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From:
Cub
Scout.Net
Ankle Grasp
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Draw a ring 6' in diameter. The contestants enter the ring, stoop over and
grasp their ankles. The object of the game is to push your opponent over or to
make him let go of his ankles. The player is automatically disqualified if he
steps out of the circle. |
Bash the Leader
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Divide the scouts into 4 teams. The object of the games is to hit the leaders
with the soft balls. Scouters are situated in each of four corners of hall 4
teams of scouts; each assigned to different a leader. Scouts place themselves
strategically in their quadrant to protect their assigned leader. Once placed,
Scouts are not allowed move their feet (they can twist and turn to intercept and
throw balls).
Leaders count each time they are struck by ball. Winner is leader with least
amount of hits.
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Bomb the Bridges
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The players stand scattered around the hall with their legs around 2 feet
apart. Each player's legs form a 'bridge' which may be bombed. To bomb a bridge,
a tennis ball must be thrown between the player's legs (hitting a
player's legs is not enough). Once bombed the player is out and must sit down.
However, they may still take part by continuing to throw the tennis balls to
bomb other players. The last player standing is the winner.
To prevent being bombed a player may protect himself using his hands to catch or
deflect the tennis ball. Players may not move their feet or crouch to prevent
being 'hit'.
The nearest players may retrieve balls, which are out of reach, quickly so that
play can continue. The greater the number of balls the harder and faster the
game becomes |
Blind Man's Knot
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a rope per player
a blindfold per player
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The squad is blindfolded. The leader passes down the line, holding a piece of
cord knotted in one of the familiar knots. Each boy may finger it for ten
seconds to discover which knot it is. The squad is then provided with a cord. At
the word "Go" each blind player makes the knot he considers the right one. The
quickest (if correct) wins. |
Australian Circle Game
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A player stands in the center of a circle, holding a tennis ball. He tries to
throw this ball to someone in the circle who will drop it. Another ball is also
being passed around the circle from one boy to another.
The player in the center may throw his ball to anyone, but he usually throws it
to the boy about to receive the ball being passed around the circle. If either
ball is dropped, the one who dropped it changes places with the boy in the
center. |
Capture The Fort
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Divide players into two sides: Attackers and Defenders.
Defenders form a circle, holding hands and facing outward, with their captain in
the center. Attackers surround the fort at about eight or ten paces distant.
They try to kick a soccer ball into the fort; it may go through the legs of the
defenders or over their heads. If it goes over their heads, the captain may
catch it and throw it out. But if it touches the ground inside the circle, the
fort is captured and the players change sides. |
Cat and Mouse
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Organize the players into a rectangular grid, or maze, spaced so that they
stand two arms lengths away from their partners in all 4 directions. If you have
an awkward number of players you may leave out up to 2 players - they will be
given roles later in the game. Before the game starts it is best to rehearse
changing the maze:
Start with all the players facing in the same direction with their arms spread
to their sides - this should create a number of rows. On the command 'Turn'
everyone should turn round 90° - don't be too worried which way just as long as
it is a quarter turn. This changes the maze from rows to columns.
Two players a 'cat' and a 'mouse' will run around the maze, the cat trying to
catch and tag the mouse. They may run around the maze and along the lines of
arms but must not pass or stretch across them. You can shout 'Turn' at any point
during the game to change the maze. Thus you may suddenly prevent the mouse
getting caught or put the mouse very close to the cat.
When the mouse is caught start again with another pair or start with a new mouse
and allow the old mouse to 'grow' to a cat. |
Chinese Ladders
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This games only belongs here insofar as the boys are likely already arranged
in the right format to play it. The should sit down the length of the hall
facing their partners, with their feet touching those of their partners.
...Like so. Starting at the top end of the diagram, upon command, the boys jump
up, and run down the hall over the legs of their team (who may not move those
legs!) and then touch the end of the hall. They run back around the outside,
touch the top wall, and then make their way over any legs back to their place,
whence the next boy may do the same. It's a race.
Note the way I have described it so that each boy must sit down beyond the next
person in his team; this helps prevent cheating by starting early.
This game can be made more interesting by providing simple obstacles around the
two outside edges of the hall, car tires to get through, turned gym benches to
walk along, or chairs to go under. |
Chair Basketball
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2 chairs
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Each team has a boy standing on a chair at the opposite end of the room, the
object of the game is for the team to score a goal by having their team member
catch the ball that is tossed to him while on the chair. The ball must be
dribbled to within throwing distance. The catcher must catch the ball while on
the chair.
It's best to have teams of around 6-8 players.
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City, Town, Country
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Players sit in two lines team A and Team B, each line numbered 1 to N. Player
1 in team A says to player number 1 in team B the name of a city, town or
Country.
We will suppose for example that he says 'GERMANY". Player 1 in team B must now
say a town city or country, beginning with the last letter of Germany. Let us
suppose that he says "YORK". Player 2 in team a now has to say a city, town or
country beginning with the letter K. This goes on all the way down the line. If
a player fails to give a correct answer or duplicates a previous answer, then a
point is awarded to the other team. When the end of the line is reached play
begins at player number 1 again. |
Compass Game
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A game I used to play in scouts was the compass game. Everyone stood spread
out around the room and was told to orient him or herself to 'north'. North
could be real north or a convenient wall or corner in the room. Everyone except
for the caller and the referees closed their eyes (blindfolded if you don't
think the honor system will work). The caller then calls out a direction, like
'east' and then everyone turns (eyes still closed) and points in the direction
of east. The referee the goes around and taps the shoulder of anyone not
pointing in the right direction. They are out. The game continues until one
player is left. It gets interesting when you start calling headings and
bearings.
This is a good game as it only discriminates by your sense of direction, which
improves as you play. |
Compass Points
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8/16 Poles or a piece of chalk
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This game will be found excellent practice in learning the points of the
compass.
Eight staves are arranged in star fashion on the ground all-radiating from the
center. One staff should point due North. One Scout now takes up his position at
the outer end of each staff, and represents one of the eight principal points of
the compass. The Scoutmaster now calls out any two points, such as S.E. and N.,
and the two Scouts concerned must immediately change places. Any one moving out
of place without his point being named, or moving to a wrong place or even
hesitating, should lose a mark. When changing places, Scouts must not cross the
staves, but must go outside the circle of players. When three marks have been
lost the Scout should fall out. As the game goes on blank spaces will occur.
These will make it slightly more difficult for the remaining boys. To make the
game more difficult sixteen points may be used instead of eight. When played
indoors the lines of the compass may be drawn in chalk on the floor. |
Crabs, Crows and Cranes
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This is a running about game which is good if you are in a large hall or
outside with a lot of boys. Split them into two teams, in two lines across the
hall. There should be a gap of a few feet between them. Near each end of the
hall should be a home line. One team are the crows, the other the cranes.
If you shout cranes, the cranes team must run to their home line without getting
tagged by the crow’s team. Any member of the cranes that gets tagged has to join
the crow’s team. If you shout crows, the crow’s team has to run to their home
line without getting tagged by the cranes team. Any member of the crows that
gets tagged has to join the cranes team.
If you shout crabs they must all stand still. Anyone that moves must join the
opposing team. You start off each time with both teams lined up across the hall
facing each other. The game ends when one team has all the players. |
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