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Games are a vital addition to your scouting programme. They
enable the youngsters to learn and develop together in a fun
and interesting way.
Scout leaders should always be on the look out for new games
and variations on games they already use.
The games presented here are the ones I have 're-found' or
made up myself.
Please take the time to check out the two 'book's from the
left hand menu. These are the games that come from the original
scouting values and ideals. You will find them interesting
reading.
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| Connected |
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Connected is a central area that provides links to obtain
further information on subjects contained in Scouting Resources.
From here you can go on to websites related to your area of
interest, pick up some further reading in related books and
jot down some contact addresses.
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| Downloads |
Darren Dowling
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| Active Games |
Darren Dowling
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Newspaper Shuffle
Equipment: Several newspapers
Description: The players are formed
into two teams sitting in a line facing each other. The
leader takes one newspaper per player and re-arranges the
pages. The newspapers are handed out and on the word 'go'
they must try to put the pages in the correct order. The
first team ready wins.
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Twin Tag
Equipment: None
Description: Players form into
pairs which one player holding the waist of the other. One
pair is 'it' and must chase the other pairs. If another
pair is tagged they become the chasers. If the pair is separated
they are not allowed to tag anyone until they join up again.
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Shoe Bundle
Equipment: None
Description: Players remove their
shoes and pile them in the middle of the room all mixed
up. The lights are turned off and the players must try to
get thier own shoes and put them on in the given time before
the lights come back on.
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Instant Groups
Equipment: Pack of cards
Description: Each player is given
a card (take out the right number of cards depending on
the number of players first). The leader calls out a grouping
such as "Four of a kind". Then all four players
holding aces would find each other and sit down, all four
queens would do the same and so on. Other groupings can
be called.
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Sinking Island
Equipment: Chalk or Groundsheet
Description: An island is marked
with the chalk or groundsheet. When Go is called the players
try to stand on the island. When the leader calls 'stop'
any player not on the island is out. The players get off
the island and it is then shrunk and the game repeated.
Play continues until only one player is left.
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| Active Games |
Darren Dowling
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Not in my half!
Equipment: Many bean bags or paper
balls
Description: Divide the room into
two halves and have a team in each. A number of bean bags
(or rolled up paper balls) are given to each side. When
the game starts the players try to kick the bags as fast
as possible into their opponents half. When the signal is
given to stop the players immediately freeze (award a penalty
point for any movement) and the number of balls in each
half is counted. The team with the least number in their
half win.
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The Monster
Equipment: Large bag, ball on elastic
Description: A large bag is placed
over one of the players and holes are cut in it so that
they can only see out to the front and so that they can
put their arms through the bag. This monster then holds
the ball on the piece of elastic and tries to kill the other
players by hitting them with the ball (while holding on
to the other end of the elastic). Play continues for a set
time or for a set number of kills and the monster is changed.
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Flying Carpet
Equipment: Old carpet
Description: The players are divided
into two teams. The carpet is placed in the centre of the
room. One team has to try and get the carpet to their corner
of the room and other team must try to hold on to the carpet.
After a certain time the teams swap roles
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Spiders Web
Equipment: Rope, chalk
Description: The rope is attached
to the roof and the other end is tied around the waist of
one player (using a bowline) who is the spider. A circle
is marked out on the floor (as far as the reach of the spider)
and all the other players must remain within this circle.
The spider tries to catch the other players, the flies,
by touching them with their hand or the rope. Those flies
that are caught leave the circle. The last player left in
the circle wins and becomes the spider.
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Heads I Win
Equipment: Two balls
Description: The players are divided
into two teams and each team has a ball. The game starts
by throwing the ball high into the air. The idea of the
game is to prevent the ball from hitting the ground. No
player may touch the ball more than twice in a row. When
the ball hits the ground that team is out and the other
team score a point. Play continues for a set time and the
team with the highest score wins.
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| Active Games |
Darren Dowling
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Squat Tag
Equipment: Chalk, short rope
Description: Mark out a circle
in the middle of the room about 3 or metres wide. Two players
squat within the circle holding the rope. The object of
the game is to get the other player to put any part of their
body outside the circle or to let go of the rope.
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Blind Bulldog
Equipment: Blindfold, pillow, chalk
or rope
Description: Mark out a rectangle
in the middle of the room about 3 metres wide. One player
is blindfolded and stands in the centre of the rectangle
armed with a pillow. The other players have to try to get
from one end of the room to the other without being hit
by the pillow. Play continues until only one player is left
running who then takes a turn at being blindfolded.
Variations: Have the players hop
down the rectangle and if they put a foot down they are
out.
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North-East-South-West or Deck and Life
Equipment: None
Description: Four corners of the
hall are designated as Deck, Life (opposite each other)
and Port and Starboard. The players all begin touching the
Deck end of the hall. The leader stands in the middle of
the hall can calls various commands. If the leader calls
a position (e.g. Deck!) the players must rush to that area.
The last person to execute the command, or any spare people
from making a group are out. Play continues until only one
player is left
Variations: If you prefer them
to learn something useful, use North, East, South and West
as the designations and related calls (e.g. Northeast)
Notes: Scrub the Decks - Pretend
to scrub the floor on hands and knees
Climb the Rigging - Pretend to scale a rope ladder
Submarines - Lay down flat on your back with a leg (periscope)
in the air
Enemy Aeroplanes - Run around with arms (wings) outstretched
making appropriate noises
Captains Lady - Stand to attention, salute and dogwhistle
Lifeboats of (number) - A group of (number) players must
sit on the floor with legs outstretched (one behind the
other in a line as in a lifeboat) and row'
Man Overboard - Each player must find a partner and pick
them up off the floor
Captains Aboard - Everyone must form a line in front
of the leader, stand to attention and salute
Freeze - Err, freeze where you are!
Faster - Err, do whatever you are doing faster.
Man the Lifeboats - mime rowing in groups of three
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Spud
Equipment: Ball
Description: Each player is assigned
a number. One player throws a ball as high as they can and
calls out a number. The player whose number is called catches
the ball as the rest of the players run away as fast as
possible. Once the called player catches the ball, they
call Spud! at which time all retreating players
are to stop dead in their tracks. The player with the ball
then attempts to hit another player with the ball. The other
players are still not allowed to move. If a player is hit
they get to retrieve the ball while the rest of the players
move away. The player who was hit is also given a spud,
or a point. If the player is missed, the throwing player
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 player with the least number of
spuds at the end of the game wins
Variations: The player with the
ball is allowed to take three long steps so that he can
get as close to the nearest player as possible. The scout
being shot at is allowed to twist and bend, but may not
move his feet. A player is not given a spud, but a letter
(s, p, u or d). When they have the full set of letters they
must stand against the wall while the other players line
up to throw the ball at them. If any player misses they
must stand against the wall as well
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| Active Games |
Darren Dowling
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Sticky Glue
Equipment: None
Description: A number of players
are chosen to be it. The remaining players must
hold a finger of one the its. A selected person
who is doing the adding begins by saying I went to
the shops today and I bought
. For various items.
This is repeated until he says the words sticky glue
at which point everyone has to let go of their fingers and
run away. The people who are on it then attempt to add the
others by touching them. Those who are caught must stand
still with their legs slightly apart. They can only be freed
if another players moves underneath their legs. Play continues
until everyone is caught or until a set time limit.
Variations: When caught players
stand with their arms out, and the others simply run under
their arms to free them.
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Non-Stop Cricket
Equipment: Ball, Bat, 'Stumps'
Description: The players are divided
into two teams. The batting team line up near the stumps,
the first person taking the bat and standing by the wicket.
The bowler must stand at a set point and throw the ball
underarm. The batter attempts to hit the ball. If he hits
the ball (with the bat) he MUST run to the stump and back
to score a run. Meanwhile, the fielding team must get the
ball back to the bowler as quick as possible (if they have
not already caught the batter out). Only the bowler can
bowl the batter out (by hitting the wicket with the ball).
If the batter is out for any reason the next person must
immediately step up and take over. No pause is allowed for
this change over and the fielding team play as fast as possible.
If that player is out then the next batter steps up and
so on until the whole batting team is out, and then the
teams swap sides and begin again. Play continues for a set
number of innings (i.e. turns at batting/ fielding) or to
a time limit. The highest scoring team wins.
Notes: A run will only be counted
if it came off the bat. No obstructing the runners. Changeover
is immediate, if you are out before you can pick up the
bat, tough! If the ball comes off a wall or roof, you may
only catch it with one hand. You only score a run if you
make it to the stump and back
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Chinese Hand ball
Equipment: Ball
Description: The idea of the game
is to hit someone below the knee with the ball. You are
not allowed to pick up the ball, only to hit it with your
hand. Once you have touched it once, someone else must touch
it before you can hit it again. If the ball goes above waist
height and someone catches it, the person who knocked the
ball up is out. You are not allowed to drag
the ball or to pick it up. You are out if you touch the
ball twice in a row also. No kneeling on the floor is allowed.
Variations: Various number of lives.
Play in teams. Play with more than one ball
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Dodge Ball
Equipment: Ball
Description: Dodge ball is a very
simple game. If the ball hits you, you are out.
The leader normally is the only one allowed to touch the
ball.
Variations: Different parts of
the body may be the target area. Change the target area
regularly. Those that are out may join the team allowed
to throw the ball. Various number of lives. Play with more
than one ball
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| Active Games |
Darren Dowling
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Running Round in a Circle
Equipment: Ball
Description: The players simply
run round the outside of the hall in a certain
direction. If the ball touches any part of their body they
lose a life. At certain intervals the leader may call out
something that the players have to do whilst moving round
in the circle. Play continues until the last player is left.
Notes: Suggested Actions - Run,
walk backwards, hop, skip, crawl, scream, quiet etc. 3 lives
is a sensible number to begin with.
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Death
Equipment: Ball
Description: The players move around
the hall trying to avoid the ball. They are allowed to pick
up the ball once it has stopped moving, and then throw it.
If the ball hits any part of your body you are unable to
use that part (e.g. hits arm - put arm behind the back,
legs - must crawl around). If the ball touches your head
you have been killed and you must sit out the game. Play
continues until a time limit or until last player is left
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Bomb
Equipment: Beanbag
Description: The beanbag represents
a ticking bomb. The players run around trying to avoid the
bomb. At certain intervals the leader blows the whistle.
The player holding the bomb at that time is dead.
The bomb can be passed on by a player touching another player.
If you are touched you must accept the bomb. Play continues
until the last player left in
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| Active Games |
Darren Dowling
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Tail Grab
Equipment: 1 Rope (or strip of newspaper)
per Cub
Description: Each Cub has a 'tail', either
a rope or strip of paper that they tuck in their shorts. They
are then let loose and try to catch the tails of other cubs. If
they have their tail caught they must sit out. The six with the
most tails caught at the end wins.
Variations: Have the sixer in each six
doing the catching, all the other cubs must avoid. The six with
the most tails wins. If a cub is caught they go to an catchment
area. If their sixer gives them a tail they may rejoin the game.
Any cub that is caught may rejoin the game by going to the leader
who has a ready supply of tails.
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Fill the Basket
Equipment:A large container, lots of balls
Description: The cubs try to get as many
balls in the basket as possible. The leader guards the basket
and tries to throw the balls as far away as possible!
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Steal the Gold
Equipment: Chairs, Cups
Description: The players are divided
into groups, each group has a chair and are placed around the
hall. A set number of cups are placed on each chair and on one
chair in the middle. The aim of the game is to get a certain number
of cups on your own chair. The group goes one player at a time.
Players are only allowed to carry one cup at a time, but they
may get this cup from any chair. Player contact is not allowed.
Notes: A sensible number is 3 cups on
each chair, and aim to get 6 cups to win (Depending on the age,
and distance between chairs etc.).
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