Super
Blind Trail
Equipment:
Ball of string, blindfolds
Description:
A trail is made by
running the string around, through, under and over certain
objects, trees etc. Have the trail come full circle and
eventually meet the start point. At certain places have
a junction where the trail splits into 2 or more directions.
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You
Can't See Me!
Equipment: A
Nature Trail
Description: The
object
of this game is to allow the players the opportunity to
pretend they are animals, trying to hide from Man. The group
walks a given distance down a nature trail, while the leader
explains the rules:
Each player is given time to hide along the trail. They
may travel no more than 15 feet from either side of the
trail, and may use anything in the natural environment to
provide camouflage. The leader waits about five minutes
until all players are hidden. He walks the distance of the
trail once only, and tries to find as many players as possible.
After his walk, he calls out, and watches to see where all
the successful ‘animals’ hid
Notes: This
game can be repeated many times, with different players
taking the role of the searcher.
It is fun to talk about the hiding places that were the
most successful, and how animals might protect themselves
from predators. Back to Top
Deer
Stalking
Equipment: None
Description: The
leader (the Deer) stands in a given spot and the players
( the panthers) run off. The payers try to creep up on the
deer, stalking it. If the leader spots a player they call
out their name and they must move out a certain distance
and start again. If a panther manages to touch the deer
he shouts out and all the other panthers jump from their
hiding places and set upon the deer! After a certain time
if no panther has touched the deer the one that is nearest
wins.
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Peddlars,
Smugglers,Police
Equipment: Small
cards numbered from 1 to 10. Identity cards for the police.
Receipts for the peddlars.
Description: The
players are divided
into three even teams. The peddlars stand at the far end
of the field. The police in the middle and the smugglers
at the near end by a leader. The smugglers are each given
a low numbered card. they have to avoid the police and meet
up with a peddlar. The police try to stop the smuggled items
being transferred. The police must tag a player and show
them their card. Then that player must surrender their card
to the police. The police keep all the cards they capture.
The smugglers try to give an item to a peddlar without being
caught. If they pass on their item to a peddlar they are
given a receipt. The police cannot capture receipts. If
they pass on their item or have it taken from them by the
police they return to the leader for a new one. Those that
are successful and can show their receipt are given a higher
numbered card. Those that had their item confiscated are
given a lower numbered card. Play continues until a set
time. Alll teh players return to the leader. The peddlares
hand in the items they manage to get and their score is
added. The score of any cards captured from the police is
then deducted. The score is noted down and the teams swap
jobs. Back to Top
Stalking
Kims Game
Equipment: Different
articles hung from a tree or bush. Pencil and paper.
Description: The
players are divided
into teams and start an equal distance from the tree. They
try to creep around the bush and identify the objects. A
leader stands near the tree and if any of the players are
spotted by the leader they must return to their base and
start again. They memorise all the objects and after a set
time the whistle is blown and they have 2 minutes to return
to their base and write down all the objects they have seen.
The winning team is the one with the most correct items.
Notes:
Some of the objects must be quite small and difficult to
spot from a distance or else the game will be too easy. Back to Top
Postbox
Equipment: Set
of small cards, sticky paper, 'post box'
Description: A
post box is made from a cardboard box. One leader is chosen
to be the stationer and other leaders take the part of a
stamp machine and the post box. The players go to the stationer
to buy a card, they then have to find the stamp machine
where they are given a certain coloured stamp (different
for each team). They stick this on the card and try to place
it in the post box. The stationer, post box and stamp machine
are all moving around and hiding. After a set amount of
time the leader calls them together and checks to see which
team has posted the most letters. Back to Top
Hunt the Banderlog
Equipment: Stiff
white card cut into monkey shapes
Description: A
collection of monkeys have escaped from the local zoo and
are hiding in the area. A stockade has been built to hold
the monkeys. The players go out and search for the monkeys
which are hidden throughout the area and bring them back
into the stockade. At the same time a small team (e.g. a
Six) take the monkeys out and hide them again. The game
contains for a set time and the number of captured monkeys
are counted. Back to Top
Buried
Treasure
Equipment: Treasure
hidden in location
Description: The
players told a story
about some 'buried treasure'. In the story are some instructions
as to find the treasure. They then work in teams to try
and discover the location of the treasure.
Notes:
The instructions should be fairly generic. e.g. 20 steps
from teh oak tree and 35 steps northeast of the holly bush. Back to Top
Hare
and Hounds
Equipment: whistles
Description: Two
players are chosen to be the hares. They are given a whistle
and set off with a two minutes head start. The rest of the
players are the hounds. The leader blows a whistle to signal
the start of the 'hunt'. From then on the hares must whistle
every minute or so. They must attempt to evade teh hounds
for as long as possible using every 'tracking' trick they
know, but they must blow the whistle every minute. The hares
try to reach a certain area about half a mile away without
being caught. If the hares are caught they should blow a
long blast on the whistle to signal everyone to head back
to the start area for another game. Back to Top
Explorers
Equipment: Paper,
pencils, compass
Description: The
group splits into two sections. One, the explorers, leave
with a leader and leave tracks and reports so that the second
group can follow them (e.g. every 20 metres or so). All
messages and tracks must be clearly visible. After about
a quarter of an hour the second section set off, with a
leader, and follow the trail.
The trail should be about a mile or so long. When the first
group reach the end they can sit down and quietly swap stories
about their exploration. Back to Top
Capture
the Flag
Equipment: 2
Flags (or Lanterns)
Description: The
players are divided
into two even teams. Boundaries for the game are set out
in a large rectangle or square. A line is drawn through
the middle of the playing zone to divide the two teams.
Each team then choose where they want their flag and jail
but they have to show the other team where they are and
both teams have to agree on the placement of the flags and
jails. Once this is done, each team goes to their own side
of the playing field. When the game begins, the teams are
free to go at the others flag. If a team member is caught
on the other teams side, (To be caught you must be “tagged”
by a player on the opposite side on his own territory),
he will be sent to jail. This player must sit in jail until
either the game ends or he is freed by a member of his own
team. To be freed, you have to be touched by a “free” member
of his own team. The freed player gets a free walk to his
own side of the playing field. The person freeing the player
is on his own, he may still be tagged and put in jail. To
win the game you must capture the other teams flag and return
it to your own side with out being captured
Notes:
For small teams, instead of a jail, create a ‘Check Point
Charlie’ at the centreline. Captured prisoners can then
be exchanged
Variations:
For a night game, use lanterns to mark the centre line,
while two lanterns are used to show the approximate area
of the team flags.
Flag guards must remain at least 5 metres from their flag.
Flag must be completely
exposed. Back to Top
Jail
Break
Equipment: None
Description: Two
players are designated ‘cops’, one a ‘jailor’ and the rest
are ‘robbers’. A central location is designated as ‘jail’.
All robbers are given some designated time to go and hide.
Then the cops can go looking for the robbers. The jailor
must stay and guard the jail. The cops catch a robber by
one the methods below When a robber is caught, they are
taken to jail by the cop. A ‘jail-break’ can occur if a
player manages to step into the jail without being caught
by the jailor and shout “Jail Break!”. At this point all
the players in the jail are free. The jailor must give them
a little time to get away
Notes:
The jail should be fairly out in the open and the boundaries
definite.
Variations:
The robber may be tagged, hit with a light beam, pull a
wool armband off, hit with waterpistol, person identified
correctly, or combinations of these Back to Top
Elephant
Hunt
Equipment: Coloured
Wool, Talcum Powder, Plastic Plant Labels
Description:
Tell a story to the players about the elephants who have
escaped from the local circus, who have asked for the players
help in getting the elephants back. The circus tell us that
each elephant is wearing a coloured mat on it’s back, each
mat matches one of the teams colours. So each team can look
for the elephant wearing their teams colour on it’s back.
The players then follow a trail of wool, picking up their
colours as they go. They must not pick up any other colours.
You could tell them how many pieces they should find. The
trail divides and finally the coloured wool disappears.
All that can be seen is large (talcum powder) elephants
footprints on the ground. These all lead to one place where
the elephants can clearly be seen, wearing tatty mats on
their backs, (parents or leaders). But the elephants have
been caught by a gang of thieves who will sell them back
to the cubs for #200 no more, no less.
The players are then told that they can gather this money
from around a certain bush. This money is the plastic plant
tabs, stuck into the ground around the bush. Each label
is marked with an amount of money. Each team must only take
labels to exactly #200 and pay the thieves for their elephant
. They then take their elephant back to the circus where
there is sure to be a reward Back to Top
Switch
Equipment: A
wooded area with several varieties of trees
Description:
Players are divided into three or four groups such as Sugar,
Maple, Beeches, Yellow birches, ironwoods. In an appropriate
and defined area, players stand touching their trees - only
one per tree. ‘It’ stands at the centre spot and calls the
name of a group.. ‘Beeches’ for example. At this signal,
the designated group changes place with on another, running
from one beech tree to another. ‘It’ tries to claim a tree
of his own during the interchange. If ‘It’ is successful
in claiming a tree, the player who is left without a tree
becomes the new ‘It’. If ‘it’ calls ‘FOREST’, everyone is
required to change to another tree of his team’s name
Notes:
To end the game, it is fun to have
'it be it' for four or five rounds of the game calling 'FOREST'
every time. As 'it' beats a player to a tree, that player
is eliminated. In this way, some trees may be altogether
wiped out from the forest, as could happen in our natural
environment Back to Top
Water
Pistol Fight
Equipment: Water
Pistol (or washing up bottle), Newspapers
Description: The
players are divided into teams. Each player is given a water
pistol and a ‘Flak Jacket’ made from a double sheet of newspaper
with a hole in the centre for the players head to go through.
During the fight, any players with wet patches on their
flak jacket are not allowed to fire on an opponent and must
return to their home base for a replacement flak jacket.
Play continues for a set time. The team that has the most
dry flak jackets at the end are the winners Back to Top
Smugglers
and Spies
Equipment: Tiny
Pieces of paper with the following smuggled items and point
values written on each;
Chocolate - 50 points.
Quantity: 10
Sugar - 75 points. Quantity: 8
Animal pelts - 100 points. Quantity: 8
Gunpowder
- 150 points. Quantity: 6
Designs for new secret weapon - 300 points. Quantity: 3
Map to buried
treasure - 500 points. Quantity: 1
Description:
Divide the players into two teams. Have each team puts on
its own armbands. One team becomes the smugglers - the other
the spies. After the rules of the game are given, each team
retreats to separate ends of the playing area (3-20 acres
with open woods is ideal for the game.)
The smugglers each receive the tiny pieces of paper, which
they are going to try to carry into enemy (spy) headquarters.
The spies set up their headquarters inside a 10’ by 10’
square area that has its definite boundaries. The scorekeeper
sits inside spy headquarters. After each team has been given
the opportunity to devise a strategy, play begins. The spies
fan out away from their headquarters and try to intercept
smugglers as they attempt to take their goods inside. When
a smuggler gets caught (tagged), he must stand still and
permit a one minute search of his person by the spy who
caught him. If the spy cannot find the piece of paper within
one minute (paper has to be hidden in external clothing
layers), the smuggler is free to try to advance again into
the headquarters. If the spy does find the ‘loot’, he takes
the piece of paper into spy headquarters and gives it to
the scorekeeper, while the smuggler returns to his headquarters
to receive another piece of paper. If a smuggler penetrates
inside the spy headquarters, he gives his goods to the scorekeeper,
and is escorted back to his own headquarters by a staff
person or leader supervising the game. The game continues
for a set period of time. When it ends, goods (points) are
totalled, and a winner is declared
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Man
Hunt
Equipment: None
Description:
One person is it and has to wait 1 minute so everyone can
hide in a large well known area. After 1 minute that person
must find people. When someone is caught they have to help
the person who found him/her.
Notes:
Played at night
Variations:Players are divided up into teams so
that each team is equal in playing ability. the rest is
played like regular man hunt
Submitted by Chris Tanock
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