopping mad
game |
anywhere |
6-50 |
5-60 |
Below the
Knees
Requires speed
and agility to avoid being
hit |
indoors |
10-40 |
5-15 |
British
Bulldog
Safer versions
of the original favourite |
in/out dry |
10-36 |
5-20 |
Brothers
Excellent,
energetic opening game! |
in/out dry |
20-60 |
10-20 |
Cat and Mouse
A game of 'cat
and mouse' in a human maze |
indoors |
8-30 |
5-10 |
Chair Attack
A game where
you aren't out |
indoors |
4-100 |
5-30 |
Chairball
Requires fast
reflexes and a good kicking
foot |
indoors |
4-36 |
5-30 |
Chalk Circle
#2
Indoor
Navigation in the dark |
indoors |
9-40 |
5-20 |
Chinese
Whispers
..are going to
a dance!! |
anywhere |
10-30 |
5-15 |
Chocolate
Heaven
Can be fun,
can be messy |
anywhere |
6-50 |
10-30 |
Cursed Necker
A circlular
game of tiggy |
in/out dry |
5-50 |
5-10 |
Dice
Game of pure
chance |
indoors |
10-30 |
5-15 |
Dodgeball # 1
You can run
but you can't hide |
anywhere |
5-50 |
5-10 |
Duck and Egg
Requires good
throwing and catching skills |
anywhere |
15-50 |
5-20 |
Elephants and
Hunters
End of meeting
knockout game |
indoors |
10-50 |
5-10 |
Fill the Gap
Fast action
game, racing to occupy a
vacant chair |
in/out dry |
8-25 |
5-20 |
Fizzy
Fireworks
A fun way to
promote the dangers of
fireworks |
anywhere |
10-30 |
10-20 |
Funny Faces
A Fun Drawing
Game |
in/out dry |
5-50 |
10-20 |
Grab
An added twist
to a basic game |
in/out dry |
6-50 |
10-20 |
Head or Catch
Quiet and
simple game with a football |
anywhere |
10-40 |
5-15 |
Honest Joes
A long game |
anywhere |
6-36 |
60-60 |
Horse and
Rider
Requires good,
fast footwork |
anywhere |
10-50 |
10-20 |
Hunter
A Cub version
of British Bulldog |
anywhere |
6-60 |
5-15 |
Indoor
Vampires
One for the
dark nights |
indoors |
8-30 |
5-15 |
Jail Break
A lights out
game |
in/out dry |
4-40 |
5-25 |
Jump The
Punch
An alternative
to swing the barrel |
anywhere |
5-30 |
5-15 |
Jump the Rope
A game of
reaction and agility. |
anywhere |
10-25 |
10-20 |
Jump!
Requires good
reactions and good eye /
body co-ordination |
anywhere |
10-50 |
10-20 |
King of the
Ring
The biggest
won't always be King! |
anywhere |
8-24 |
5-15 |
Musical
Chairs without music
Sit down, if
you can |
anywhere |
10-30 |
10-30 |
N.S.E.W.
A tire them
out game |
in/out dry |
6-30 |
10-20 |
Name Game
A getting to
know you game |
anywhere |
5-50 |
5-10 |
Neckerchief
Tag
Tag with an
element of surprise |
anywhere |
10-25 |
5-15 |
Night Hunt
A seek and
find game |
out night |
3-36 |
15-40 |
Octopus
Swim Little
Fishes Swim |
anywhere |
10-30 |
5-15 |
Pig
Don't be a pig |
anywhere |
3-20 |
10-20 |
Pirates
A game of 'tag
off ground' using various
equipment |
anywhere |
10-30 |
20-30 |
Points of the
Compass
Running around
game - good starter |
anywhere |
5-36 |
10-15 |
Poison
Boisterous
game requiring strength and
sound footing |
anywhere |
10-30 |
10-20 |
Port and
Starboard
Running around
game - good starter |
anywhere |
10-50 |
5-20 |
Queen's Tag
A fast
circular alternative to tag |
anywhere |
10-30 |
10-30 |
Sharks
A games of
co-operation |
anywhere |
8-50 |
5-20 |
Sheep In The
Pen
An alternative
musical chairs |
indoors |
10-40 |
5-30 |
Sheepdogs
An alternative
version of Tag |
anywhere |
10-40 |
10-20 |
Smash The
Barrel
An old
favourite - the name may be
different!! |
anywhere |
5-50 |
5-60 |
Sponge
Volleyball
A great way to
get wet |
out dry |
2-12 |
15-60 |
Staring
Circle
A quick eye
opener! |
anywhere |
5-20 |
5-20 |
Stations
Fast version
of musical chairs - but
needs no music! |
indoors |
5-30 |
5-15 |
Statues in
the dark
An old
favourite |
anywhere |
5-50 |
5-15 |
Stealing
Nagaina�s Eggs
Learnig how to
move quietly |
anywhere |
18-36 |
10-15 |
Sticky Toffee
A staying
connected game |
in/out dry |
10-200 |
5-15 |
Suckers
A very
relaxing game, at least for
Leaders |
anywhere |
5-50 |
10-20 |
Suits Race
A race against
the card suits |
in/out dry |
15-50 |
15-60 |
Swedish Cat &
Mouse
A game that
could never end |
anywhere |
10-40 |
5-30 |
Table Cricket
A quiet game
of cricket |
in/out dry |
10-60 |
10-50 |
Tails
individual
Individual
form of 'tag' |
indoors |
6-36 |
10-15 |
Tangles
All in a
Tangle |
anywhere |
6-36 |
5-20 |
The Chair
Game
Game of fast
reactions to see who's the
last one out |
indoors |
5-30 |
5-15 |
The Key Game
The non-mover
wins |
in/out dry |
6-50 |
5-20 |
The Stave
Game
A good old
game |
anywhere |
10-100 |
10-15 |
The Watch
Game
Requires
observation and fast
reactions |
in/out dry |
10-30 |
5-15 |
Three, Two,
One
Requires
concentration and good
navigation skills |
indoors |
10-50 |
5-10 |
Tight Squeeze
Helps develop
good spacial awareness |
anywhere |
10-40 |
10-20 |
Timebomb
Basic game of
'tag', with a theme thrown
in |
indoors |
10-50 |
10-15 |
Transport
Land, Sea and
Air for Beavers |
anywhere |
5-30 |
15-25 |
Vikings
A fun game for
all |
in/out dry |
10-50 |
10-20 |
Who Stole the
Cookies
Let Cubs be
noisy but controlled! |
indoors |
10-24 |
5-10 |
|
Basic Team |
Location |
Players |
Time |
Good 'ice
breaker' |
in/out dry |
10-50 |
5-15 |
1-2-3
3,2,1 without
being knocked out. |
anywhere |
6-30 |
5-30 |
Attack the
Lamp
A get the
torch Wide Game |
out night |
6-40 |
30-60 |
Backbreaking
Skittles
A good game
for the upper leg muscles |
in/out dry |
6-16 |
10-30 |
BenchBall
Boisterous
starter played in two teams |
in/out dry |
8-20 |
10-20 |
Blind Volley
Ball
Volleyball
using a tarpaulin instead of
a net |
anywhere |
8-12 |
10-30 |
Bomb Disposer
Good team game |
in/out dry |
6-36 |
10-20 |
Bughouse
Try and not
get left in the hot seat!!! |
anywhere |
12-50 |
5-30 |
Cannon
Develops good
throwing skills |
indoors |
10-50 |
5-15 |
Card Dash II
Variation on
card matching game needing
good knowledge of map
symbols |
in/out dry |
10-50 |
10-20 |
Cat and Mouse
2
A quick moving
chase |
in/out dry |
10-30 |
5-15 |
Catch the
Scarf
A good ice
breaker |
outdoors |
7-25 |
5-60 |
Chalk Circle
#1
A variation on
Chalk Rugby |
indoors |
9-40 |
5-20 |
Circular
Juggling
Needs good
coordination by all |
in/out dry |
8-30 |
15-25 |
Crab Football
Good old
standby |
anywhere |
8-16 |
10-20 |
Eddylong Ball
Head the ball
and run |
indoors |
15-25 |
15-25 |
Fire
Good game to
close the evening |
anywhere |
10-50 |
5-15 |
Football
Frisbee
Soccer using
frisbees instead of balls |
anywhere |
10-20 |
10-20 |
Hall
Volleyball
Indoors or
quieter outdoors version of
Volleyball |
in/out dry |
10-14 |
5-20 |
Hank Rugby
A slow, no
contact version of rugby |
anywhere |
4-20 |
5-20 |
Hat, Ball,
Chicken!!!
It helps team
building!! |
in/out dry |
10-30 |
5-20 |
Heady Hand
Ball
It must be a
volley |
in/out dry |
6-20 |
5-30 |
Holding your
water !
Catch the bomb
and get wet |
out dry |
4-50 |
10-30 |
Horse and
Jockey
Race needing
speed and agility |
in/out dry |
8-36 |
10-25 |
Human
Basketball
Good for
throwing and catching |
indoors |
10-50 |
20-30 |
Indoor Ice
Hockey
Good game to
build the excitement at the
start of an evening |
indoors |
4-40 |
10-25 |
Johnny on the
Pony
Simple game
with teams playing 'bucking
bronco' |
in/out dry |
6-20 |
5-15 |
Mowgli�s Card
Game
A wide game |
outdoors |
14-50 |
15-30 |
Over the Rope
A variation on
Volley Ball |
in/out dry |
8-30 |
10-30 |
Owls and
Crows
Good test of
knowledge and reactions |
anywhere |
10-40 |
5-15 |
Pass The
Message
Spot the
message as it travels |
anywhere |
5-50 |
5-15 |
Peas in the
dark
A test of
night vision |
indoors |
10-25 |
5-15 |
Postmen &
Robbers
Don't get
caught with the post |
in/out dry |
10-40 |
10-20 |
Prisons
A simple ball
game! |
indoors |
18-36 |
15-30 |
Quadrants
Fast and
furious ball game |
indoors |
8-20 |
10-20 |
Snakes
Promotes team
work |
indoors |
4-40 |
5-20 |
Snowballs
A lot of
harmless fun |
anywhere |
10-36 |
20-30 |
Spokes
A good running
around game requiring no
equipment |
in/out dry |
17-50 |
5-15 |
Stalking
A wide game
with spies |
outdoors |
8-50 |
30-60 |
Stepping
Stones
A games of
co-operation |
in/out dry |
6-24 |
20-35 |
The Old
Willow Tree
Requires good
team work and strategy |
in/out dry |
5-50 |
5-30 |
Tin Soldiers
communications
can be entertaining |
anywhere |
5-50 |
5-15 |
Trading Post
Good Test of
Scouting Skills |
in/out dry |
5-50 |
60-60 |
Tug-O-War
Traditional
game of Tug O' War |
in/out dry |
10-50 |
15-30 |
Ultimate
Frisbee
Requires good
throwing and catching skills |
anywhere |
4-30 |
15-45 |
Vampires
The Ultimate
Wide Game |
out night |
10-30 |
20-60 |
Walk the
Plank
Race using
planks as 'team skis' |
anywhere |
10-24 |
5-30 |
Water
Ferrying Wide Game
Tests the
hearing skills of the teams |
outdoors |
12-32 |
20-40 |
|
Numbered Team |
Location |
Players |
Time |
A running and
stacking game |
in/out dry |
12-36 |
5-15 |
Ashtray
Football
Noisy and
harder variation of 'Ice
Hockey' |
indoors |
10-24 |
10-30 |
Baton
Football
One-on-One,
using a short baton, benches
and a football |
indoors |
10-50 |
10-20 |
Cornerball
Useful starter
game, played in numbered
teams |
anywhere |
4-40 |
5-20 |
Dog and Bone
Requires
speed, stealth and strategy |
indoors |
10-30 |
5-25 |
Family Bus
A game with a
story |
in/out dry |
12-36 |
10-30 |
Hawser Tug
Game of
strength, played one-on-one,
or many-on-many |
indoors |
10-50 |
10-20 |
Hockey
One-on-One Tin
Plate Hockey |
indoors |
6-20 |
10-20 |
Ladder of
Legs
Requires
agility and some bravery on
the part of those sitting
down! |
in/out dry |
10-40 |
10-30 |
Moor House
Game of
memory, speed and agility |
indoors |
10-50 |
10-20 |
Nose Breaker
One on one
competition - more violent
than most |
in/out dry |
10-26 |
10-20 |
Noughts and
Crosses
Noughts and
Crosses using players as
pieces |
in/out dry |
10-36 |
5-20 |
Noughts and
Crosses Plus!
Encourages
quick thinking |
in/out dry |
10-40 |
5-20 |
Shinty
Different
version of the popular 'ice
hockey' game |
indoors |
4-30 |
10-30 |
Skipper Lee's
Bean Bag Game
Requires
accurate throwing |
indoors |
10-50 |
10-20 |
Skittle
Knockout
A game of
speed and accuracy |
indoors |
10-36 |
5-20 |
Skittles
Requires skill
and speed - good for all
rounders |
anywhere |
10-30 |
10-25 |
Stave Hockey
One-on-One,
using a scout stave and a
football |
anywhere |
10-26 |
5-20 |
Steal the
Bacon
Quick
reactions required |
in/out dry |
10-50 |
10-30 |
The Duster
Game
Requires quick
wits and planning |
in/out dry |
20-30 |
15-20 |
The Stick
Game
Requires speed
and strategy to win a point
for your team |
anywhere |
10-40 |
5-20 |
Three-in-the-Box
Tactics can
outwit speed |
in/out dry |
6-30 |
10-30 |
Tic-Tac-Toe-in-a-Row
A paper game
using Scouts! |
anywhere |
10-50 |
15-30 |
Tweedle Dee
and Tweedle Dum
Requires
players not to laugh in
strange circumstances |
in/out dry |
6-20 |
5-10 |
Tyre Game
Game of
strength, played one-on-one |
indoors |
10-50 |
10-20 |
|
Patrol / Six / Lodge |
Location |
Players |
Time |
A Bit of a
Handful
A little
thought and a lot of
carrying |
anywhere |
6-50 |
10-20 |
A-Z Fetch
Find the
Letter |
anywhere |
10-40 |
5-15 |
Alcatraz
An alternative
to Sleeping Pirates |
anywhere |
4-20 |
5-20 |
Bomber Pilots
A Quick and
Easy warmup game |
anywhere |
12-36 |
5-10 |
Colour Fetch
Find the
colour |
anywhere |
10-40 |
5-15 |
Crocodile Pit
A basic
survival game |
in/out dry |
8-36 |
5-25 |
Flying
Saucers
Requires good
team work |
anywhere |
5-50 |
5-20 |
Frog Relay
A basic
'wheelbarrow' race held as a
relay |
indoors |
10-50 |
5-10 |
Movement Quiz
Questions
about Scouting |
anywhere |
10-40 |
15-30 |
Not in my
Patch
A through it
away games |
in/out dry |
10-30 |
10-15 |
Paper Plane
Race
A test of
engineering skills |
anywhere |
10-40 |
10-20 |
The Pea Game
Teaches basic
food gathering! |
indoors |
10-30 |
10-20 |
|
Quiet |
Location |
Players |
Time |
007
Requires
memory and imagination |
in/out dry |
8-50 |
5-15 |
Animal
Clapping Game
Needs a very
good memory and sense of
rhythm |
anywhere |
8-15 |
10-20 |
Blind Murder
Quiet game
requiring good observational
skills |
in/out dry |
10-20 |
10-20 |
Bunnies
Requires close
observation skills |
in/out dry |
10-30 |
10-20 |
Five Dots
Drawing game
often requiring a vivid
imagination |
anywhere |
5-30 |
5-10 |
Map Symbol
Call my Bluff
Fun way of
teaching map symbols |
in/out dry |
6-30 |
5-20 |
Minutes Peace
A Quiet Game |
anywhere |
3-50 |
5-5 |
My Aunt Went
Shopping
Requires good
memory skills |
in/out dry |
6-24 |
5-10 |
My
Grandmothers Cat
Game to test
the memory |
anywhere |
10-30 |
5-10 |
Pointing
Circle
Simple game of
action and reaction |
anywhere |
10-36 |
5-20 |
Sharp Eyes
Observation
game |
anywhere |
4-15 |
5-10 |
Sleeping
Lions
A very quiet
game |
in/out dry |
3-50 |
5-10 |
Sleeping
Pirate
A sneak up on
someone game |
in/out dry |
6-30 |
10-20 |
Spillikins
Requires and
develops good hand/eye
coordination and balance |
indoors |
6-30 |
5-10 |
The "My
Friend" Game
A good
icebreaker for new members
or new leaders - requires
good memory |
in/out dry |
15-40 |
10-15 |
The "Who Are
You" Game
A good ice
breaker at the start of a
meeting |
anywhere |
15-25 |
15-25 |
The Minute
Game
A calming down
game |
in/out dry |
1-100 |
5-5 |
The News Quiz
Quiz based up
the contents of a recent
newspaper |
in/out dry |
6-18 |
10-20 |
|
Relays |
Location |
Players |
Time |
16 Points of
a Compass
Basic relay
game teaching 16 points of
the compass |
indoors |
10-50 |
5-10 |
Akela's X-ray
Eyes
An
introduction to camping
equipment! |
anywhere |
8-36 |
10-30 |
Card Dash
Relay race
involving memorising and
matching cards |
indoors |
4-20 |
10-20 |
Cat Relay
Sucking game -
requires good lungs |
in/out dry |
6-30 |
10-20 |
Caterpillar
Relay - Heels to Toes
Simple relay
race, useful as a time
filler |
anywhere |
10-50 |
5-15 |
Caterpillar
Relay - Linked
Another simple
relay race, useful as a time
filler |
anywhere |
10-50 |
5-15 |
Diagonal
Relay
Team relay
game requiring agility |
in/out dry |
10-50 |
5-10 |
First Aid
Improvisation
Tests first
aid skills |
anywhere |
8-25 |
10-20 |
Hopping Relay
Another good
time filler requiring no
equipment |
anywhere |
10-50 |
5-10 |
Jungle Relay
Teaches the
names of the Jungle |
anywhere |
12-36 |
5-10 |
Map Sign
Relay
Relay race
based on map symbols |
in/out dry |
10-50 |
5-15 |
Numbers Relay
Basic relay
game based upon quickly
finding consequetive numbers |
indoors |
10-50 |
5-10 |
Obstacle
Relay
Adventurous
game which can be played at
any time |
anywhere |
10-50 |
5-10 |
Planting
Seeds
A slow way of
feeding Cubs |
in/out dry |
6-36 |
10-30 |
Promise and
Law Relay
Relay race
based on the Scout Promise
and Law |
in/out dry |
10-50 |
5-10 |
Pull the
Elephant
Race based on
ropework |
indoors |
4-20 |
5-15 |
Red Card Run
A quick way to
tire a Beaver |
in/out dry |
8-24 |
5-15 |
Road Sign
Relay
Relay race
based on knowledge of road
signs |
in/out dry |
10-50 |
5-15 |
Skittle
A quick game |
in/out dry |
8-50 |
5-20 |
Word Search
Relay
A search for
words |
anywhere |
10-30 |
5-15 |
Wrap the Kea
Fun game
requiring a 'volunteer' to
be wrapped in toiler paper |
anywhere |
5-40 |
5-20 |
Zig Zag Relay
Develops good
ball skills |
anywhere |
16-50 |
5-10 |
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