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Games: Equipment Blindfolds Rules/Play
One
patrol leader is the
commander of his submarines. His job is to navigate as many subs as he
can
through a mine field in a set amount of time - 5 minutes per patrol is
a good
starting point. The opposing patrol leader sets up and manages his mine
field
to blow up the subs. Lay out a start line and finish line with the
minefield
between the two. The 'Mine' patrol leader tells each mine where to
stand in the
minefield. Then, each mine puts on a blindfold. The patrol leader
stands at the
starting line to shout directions as needed. All submarines stand at
the
starting line. Their patrol leader is at the finish line. The first
submarine
puts on a blindfold and listens to his patrol leader's directions. As
the
submarine is navigated through the mines, the 'Mine' patrol leader can
tell
specific mines to reach forward, back, left, or right to touch a sub.
The mines
cannot move their feet. When a sub is touched, it is destroyed, but the
mine is
still active. A destroyed sub removes his blindfold and leaves the game
field.
Scoring 1
point for each sub that gets through the mine maze. Balloon Aloft Game Equipment
Large
inflated balloon
for each patrol. Markers Rules/Play
Each
patrol draws a
patrol symbol on their balloon. In a
large play area, each patrol tries to keep their balloon in the air the
longest
Scoring
The patrol
that has
their balloon for the longest in the air wins.
Tail Grab Equipment
Kerchiefs or bandanas. Tokens
Rules/Play
Define a play area depending on size of group. Give
each scout a token such as a penny or bean. Each scout puts his
kerchief
hanging out the back of his pants waist band or belt loop.Scouts spread
out
around the playing area. On 'Go' signal, each scout tries to take the
tail from
another scout while protecting his own tail. Once a scout has a tail in
hand,
he is 'safe' while he exchanges the tail for all of the scout's tokens.
The
scout that lost his tail takes his tail back and leaves the game. Once
the
exchange is made, the scout with tokens is fair game.
Scoring
The
winner is the scout with the most tokens when time is called. Trash Ball Equipment A wastebasket
and a ball –
Nerf, tennis etc. (Have more than one ball to speed the game up) Rules/Play Divide
players into patrols
or teams. Place chairs
around a basket. Players stand behind a chair. Start going
clockwise, giving scouts a turn to throw the ball into the wastebasket.
Each
successful throw, where it goes into the basket, will earn 2 points for
their patrol/team.
If the balls goes in, but bounces out the team gets 1 point.
Scoring The team with
the most
points wins.
Amoeba Tag Equipment
None Rules/Play Out of a
large group, pick
one person to be the Amoeba. They will proceed to chase people around
and try
to tag them. A tagged person must link arms with whoever tagged them.
Whenever an
amoeba chain gets to 4 people, they split in half. If a person
leaves the designated boundaries, they are out. Scoring The last
person that
remains non-amoebafied wins. Ante Over Equipment A rubber
ball, a barrier
such as a strung up tarp (something you can’t see over). Rules/Play Split the
teams in half,
and sends each team on one side of the barrier. One person will yell
Ante Over
and throw the ball over the barrier. If anyone on the other team then
catches
the ball without letting it touch the ground, then they run around the
barrier,
and try to hit someone of the opposing team with it. The opposing team
is safe
if they run around to the other side of the barrier, and if they are
hit by the
ball, they must switch teams.
Scoring Keep taking
turns throwing the ball over, until everyone is on
one team.
Island Hopping Equipment Sheets of
paper for each player plus one extra. Rules/Play Line up pieces of paper. Have everyone stand on their pieces, leaving the extra one at the back. The scouts will then take the paper and pass it up to the front, allowing them to advance one piece of paper. This will continue until all scouts and pieces of paper are across the finish line. If a person touches the ground, then they drown, and the whole patrol/den has to go to the starting line without resetting their time. Scoring The
patrol/den that gets
across to the finish line the fastest, with all patrol/den members
alive, wins. Tape
Relay Equipment Pieces of
masking tape. Rules/Play
Put
tape in
a scattered form like “Joe’s basketball” game. Hop on
one foot at a time
jumping from tape to tape to the other side of the room and back. Each
patrol
will relay. Scoring The
fastest patrol to go to the end of the room and back in the shortest
time wins.
Broom
Hockey Equipment Brooms for
each player and
a ball. Rules/Play
Break
area
into 4 quadrants. 2 members from each team in each quadrant plus a goal
and a
goalie. People cannot go into goalie area or other quadrants. The ball
cannot
be picked up, kicked, or thrown. Ball can be passed from players in one
quadrant to players in another. Scoring Teams
score when the ball gets
past the goalie into the goal.
SPUD Equipment
Any soft
ball that
won't hurt when it hits someone.
Rules/Play Every scout is assigned a number from 1 to the number of players. Players form a close circle with one scout in the center who has the ball. The scout throws the ball straight up as high as he can and yells out a number. Everyone scatters except the scout whose number was called. He catches or picks up the ball. As soon as he has the ball, he yells "SPUD" and everyone must freeze. The scout with the ball can then take up to 3 giant steps towards any scout he wants. He then throws the ball at the scout. The target scout can move all parts of his body to dodge the throw - except his feet. If the scout is hit, he gets S otherwise the thrower gets S. Everyone gets back in a circle and whichever scout received a letter gets to throw the ball up for the next round. Scoring When a scout reaches S-P-U-D, he is out of the game. Or, after a set time, the person with the least letters is the winner. Capture The Fort One
team stands in a circle facing outward. Each scout places his left
hand on
the right shoulder of his neighbor and must keep it there. The team
leader
stands in the center of the circle. This is the fort.
The other team spreads out outside the fort. These are the attackers. The soccer ball is a bomb. The leader drops the bomb to the attackers. They try to kick the bomb through the holes in the fort wall - between legs or between bodies. Or, they can kick it over the top of the wall. If the bomb touches the ground inside the fort, it explodes. The team leader in the fort can catch the bomb and throw it back before it touches the ground. The walls can use their bodies or right hand to deflect the bomb. Scoring Either switch sides after each explosion or after a set time limit. Wastebasket Equipment A
wastebasket and a ball. (It maybe have more than one ball to speed the
game up) Play Divide
players into even teams. Place
chairs
around a basket. Players stand behind a chair. Start going clockwise,
giving
scouts a turn to throw the ball into the wastebasket. Each successful
throw,
where it goes into the basket, will earn 2 points for their team. If
the balls
goes in, but bounces out the team gets 1 point Other games: Memory
Relay Snatch
the Bacon Guardian
Patrol Leader Train
Wreck Prince
of Wales Knot
Relay Mines
and Submarines Crows
and Cranes Kelly
Says Kim’s
Game True-False Baseball |