Meeting Games

 

 

 

If it's not for the boys...It's for the birds!

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Ankle Grasp

  • Chalk

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

  • Several soft balls

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.

 

 

Bomb the Bridges

  • 2-4 tennis balls

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

  • a rope per player
  • a blindfold per player
  • 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

    • 2 Tennis balls

    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

    • 1 Soccer ball
    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

     
    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

     
    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

  • 2 chairs
  • 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.

     

    City, Town, Country

     
    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

     
    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

  • 8/16 Poles or a piece of chalk
  • 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

     
    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.

     

     
     
    Black Light Bowling Pics
     
    Family Campout
     
     
    Pinewood Derby

     

     
    The Annual Blue & Gold Banquet
     

    Zilker Park Trail of Lights

     
    Operation:

    Blue Santa

     
     
    Cake Bake
    The Anyone Cake Bake & Auction!

    It's all about the `corn!

    popcorn info

     
     

    Bear Ceremony Pic's

     
    No Prep Skit Night Photo's
     
    Black Light Bowling
     

     

    Online

     

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