Post by missy dunlap on Jun 13, 2010 9:56:03 GMT -6
GAMES NEEDING LITTLE OR NO EQUIPMENT
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SPEAK AND DO THE OPPOSITE I couldn't think of a better title for this, but it is fun to play both for kids and adults. Each team sends a person to challenge a member of another team. The person challenging says something like "I AM PATTING MY HEAD" but in fact they are rubbing their tummy. The person being challenged has to say in reply "I AM RUBBING MY TUMMY" and at the same time be patting their head. If they fail to do it properly in a given time or get it the wrong way round, then the challenging team wins a point.
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KEEP TALKING This is a knockout competition, it is played in two's. Each person has to keep talking at the other person. It doesn't matter what they are talking about, but there must be no repetition or pauses. You will need a referee to decide the winner of each pair. We have played this several times and it has proved very popular. Each time we have played it we have been surprised at the eventual winner. Often the younger scouts have walked all over the older scouts in this game.
We needed to set down a few ground rules though. The pauses had to last at least 2 seconds, 'common strings', like letters, numbers, months, etc. could only be a maximum of 12 in a row, you could not touch your competitor, and ONLY the (adult) judge could call a boy out for repetition. This is a great 'I need it in a hurry' game!
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COLOURED CIRCLES You will need: •5 different coloured pieces of chalk, Red, Blue, Green, Yellow and Brown. Split the troup or pack into equal teams and get them to number themselves off in their teams. Then draw a number of coloured circles on the floor, several of each colour. The leader now calls out an object and a number e.g. "GRASS 2", the number two in each team now has to run and stand in a circle that matches the colour of the object. The first person standing in the correct coloured circle wins a point for his team.
Suggestions:
RED = Blood, Cherries, Ruby
BLUE = Violet, Sapphire, Electric
GREEN = Grass, Emerald, Cucumber
YELLOW = Lemon, Primrose, Sulphur
BROWN = Earth, Potato, Leather
Please remember that some boys may have trouble with colors and so you may have to point out which circles are which.
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CAR TEAM RACE Dens stand in teams and are numbered. Each number is given the name of a car. When the number OR the name of the car is called out, they have to race to the end of the hall and back to their place, using the method they have been told. e.g. •Mini-crawl •Volkswagen - hop •Jaguar-run •Jensen - pigeon steps •Skoda - walk sideways •Cavalier - skip
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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 about ten feet between them. Near each end of the hall should be a home line for each team. Don't make it too close to the wall or they will run into it. One team are the crows, the other team are the cranes. If you shout cranes, the cranes team must run to their home line without getting tagged by the crows team. Any member of the cranes that gets tagged has to join the crows team. If you shout crows, the crows 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. You can have a lot of fun rolling your RRRRR'S with this. CRRRRRRRRABS, CRRRRRRROWS, CRRRRRRANES.
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SNAKE DODGE You will need: •A ball This is a continuous game with no winners or losers. Five or six players stand in a line, in the centre of the circle formed by the rest of the troop or pack. Each player in the line puts his arms round the waist of the player in front. The object of the game is for the players around the circle to hit the player at the end of the line or snake, below the knees with the ball. The snake can move around inside the circle to make this more difficult. When the player at the back of the snake is struck by the ball, he leaves the snake and moves into the circle of throwers and the player who threw the ball, joins on as the front man of the snake. The game carries on for as long as you wish.
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TURN TURTLE If your scouts or cubs like rolling around on the floor then they will love this quickie. I would advise activity dress, so as not to dirty uniforms. Pair the scouts off in size. One boy in each pair lies on his back on the ground. On the word go the other scout has to try and turn him over onto his stomach. The scout on the floor tries to prevent this by spreading out his arms and legs and moving around on the floor. No tickling or foul play is allowed.
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TAIL GRAB You will need: •A rope or cloth tail for each patrol. Each patrol stands in a line behind their patrol leader. Each man holds the belt or waist of the man in front. The last man has a tail tucked into his trousers. On the word 'GO' the patrol leaders have to move around the room and try to get as many of the other patrols tails as possible. Any patrols that break their chain are disqualified. The winning patrol is the one with the most tails.
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HUMAN BOAT RACE Each boat is made up of eight to ten players each in full knees-bent position. Each player has his hands on the shoulders of the man in front. Facing the line of players in each boat is a 'COX'. The cox holds the hands of the front player in the boat. When the race tarts, the boats move forwards by all players in a boat springing together off both feet. The cox for each boat shouts encouragement for his team and calls out the rhythm for the spring. During the race, any boat that breaks up into two or more parts is deemed to have sunk and is disqualified from the race.
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SIGNALS You will need: •Various noise makers such as whistles, rattles and bells. This game is similar to the game where you shout out Port and Starboard. The players are told what action they must perform when a certain sound is heard. Play this a few times with nobody being out, then start taking out people who do the wrong action or who are the last ones to do the action.
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CITY TOWN COUNTRY Players sit in two lines team A and Team B, each line numbered 1 to whatever. 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.
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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 themselves 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 honour 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.
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SUBMARINES In a large, pitch black room, with light switches on each end, the troop is split in half. Each half gets on their hands and knees near the light switch that they are protecting. On the Scoutmaster's signal, the scouts, staying on their hands and knees, attempt to turn on the light on the other end of the room while protecting their own. Like British Bulldog, this game can get a bit violent, what with kids fighting in the dark to get to the switch. This game would probably have to be modified for other meeting areas (especially those with hard floors!)
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SARDINES (HIDE AND SEEK) We turn all the lights off in the entire church (including those intended to be left on permanently). One scout stays in the meeting room and counts to twenty, the rest of the scouts hide anywhere (except for pre-set off limits areas) in the building. "It" begins looking for the scouts. Once a scout is found, he joins "it" in the hunt. The last scout found is the winner. The scouts especially enjoy jumping out of a dark corner and scaring their scoutmaster.
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SPUD Each scout is assigned a number between one and x, x being the number of scouts. In a circle outside (we circle around a flagpole) one person throws a ball (tennis, racquet, or similar) as high as he can, straight up, and calls out a number. The scout whose number is called catches the ball as the rest of the scouts run away from him as fast as possible. Once the called scout catches the ball, he yells "STOP!" at which time all retreating scouts are _supposed_ to stop dead in their tracks. (This is where the most argument comes in this game...) The scout with the ball is allowed to take three _really_ long steps (more like standing long jumps) so that he can get as close to the nearest scout as possible. He then attempts to hit the scout with the ball (not in the head or other vital organs). The scout being shot at is allowed to twist and bend, but may not move his feet. If the scout is hit, he gets to retrieve the ball while the rest of the scouts get back in a circle. He is also given a "spud," or a point. If the scout is missed, the throwing scout 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 scout with the least number of spuds at the end of the game wins.
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WHOMP 'EM Scouts get in a circle facing in, with both hands, palms up, behind their backs. Scouts must be looking into the circle. One scout, with a rolled up newspaper, walks around the outside of the circle. When he chooses, he puts the newspaper into the hands of a scout, who then proceeds to "whomp" the scout to his right. The scout being "whomped" runs as fast as he can (unless he enjoys being whomped) around the circle back to his starting position. The scout now holding the newspaper walks around the outside of the circle, looking for a scout to whomp the person to his right, as above. No winners, everyone wins.
________________________________________
SPEAK AND DO THE OPPOSITE I couldn't think of a better title for this, but it is fun to play both for kids and adults. Each team sends a person to challenge a member of another team. The person challenging says something like "I AM PATTING MY HEAD" but in fact they are rubbing their tummy. The person being challenged has to say in reply "I AM RUBBING MY TUMMY" and at the same time be patting their head. If they fail to do it properly in a given time or get it the wrong way round, then the challenging team wins a point.
________________________________________
KEEP TALKING This is a knockout competition, it is played in two's. Each person has to keep talking at the other person. It doesn't matter what they are talking about, but there must be no repetition or pauses. You will need a referee to decide the winner of each pair. We have played this several times and it has proved very popular. Each time we have played it we have been surprised at the eventual winner. Often the younger scouts have walked all over the older scouts in this game.
We needed to set down a few ground rules though. The pauses had to last at least 2 seconds, 'common strings', like letters, numbers, months, etc. could only be a maximum of 12 in a row, you could not touch your competitor, and ONLY the (adult) judge could call a boy out for repetition. This is a great 'I need it in a hurry' game!
________________________________________
COLOURED CIRCLES You will need: •5 different coloured pieces of chalk, Red, Blue, Green, Yellow and Brown. Split the troup or pack into equal teams and get them to number themselves off in their teams. Then draw a number of coloured circles on the floor, several of each colour. The leader now calls out an object and a number e.g. "GRASS 2", the number two in each team now has to run and stand in a circle that matches the colour of the object. The first person standing in the correct coloured circle wins a point for his team.
Suggestions:
RED = Blood, Cherries, Ruby
BLUE = Violet, Sapphire, Electric
GREEN = Grass, Emerald, Cucumber
YELLOW = Lemon, Primrose, Sulphur
BROWN = Earth, Potato, Leather
Please remember that some boys may have trouble with colors and so you may have to point out which circles are which.
________________________________________
CAR TEAM RACE Dens stand in teams and are numbered. Each number is given the name of a car. When the number OR the name of the car is called out, they have to race to the end of the hall and back to their place, using the method they have been told. e.g. •Mini-crawl •Volkswagen - hop •Jaguar-run •Jensen - pigeon steps •Skoda - walk sideways •Cavalier - skip
________________________________________
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 about ten feet between them. Near each end of the hall should be a home line for each team. Don't make it too close to the wall or they will run into it. One team are the crows, the other team are the cranes. If you shout cranes, the cranes team must run to their home line without getting tagged by the crows team. Any member of the cranes that gets tagged has to join the crows team. If you shout crows, the crows 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. You can have a lot of fun rolling your RRRRR'S with this. CRRRRRRRRABS, CRRRRRRROWS, CRRRRRRANES.
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SNAKE DODGE You will need: •A ball This is a continuous game with no winners or losers. Five or six players stand in a line, in the centre of the circle formed by the rest of the troop or pack. Each player in the line puts his arms round the waist of the player in front. The object of the game is for the players around the circle to hit the player at the end of the line or snake, below the knees with the ball. The snake can move around inside the circle to make this more difficult. When the player at the back of the snake is struck by the ball, he leaves the snake and moves into the circle of throwers and the player who threw the ball, joins on as the front man of the snake. The game carries on for as long as you wish.
________________________________________
TURN TURTLE If your scouts or cubs like rolling around on the floor then they will love this quickie. I would advise activity dress, so as not to dirty uniforms. Pair the scouts off in size. One boy in each pair lies on his back on the ground. On the word go the other scout has to try and turn him over onto his stomach. The scout on the floor tries to prevent this by spreading out his arms and legs and moving around on the floor. No tickling or foul play is allowed.
________________________________________
TAIL GRAB You will need: •A rope or cloth tail for each patrol. Each patrol stands in a line behind their patrol leader. Each man holds the belt or waist of the man in front. The last man has a tail tucked into his trousers. On the word 'GO' the patrol leaders have to move around the room and try to get as many of the other patrols tails as possible. Any patrols that break their chain are disqualified. The winning patrol is the one with the most tails.
________________________________________
HUMAN BOAT RACE Each boat is made up of eight to ten players each in full knees-bent position. Each player has his hands on the shoulders of the man in front. Facing the line of players in each boat is a 'COX'. The cox holds the hands of the front player in the boat. When the race tarts, the boats move forwards by all players in a boat springing together off both feet. The cox for each boat shouts encouragement for his team and calls out the rhythm for the spring. During the race, any boat that breaks up into two or more parts is deemed to have sunk and is disqualified from the race.
________________________________________
SIGNALS You will need: •Various noise makers such as whistles, rattles and bells. This game is similar to the game where you shout out Port and Starboard. The players are told what action they must perform when a certain sound is heard. Play this a few times with nobody being out, then start taking out people who do the wrong action or who are the last ones to do the action.
________________________________________
CITY TOWN COUNTRY Players sit in two lines team A and Team B, each line numbered 1 to whatever. 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 themselves 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 honour 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.
________________________________________
SUBMARINES In a large, pitch black room, with light switches on each end, the troop is split in half. Each half gets on their hands and knees near the light switch that they are protecting. On the Scoutmaster's signal, the scouts, staying on their hands and knees, attempt to turn on the light on the other end of the room while protecting their own. Like British Bulldog, this game can get a bit violent, what with kids fighting in the dark to get to the switch. This game would probably have to be modified for other meeting areas (especially those with hard floors!)
________________________________________
SARDINES (HIDE AND SEEK) We turn all the lights off in the entire church (including those intended to be left on permanently). One scout stays in the meeting room and counts to twenty, the rest of the scouts hide anywhere (except for pre-set off limits areas) in the building. "It" begins looking for the scouts. Once a scout is found, he joins "it" in the hunt. The last scout found is the winner. The scouts especially enjoy jumping out of a dark corner and scaring their scoutmaster.
________________________________________
SPUD Each scout is assigned a number between one and x, x being the number of scouts. In a circle outside (we circle around a flagpole) one person throws a ball (tennis, racquet, or similar) as high as he can, straight up, and calls out a number. The scout whose number is called catches the ball as the rest of the scouts run away from him as fast as possible. Once the called scout catches the ball, he yells "STOP!" at which time all retreating scouts are _supposed_ to stop dead in their tracks. (This is where the most argument comes in this game...) The scout with the ball is allowed to take three _really_ long steps (more like standing long jumps) so that he can get as close to the nearest scout as possible. He then attempts to hit the scout with the ball (not in the head or other vital organs). The scout being shot at is allowed to twist and bend, but may not move his feet. If the scout is hit, he gets to retrieve the ball while the rest of the scouts get back in a circle. He is also given a "spud," or a point. If the scout is missed, the throwing scout 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 scout with the least number of spuds at the end of the game wins.
________________________________________
WHOMP 'EM Scouts get in a circle facing in, with both hands, palms up, behind their backs. Scouts must be looking into the circle. One scout, with a rolled up newspaper, walks around the outside of the circle. When he chooses, he puts the newspaper into the hands of a scout, who then proceeds to "whomp" the scout to his right. The scout being "whomped" runs as fast as he can (unless he enjoys being whomped) around the circle back to his starting position. The scout now holding the newspaper walks around the outside of the circle, looking for a scout to whomp the person to his right, as above. No winners, everyone wins.