Troop/Patrol Games Patrol –vs- Patrol Games Patrol Push Preparation: Mark out large squares on the ground or floor with chalk, rope, or tape - as many as you have patrols (or one or two more). The squares should each be large enough for the entire troop to stand inside comfortably. The squares should be in a long line with sides touching. Note: If the playing space is limited, you may need to use rectangles instead of squares, or lay out the squares in a grid, such as 2 by 3 squares. Note: Remind larger scouts of potential injury and be prepared to blow a whistle to stop the game when needed. Instructions: The goal is for a patrol to have the lowest average score, similar to golf. Each square has a point value starting at 1 up to the number of squares. All scouts start in square #1. On the 'GO' signal, scouts try to push other scouts into the next square in line, #2 then #3 then #4 ... (Patrol members may work together.) When any part of a scout touches inside the next square, he is out and must go to that square. If a scout is pushed out the sides of a square (or to a square that is not the next highest numbered square), he returns into the square at the exact spot he was pushed out. The game ends when there is no one left to push or a time limit is called. A patrol's score is calculated by adding up the value of the square in which each scout is left standing and dividing that by the number of people in the patrol. Patrol Charades Activity Each patrol/den will prepare a charade of an activity required for a merit badge. Patrols/dens will act out their merit badges one at a time, while the others try to guess the merit badge. Scoring A patrol/den gets a point whenever they correctly guess the charade of another patrol/den. The patrol/den with the most points wins. Paul Revere Relay Game Each patrol chooses one scout to be Paul Revere, the rest are his horses. Each patrol lines up at their starting line with a turning point cone about 10 or 15 feet away for each patrol. On 'GO' signal, Paul Revere mounts the first horse piggy-back style. The horse carries him around the cone and back. Paul must then transfer to his next horse without touching the ground and with no other help except from his current and next horse. If he touches the ground, have Paul do some stunt. A stunt would cause a time delay and be fun say the Pledge of Allegiance, give a wolf yell 3 times, check his horse's shoes for dirt. Line Up Materials: blindfolds Blindfold everyone in the group. Whisper to each person a number from one to the number of persons in the group. After you are done, tell the players they must line up by consecutive numbers without talking. Everyone should begin to move slowly around each other, putting palms up facing outward to protect themselves from collisions. Troop Meeting Games Page 1 Chain Gang Escape Activity Materials: Ten 2-foot paper circles per patrol, 2 feet of twine per scout, 2 blindfolds per patrol Patrol members will need to communicate and support each other for success. Rather than going for speed, you might reward a patrol that makes it across in one, two, or three attempts with a prize or points. Each patrol lines up side-by-side and ties their left ankle tightly to the right ankle of the scout on their left. This should make a chain gang. The leader of each patrol chooses one member of a different patrol to be blindfolded. The leader of each patrol chooses one member of a different patrol to be blindfolded. There are now 2 blindfolded members on each patrol. Finally, choose one scout in each patrol that cannot talk. The circles are distributed in a path from a start line to a finish line for each patrol to follow, spaced about 18 inches apart. Story: You have been held captive in prison by an evil [Dictator, or Aliens, or whatever] for the past 4 months. Every day, you are chained together and forced to [sing songs, clean toilets, whatever] all day. But, on this day, there is an earthquake which splits a crack in stone wall so your gang decides to make a break for it. All around the prison is a radioactive moat filled with toxic waste, leftovers from the school cafeteria, and mutant, rabid, swimming bunnies. If anyone in your gang touches the moat, their flesh will dissolve and the bunnies will be awakened to attack and devour the rest of your gang. Luckily, the earthquake upheaval caused many tiny islands to form. As long as you stay on those islands, you'll probably be ok. And, the islands do NOT move. Unfortunately, while going through the crack in the wall, part of it fell on your gang. Two of you were struck in the head by falling rock causing temporary blindness while a third was hit in the throat damaging his vocal chords. Now, your gang must work its way to escape and safety. Blindfold Passing Relay Materials: Blindfolds and various items You can have a lot of fun with a Blindfold Passing Relay. Two Patrols or more may take part, if there are equal numbers of players in each Patrol. All are blindfolded, and stand in line, extended to two arms' length between each Scout in the Patrol. Beside the player at one end of each Patrol, is placed a chair on which sundry articles are put, identical for each team: a Scout hat, scarf, penny, clock or watch, matchbox, shoe; but nothing edged or sharp-pointed. When the whistle blows, number one of each team starts passing the things, one at a time along the line, until all are collected by the player at the other end. The first team to have the whole lot at the other end, wins. Any article dropped must be found by the player who last held it in his hand, by groping round; and no player may hold more than one article at a time. That means that if there is a hold-up in the line because of a dropped article, players must pass the remaining articles back again up their line, until word comes that the dropped article has been found and is on its way, when the passing of the others will be resumed. Tower of Mallow Materials: Marshmallows and dry spaghetti Divide the scouts into teams of eight or more, and give each team several packets of both marshmallows and dry spaghetti. Then ask them to build a marshmallow tower as high as they can, preferably one that can reach the ceiling (or its equivalent, if they are outside). The tower has to be able to withstand its own weight, and the tallest wins a prize. Caterpillar Materials: None The players lie on their stomachs, side to side, with their arms straight out in front. The person on the end begins to roll over the top of the row of bodies until he or she gets to the end. This can be done as a race, with two teams competing to get to a predetermined point. As soon as the first person has cleared the second person, the second person begins rolling – therefore it is not important for all teams to have exactly the same number of players. Troop Meeting Games Page 2 Through the Tunnel Materials: a ball for each patrol Each patrol lines up in single file with their legs spread two or three feet apart. Ball starts in the hands of the first scout in line. On 'GO', the ball is sent down the tunnel between the legs of each scout to the last scout in line. It can be helped along the way by anyone, but it needs to pass through the legs of each scout. The last scout picks up the ball and runs to the front of the patrol line and sends the ball through the tunnel again. The first patrol having the first scout back at the front of the line, wins. You may need to have some scouts go twice to even out the number of trips through the tunnel. You may add a rule that causes the ball to start its trip through the tunnel from the beginning again if it breaks out of the tunnel. Night Crossing Materials: Blindfolds, about a dozen 4-inch-diameter cardboard cylinders, 18 to 24 inches long (such as the tubes that come inside rolls of carpet or in PVC pipe) Blindfold the entire patrol, except the patrol leader. Set up the cylinders at irregular intervals across the course. It is the patrol leader’s job to coach his patrol across the course without bumping over a cylinder. The patrol leader cannot get on the course. If a cylinder is bumped over, that Scout must start over. Once a Scout has successfully navigated the course, allow him to take off his blindfold. All members can be on the course at once, or one at a time. This can be a timed event or it can serve as a team-building exercise. Rearrange the course for each new patrol. Blindman’s Knots Materials: A 3-foot length of rope for each Scout Each patrol lines up in relay formation and all Scouts blindfold themselves. For each patrol, a leader passes a familiar knot down the line. Each Scout has up to 10 seconds to try to identify the knot by touch only. The Scouts are then given the length of rope and asked to reproduce the knot. Scoring: Score 1 point for each correct knot. The highest-scoring patrol wins. Island Hopping Materials: Lots of paper Patrol lines up, everyone standing on 2 pieces of paper plus one extra piece in front of patrol. Patrol steps forward in unison and takes paper from back to front. Repeat until patrol covers course. First done wins. Guard the Fort Materials: 1 soft ball (nerf, volley, soccer) Patrol forms a circle with patrol leader in middle, all other members face out. The rest of the troop is in a circle around the patrol. Troop tries to hit the guarded P.L. with a soft ball. Time it, patrol that protects patrol leader the longest, wins. Patrol Basketball Relay This is played on an indoor basketball court with walls, to keep the basketball from getting away. There must be at least three patrols. All patrols are ordered on the sideline. The first patrol becomes one team. The second patrol becomes the second team. The other patrols wait on the sideline. Basketball is played. Whenever a team scores a basket, both of the following occur: 1) One patrol of the winning team is sidelined. The patrol that is sidelined is the one that was playing the longest just now. If there is only one patrol in the winning team – nobody gets sidelined. 2) One patrol from the sideline is added to the losing team. The patrol that is added is the one that was sidelined the longest. If there are no patrols left on the sideline, no patrol is added. Classic Troop Games Steal the Bacon Troop Meeting Games Page 3 Required: small objects to take. Instructions: Split group in half. Number scouts off on each team. Draw a goal line for each team about 20 feet apart. Place the 'bacon' object at the center of the play area. Leader calls out a number and the scout with that number on each team runs out to steal the bacon and bring it home. If the scout gets the bacon home without being tagged, his team gets a point. If the other scout tags the scout with the bacon before he gets home, his team gets a point. At first, only call one number at a time. Then vary the game by calling multiple numbers to have multiple players from each team active. You can have multiple bacons if using multiple players at once. Alternatives: - You can have multiple bacon if multiple players are called out. - Have a staff for each team and use a beanbag for the bacon. When a scout is called, he grabs the staff and uses it to sweep the beanbag home. - True/False. Have a red and a blue bacon, one for true and one for false. Call out the number and then ask a true/false question. The scouts should retrieve the correct bacon. If a scout returns with the wrong one or tags the scout with the wrong one, then his team loses a point. - Using the True/False, just go down the line asking questions instead of calling out numbers. Stick in the Mud One person is IT. All other players start at one end of the room. IT starts at the center of the room and yells “Go!”. All unfrozen players must run from one side of the room to the other. IT tries to tag the players. If a player is tagged by IT, then he is frozen – he has to stand still where he is with arms stretched out to the side. IT continues trying to tag the other players. Any unfrozen player that touches a frozen player also becomes frozen. A player is safe once he reaches the other side of the room – once a player reaches the other side, he cannot go back into the play area. Once all unfrozen players are safe at the other side, IT goes to the center of the room and yells “Go!”. Unfrozen players then try to reach the safety of the other side of the room. Play continues until one unfrozen player is left. The last unfrozen layer becomes IT for the next round. Optional twist: The frozen players freeze with their arms stretched out to the side AND legs spread apart. The frozen players can be unfrozen if an unfrozen player crawls under his legs without touching him. Red Rover The game is played between two lines of players, usually around thirty feet apart. Each team lines up along one of these lines, and the game starts when the first team (usually called the "East" or "South" team, although this does not relate to the actual relative location of the teams) calls out, "Red rover, red rover, send [name of player on opposite team] right over." or "Red Rover, Red Rover, let [name of player of opposing team] come over." or "Red rover, red rover, we call [name of player on opposite team] over." The immediate goal for the person called is to run to the other line and break the "East" team's chain (formed by the linking of hands). If the person called fails to break the chain, this player joins the "East" team. However, if the player successfully breaks the chain, this player may select either of the two "links" broken by the successful run, and take them to join the "West" team. The "West" team then calls out "Red rover" for a player on the "East" team, and play continues. When only one player is left on a team, they also must try and break through a link. If they do not succeed, the opposing team wins. Otherwise, they are able to get a player back for their team. Troop Meeting Games Page 4 Safety Considerations: Runners cannot run into people, try to knock people down or jump at the clasped hands. They can only run in between players to try and break their grasp. When they hit the line, either the chain breaks or it doesn’t. Runners cannot keep trying to push through after being stopped. British Bulldog Notes: This gets VERY physical. You may want to address your larger scouts aside before the game about handling smaller scouts. Instructions: One scout is the 'bulldog' and stands in the center of the play area. Everyone lines up at one end of play area. When the bulldog yells, 'British Bulldog', all scouts run to the far end of the play area, avoiding the bulldog. To capture someone, the bulldog must lift him completely off the ground long enough to yell, '1, 2, 3, British Bulldog!' He then becomes a bulldog too. The last player caught is the bulldog for the next round. Cat and Mouse All but two scouts form a circle and hold hands. One scout is on the inside of the circle, and one is on the outside. One of these scouts is the cat, and the other is the mouse. The circle's job is to protect the mouse from being tagged. The mouse can run inside or outside the circle, whichever direction he wants to avoid being tagged. When he is tagged, he becomes the cat and the cat picks a new mouse (not himself). Infinite Ball Tag Required: soft ball (rubber or foam) Preparation: mark off play area or use entire room Notes: No one is ever out. You can keep playing an infinitely long time. Instructions: All scouts find a spot to stand in the play area. They must remain in that spot. One scout is chosen as IT. Everyone tries to hit IT with the ball while IT runs around trying to avoid the ball. When someone hits IT, he immediately becomes IT and runs away. Scouts can only move from their spot to retrieve a ball to which they are closest. Leaders may call a timeout for repositioning occasionally. Team –vs- Team Games In these games, a team plays to be the winning team. For these activities, the troop is divided into two or more equal-sized teams. Or in some cases, the teams may be equal sized (or near equal sized) patrols. Prisoners Bases You will need a line to divide the room into 2 halves, then at the far end of each half mark off another area running across the full width of the playing area, approximately 1m from the end walls or ends of your playing area. Each team now occupies one of the larger parts of each half of the hall, and must stay out of the smaller area at the end of each half. Play begins with a leader throwing the ball into the middle, each team now has to attempt to hit the opposing teams players below the knee with the ball. Once a player has been hit they must move to the small area behind the opposing team. Once a player has been hit and moves to the area behind the opposition, they cannot use the ball to try to get their opponents out, but can only throw the ball over the opposing team’s head, back to their own teammates. The game continues until all players from one team are out. Center Tag Required: 2 large inflated rubber balls Preparation: Best played in a gym. Divide the play area in thirds. Instructions: Divide group in half. Team #1 goes in the center third of the play area. Team #2 is divided in half and half the team goes into each of the end areas. Team #2 throws balls at Team #1. When someone is hit below the shoulders, they join the end that threw the ball. (Possible rule Troop Meeting Games Page 5 is that if you hit someone in the head, you sit out the rest of the round.) Team #1 in the middle does not throw the balls - they just try to dodge and stay alive. The last two scouts in the middle section win and get to start with the balls in the next round. The original Team #1 members are now in the end sections while Team #2 is in the middle. Four Kings Game This is a thinking game. Required: paper and pencil and four chairs Instructions: You need at least 12 scouts. Divide them into two teams by combining patrols, or by some other method. Players need to remember who is on their team. Write the name of each scout on a separate slip of paper and place them all in a bag, hat, or bucket. Randomly choose four names from the hat, one at a time, to decide who will start sitting on the thrones. There must be two from each team. There are four chairs – these are the thrones where the Four Kings will sit. Mix the names back up again – including the names you used to select the kings. All scouts form a circle, including the four kings on their thrones. Somewhere on the circle, leave one empty spot large enough for another player. Every player randomly choose one slip of paper – including the kings. The scout to the right of the empty spot in the circle calls out someone's name. Whoever has that name on his slip of paper moves to the vacant spot in the circle and exchanges slips with the scout to his right (the person that called out the name). Now, the player to the right of the open spot (where the last scout moved from) calls out a name. The scout with that name on his paper moves to the vacant spot, exchanges slips, and the process continues. As soon as all four thrones are occupied by members of the same team, that team wins the round and the paper slips are reshuffled and passed out again for another round. Pinguard Required: 20 or more scouts, as many dodge balls as you can get, 6 plastic bottles or bowling pins. Notes: It really works best in a gym with walls to keep the balls in the area. It's good to mix up teams after every round or two if you are just playing for fun. Instructions: Divide in 2 teams. Use a basketball court or tennis court sized area. At each end of the court, each team sets up 3 bottles as targets. Each target can have a guardian to protect the bottle, but does not need one. He must stand behind the bottle and can only reach in front of it to deflect thrown balls. Line all balls up on the center line and all scouts on their end line. On the whistle, scouts run to the center, grab a ball, and throw at opponents. If you are hit, you immediately drop your ball, run to the sideline and wait in line at the center line. You may NOT deflect a hit with a ball held in your hands - that counts as getting hit. If someone on your team catches a ball thrown at him before it bounces, then the first scout waiting in line on the side gets to rejoin the game. If a guardian is hit, he is not out of the game. He can take a hit instead of letting it hit the bottle. That is why it must be obvious who a guardian is by standing directly behind the bottle. If a bottle is knocked down by any means (ball thrown, guardian touching it, rebounded ball from the back wall, ...) it stays down and that guardian runs to the sideline to wait in line. The last team with a target standing wins the round. There are many rule variations, such as: When a ball is caught, ALL scouts on that side get to rejoin the game. Troop Meeting Games Page 6 Scouts can block a throw with the ball they are carrying. Guards can stand in front of the pin. Cracker Eating Relay Materials: Saltine crackers The teams form in column of twos. A saltine cracker is given each Scout. At the word "Go" the first two have to eat their crackers and whistle. As soon as a Scout whistles the next one on his team may eat his cracker. The team that finishes first. including the last whistle, wins. A suitable prize has been found to be a glass of water. Traffic Jam Materials: something to mark spaces that individuals in the group stand on. (There should be one more space than the number of people in the group.) Half of the group stands in a row back to front facing the other half of the group, which also is back to front but, of course, facing the first group. It does not matter if you have an odd number of people in your group and one side has one more person than the other. Everyone should be standing on a marked spot. The empty spot should be in the middle between the two facing groups. The goal is for each group to exchange places. As you might expect, there are some restrictions on movement. First, only one person moves at a time. Second, a person may not move around anyone facing the same direction. Third, they may not move backward. Fourth, no one can move around more than one person on the other team at a time. *Skin the Snake Relay Materials: None 1) Begin by dividing the players into two or more even teams. Teams should consist of at least 6 players each. 2) Players line up one behind the other. The first player in line, reaches their right hand back between their legs and grasps the left hand of the player behind them. Each player does the same with the player behind them until the line is linked. 3) The last person in line lies flat on their back, still holding onto the hand of the player in front of them. Their legs will be under their teammates legs. 4) The line moves backwards with each player lying down as they become the last player. 5) The last player down, gets back up and moves forward pulling the whole line after them. The first team to get back into position wins. 6) Remember, players must remain holding hands for the entire relay. Caution players to move together so no one gets hurt. Anyone pulling roughly could cause an injury. (Search “skin the snake game” on youtube for examples of competitions) Scrum Materials: None Two teams of Scouts form up in line and stand face to face across the middle of the room. The Scouts on each line grasp one another round the waist. When the whistle is blown, the opposing teams lean towards one another, and push steadily with their heads and shoulders until one line is driven back six yards from the starting place (no hands can be used). Play for two of three. Big Team Score Basketball Game Materials: 2 Basketballs, Whitestickers with the number 1, 2, 3 or 4 written on them Objective: To include everyone in a team game in which players must work together Group Size: 20 or more is ideal This is a fun way for a large group to play basketball while using teamwork and making sure everyone is included. Troop Meeting Games Page 7 Divide the groups into four teams and give each team a batch of stickers with the numbers 1, 2, 3, or 4 on them. Each person puts a sticker on his/her shirt (team number one should all be wearing 1, team two should be wearing 2, etc.). Teams one and two will be shooting at one basket and teams three and four will be shooting at the other basket. Play with two basketballs and everyone plays at the same time. (It is best to play with no out-of-bounds if this is possible.) The object of the game is for everyone on your team to score a basket. Play regular basketball rules, only everyone is playing at once and trying to help his/her team members to score. Every time a basket is made, the person who made the basket takes off his/her sticker and places it on a score board that is on the wall (or have a person be the scorekeeper who wears all the stickers on his/her shirt). The stickers keep track of who has scored. Once a person scores one basket, he or she cannot make anymore points for his or her team. The first team to successfully have everyone score a basket wins. Submarines and Minefields Materials: Blindfolds You split into two teams. One team forms a line across the playing field. They are blindfolded and standing close enough together to touch hands. Each hand is a mine that will 'destroy' a ship (a member of the other team.) that team quietly tries to sneak along the line weaving in and out of the mines, (i.e. between their feet, or between two scouts). we once had someone go fetch a utility ladder and climb over the minefield. After a minefield team member uses one hand and hits a ship, that hand is out of play for the round. Thus later ships may go through an unprotected area. Smaller scouts usually win this one. When the whole team has gone through or not as the case may be, change over. At the end of the game, the winning team is the one that managed to get the most ships through the minefield. Brooklyn Bridge Materials: Basketball The two teams face each other on parallel lines as in "Fire" and each Scout spreads his feet about 18 inches apart. Each Scout rolls a basketball at the other team in turn, the teams alternating. If the ball goes between a Scout's legs, that Scout is out of the game. He can do nothing to stop the ball as it goes "under the bridge." Quick Line Up Materials: None Split the group into four teams and line them up in a box formation around a person, the leader, in the middle. The leader must face one of the lines of the box. After the teams are lined up, then the leader shows which way is his front team, or the team that must always line up in front of the leader. The other teams must remember where they line up in relation to the leader. The team members must always line up next to the same people in their lines in the same order. Now the leader turns and faces a new direction and says "Quick Line Up". The lines must reorder themselves so they are in proper order. The first team to line up first must scream "Done". The leader can get creative and run all over the area and make the teams run all over to get lined up. Achieve a Patrol Goal These games can often be used as team –vs- team races. Asteroids – Two Team Version Materials: “Soft” balls or other soft props. This can also be played outdoors in a field. Two Team Version: The group is split into two teams, each on their own side of a room. The referee releases a bag of “soft" balls in the middle of a room. On the go command, the teams rush to get a ball, while staying on their side of the room. Each throws the ball at their opponent. If you are hit by a projectile, then you are frozen and must squat down. The only way for you to become unfrozen is for someone from your team to roll a ball to you. This game just continues on until you decide to end the game or everyone is frozen on one side. *Asteroids – Patrol –vs- Patrol Version Troop Meeting Games Page 8 Materials: “Soft” balls or other soft props. This can also be played outdoors in a field. The patrols gather as a group. The patrols are equally spaced along the perimeter of the room. The referee dumps a bag of balls in the middle of the room and gives the go command. The players run to get a ball and throw them at a member of another patrol. A player becomes frozen when: 1) He is hit by a ball; 2) He catches a ball; 3) He kicks a ball; 4) A ball rolls into him; 5) He holds more than one ball; or 6) He takes one or more steps while holding onto a ball. Once frozen, at least one knee must be on the floor at all times until unfrozen. If frozen, to become unfrozen you must capture a ball in your hand – either by catching a ball thrown to you, intercepting a thrown ball, or capturing a rolling ball. A player cannot become unfrozen by the same ball that caused him to become frozen unless that ball has since been touched by any other player. When a player becomes unfrozen, he immediately stands up and subsequently, without taking any steps, throws the captured ball. This game continues until the only unfrozen players are all members of one patrol. River Rapids Materials: pods Each group must cross an imaginary river using a limited number of moveable floating "pods". This difficult journey will take group planning, effective communication and cooperation. It also helps foster teamwork and project leadership skills. Helium Stick Materials: tent pole or similar stick Participants for a team form 2 lines facing each other. Everyone holds their index fingers pointing at the other line. Place a tent pole so it rests on top of everyone's index fingers. Everyone's index finger must stay in contact with the helium pole at all time, but the pole must simply rest of top of the fingers. No grabbing the pole or holding it. Now the team must lower the pole to the ground. Everytime someone's finger comes off the pole, have the group start over. Spider Web Materials: rope. You could use a hula hoop for the opening The goal of this activity is to physically pass each team member through a man-sized spider web within the time limit. Challenging rules make for some very interesting situations that encourage the group to work together. Key learning areas include resource utilization, problem solving and creative planning, as well as bringing strength and gender stereotypes to light. *All Aboard Materials: like 2'x2' platform or an old towel Use a small box, like 2'x2' platform, or whatever size fits your group. The object of this initiative is to have everyone stand on the box. No one is allowed to touch the ground for a specified amount of time. You can start with the towel unfolded and gradually increase the challenge by folding it smaller and smaller. The only restriction is that you may not “stack” more than one person on another. Blind Polygon Materials: one length of rope 50–100 feet long; blindfolds Blindfold the participants. Either hide or hand them a rope which is tied in a circle. If you hide the rope, make the group find the rope, and then everyone else has to find whoever found the rope. Then everyone has to put both hands on the rope. Then give them a polygon that they have to create while blindfolded. Examples would be right triangle, square, pentagon, octagon. Whatever you think they will properly challenge them. The rules are that once their hands are on the rope, they cannot remove their hands from the rope, and they must be blindfolded. Tarp Race Materials: Tarps Have each patrol stand on a small tarp. Race to see which team can have the tarp lipped over, without any team members stepping off the tarp. Troop Meeting Games Page 9 Trolley Materials: two 2x4 or 2x6 boards with ropes tied into the boards Using two 2x4 or 2x6 boards with ropes tied into the boards. The participants stand on the 2x4/6's and use the ropes to control the boards and move from one area to another. You can make the group walk around and over items to challenge them. Group Juggling Materials: tennis balls or bean bags, or have each person take off one shoe. Begin with everyone in a circle and one object to be thrown. The first person throws the object across the circle to someone who then throws the object to someone else. Everyone should catch and throw the object just once, remembering whom they received from and to whom they threw. The first person to throw should receive the ball last. Begin the sequence again, continually adding objects so that the group is juggling as many objects as possible. Everybody Up Materials: None This activity begins with everybody in pairs and gradually expands to include everyone at once. Each pair sits on the ground facing each other, with each person’s feet against the other’s feet and holding hands. The goal is to pull each other to a standing position. When two people accomplish this task, continue to try it with more until everyone is in one group. It has been suggested that with more than eight people it is impossible to do in a circle, but that it is possible to do with another configuration. Variation: The goal is the same except that in this version participants sit back to back. All other rules apply. Popsicle Push-Up Materials: none The easiest way to teach it is to start doing a four person push-up. The first person lies down on his or her stomach. The second person lies down perpendicular to the first, with feet and ankles over the lower back of the first. The third and fourth people do the same thing, with the first person’s feet over the lower back of the fourth so that the torsos form a square. The challenge is to have all four people do a push-up at the same time. When they have done this, the goal is to add more people until you are doing a push-up with everyone in the group involved. (It is possible with some creative thinking.) Variation: A challenging alternative is to tell the group at the beginning that the goal is to get everybody off the ground with only their hands touching, without telling them about any possible solutions like the four person variation. *Gimme a Leg to Stand On Materials: none The goal of this activity is to get your group to have a minimum of contact points with the ground. In other words, you want to find out how few legs and arms you must use to maintain a balance point for, say, five seconds. Giant’s Soup Materials: Tarp, Boards and rope Mark off a large area using a large rope to indicate the boundaries. This is the inside of the soup bowl. Inside this boundary, lay the boards and pieces of rope and/or webbing. Place all the participants on a tarp in the middle of the bowl. Their goal is to get off the giant cracker, the tarp, and get out of the soup bowl before the giant gets back. They can use the ropes/webbing and boards in any manner, as long as they don't touch the ground. If anyone falls into the “soup” you can make them start over, or challenge the group in some other manner like silencing the leader. Troop Meeting Games Page 10 Round The Ring. Materials: None This is a good game for the fun it gives and for developing the wrists and arms. About one dozen players sit down in a ring with their feet pointing inward. The feet make a circle just big enough for another player to stand in. The player inside the circle stands perfectly rigid, and as soon as the other players are ready lets himself fall, either backwards or forwards, on to the outstretched hands of the players forming, the ring. The members of the ring push the center player from hand to hand, and when one of the former lets him fall he changes places with the center player, and in his turn is passed round the circle. Radioactive Field Materials: three boards (pieces of plywood work fine) about a foot square The goal is to transfer the entire group across an open, flat area using three protective shields without touching the ground with any body part. Boards must not be thrown across the open area. Chocolate River Materials: small boards of about a foot square Participants are given wafers/marshmallows, that they must use to cross the river. Create a small area where the participants must start in, and then give them a “safe” area for them to reach. The wafers/mashmallows can be a bandana, a piece of cardboard, or anything that can be used to stand on. I use a story about being on a visit to the Hershey's Chocolate factory when all of a sudden there is a huge explosion. As the alarms are going off, the tour guide quickly ushers you out the front door and locks the door so you can't get back in, but didn't realize that the road for you to get back to your cars is flooded by a flowing chocolate river. Well, it is a good thing you have those marshmallows that they gave you on the tour, because you now must use those to get back to the cars. The rules are simple, you must have an anchor to land, no more than two feet per marshmallow or it will sink, and you must be touching the marshmallow at all times or it will float away. If there aren't enough people to reach the safe area while still using someone as an anchor, then you can allow everyone to go onto the marshmallows to cross the river, because they would be heavy enough together to keep from floating away. Something else that I make them do is carry all their marshmallows across as they finish. They can't leave anything behind in the river. Knots Materials: None A group of six to 12 people form a circle. Each person puts the right hand into the center of the circle and clasps hands with one other person who is not standing next to him or her. Then everyone puts their left hand into the circle and clasps hands, again making sure that person is not standing next to them. They should be holding two different people’s hands. The goal is to untangle the knot without letting go of anyone’s hand. Blind Tent Pitch Materials: one tent with all equipment needed to set it up; blindfolds The goal is to set up the tent with everybody in the group blindfolded. *Blindman's Buff Materials: One Blindfold The scouts, holding hands, form a circle around the blind man and run around and aound until he called "Halt." He then tries to identify the players by sense of feeling. The Scouts could move their bodies to avoid the blind man, but could not move their feet or let go of the neighboring scout. Group Games – Play to win Poison Troop Meeting Games Page 11 Materials: Three Indian Clubs (bowling pins) Three large Indian clubs are arranged on the floor at the corners of an imaginary equilateral triangle with 15 inch sides. The Scouts form a circle around these, each Scout gripping his right hand neighbor's left wrist with his right hand. Thus it will be seen that if the circle breaks the director can instantly tell who let go. The object of the game is to pull and crowd someone onto the clubs so they will be knocked over. The Scout who lets go or knocks down a club is out of the game. When only three or four are left the game becomes quite interesting. There are many variations of this game, one of the best being a chalk circle on the floor. British Bulldog Materials: None This is a rough but fun game. The scouts line up on one side of room (field). One or more scouts are selected as “it” and they are in the center. “It” leader says "go" - all try to get to other side while IT tries to catch them, lift them of the ground while saying "British bulldog 1,2,3". If caught, you join IT. Last one left is the winner. Group Games – with an “It” Circle Ball Materials: Basketball The players form a circle with the Scout who is "It" in the middle. A basketball is thrown from one to the other around the circle and the Scout in the center tries to touch it. If he is successful, the last Scout to touch the ball is now "It." If the ball goes outside the circle the director is to get it. No Scout may move his feet or break the circle. Indoor Duck on a Rock Materials: Cheap small plastic balls (3 inch diameter is ok) This is played with cheap plastic balls. Each scout has a ball (duck). The scout who is “it” places his “duck” within a small circle (maybe the circle is made with masking tape). The other scouts get in a circle and, in turn, roll their ducks and try to knock “it’s” duck out of the circle. If they succeed, the "duck is off" and the scout who is “it” must replace his duck before he can tag the other scouts as they get retrieve their duck. A scout is not safe until he is holding his duck on the floor in front of him. Three Deep Materials: None The Scouts form in a double circle, that is, each Scout has another fellow back of him. There is also a Scout who is "It" and one that he is chasing whom we will call the runner. If the runner can get in front of any of the "two deep" units forming the circle he is safe and the third or rear boy of that unit becomes the runner. Thus it will be seen that the boy who is "It" has to chase several runners before he is lucky enough to tag one, thus making him "It." Free Shot Materials: Soft plastic/foam balls One Scout faces the wall with his head bent down. The others take turns throwing a soft ball at him. If a Scout misses he is "It." If he hits, the boy who is "It" tries to guess who threw. If he hits on the right boy that boy is "It." The Scoutmaster should tell who is to throw, trying to give each one an even chance. If the bail is thrown in order it will be easy to determine who threw. Spud Materials: “Spud” which could be a small soft ball. Troop in circle, IT in center calls out name (or number) of scout, and throws spud in air. All scatter until scout called catches spud and yells "spud", all freeze as he picks one to throw the spud at. If hit your IT...repeat. (The catcher cannot move from where he got the spud.) Spud – Alternate Version Troop Meeting Games Page 12 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. 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. Guard the Bucket Required: a scout staff (5 or 6 feet long, a broom handle will do), a dodge-ball or kickball, and a bucket or milk crate or strong box. One scout stands on the bucket in the center of the room with the staff. The rest of the scouts form a circle around the bucket, probably about a ten foot radius. The object of the game is for the scouts in the circle to try to hit the bucket with the ball. The scout in the middle guards it with the staff. If the ball should be deflected off the staff and hit the bucket, it doesn't count. The scout who hits the bucket now takes his turn as guard. The key to the game is for the scouts in the circle to keep passing the ball around the circle, thus making the guard constantly move. 1 vs 1 In these games, the scouts are divided into groups of two and compete against each other. Leg Wrestling Materials: None This is a trial of skill between two Scouts. They lie on their backs side by side with elbows locked and heads pointing in opposite directions. Together they count three. On the first and second count they bring each inside leg up to a vertical position. On the third count they vigorously lock legs and attempt to roll the other fellow up onto his shoulders and thence completely over. It isn't always the heaviest Scout that wins. Rooster Fights Materials: None Each scout hops on one leg, holding the other foot by the ankle up at his rear. To win, he must force his opponent to lose balance and let go of his ankle, fall down, or step out of the circle. The only contact allowed is bumping shoulders - no grabbing. Kangaroo Wrestling Preparation: Mark off a 8 or 10 foot diameter circle Notes: This can be fairly rough, but there's not much risk of injury. Instructions: Leader numbers off scouts. All scouts stand around the circle in any order. Leader calls out two numbers and those two scouts enter the ring to wrestle. Before entering the ring, each kangaroo must cross his arms over his chest and hop on one foot. A kangaroo loses if: his other foot touches the ground. his arms come uncrossed. he steps out of the ring. Wrestling is done by bouncing into each other - no grabbing with hands. Hunker Down Troop Meeting Games Page 13 Required: 2 low pedestals about 1 foot square (a piece of plywood set on 2 bricks works),15 foot rope Preparation: Place pedestals 6-8 feet apart Instructions: One scout stands on each pedestal, holding an end of the rope. On the leader's signal, each scout tries to cause the other to step off his pedestal or let go of the rope, by pulling or pushing the rope. Instead of a rope and pedestals, two scouts can stand on a plank laid across the two pedestals. Then, they try to get the other to step off by: hold a 2 foot stick or dowel with one hand and twist it around hold a short rope with a loop tied in each end hold each others right hand, then left hand push open palm of right hand against opponent's open palm place one hand open flat in the center of opponent's chest link pinkie fingers of right hand Finger Jousting Materials: None Scouts face each other and clasp their right hands as if to arm wrestle, but with the index finger extended. The index finger is the Lance used to stab the opponent. On 'Go', the first scout to touch the other's body anyplace except on the right arm with his index finger receives a point. Leg Pull Materials: None Draw parallel lines about 10 feet apart and 30 feet long. It works better to have team members line up by increasing size so opponents are more nearly matched. Line up even number of scouts from each patrol facing each other between the parallel lines. Have the scouts close enough that they can almost put their hand on their opponent's shoulder. Each scout lifts his left leg straight out forward and grabs the left leg of his opponent with his right hand. On 'Go' signal, each scout tries to hop backwards and pull his opponent with him over the goal line behind him. To make it more of a group tussle, have each scout hold the legs on both his right and left sides. This should create a long, connected team of one-legged scouts all pulling against the other patrol. Teams of Two In these games, the scouts are divided into teams of two. Hog Call Materials: Blindfolds Pair everyone off. Once in pairs or even three people together if you have an odd number, hand everyone a blindfold. Before they blindfold themselves, have them come up with a paired word, like peanut butter, shoe string, etc. The only thing they are allowed to say is one word of the word pair. After each person has their name, blindfold them and separate the groups all over the room. Now, it is their job to find their partner(s) by only saying their word. An example of this game would be two people together using the word peanut butter. One has to say peanut and the other says butter until they find each other. Tank Materials: Blindfolds, Soft Objects Split into pairs. One person is sighted while the other is blindfolded. The sighted person verbally directs the blind person to picking up safe fuzzy objects that they must fire at and hit other blindfolded “tanks”. Once out, the tank and director move to sidelines to help support the rest of the teams. Troop Meeting Games Page 14 Troop Activities Activities where the troop is working together. Amoeba Race Materials: None There are 3 parts: 1) A lot of protoplasm (people who don't mind being close, gather together); 2) a cell wall (people who like to contain themselves & others, surround the protoplasm, facing outward, linking elbows); 3) a nucleus (someone with good eyesight and the ability to keep on top of things should be the nucleus, seated on the shoulders of some of the protoplasm). Once the amoeba is formed, try taking a walk through a field or around the block. A rhythmic chant might be helpful for coordinating movements. (What sort of sound does a one-celled creature make?). Finally, try a little cell division. Split into two, create a second nucleus and have an Amoeba Race. Lighthouse Materials: Blindfolds The Leader is the lighthouse. Half the troop (pack, company) are ships, and put on the blindfolds at one end of the room. The other half are rocks, and distribute themselves on the floor between the ships and the lighthouse. Please ask the rocks to keep their hands and feet in to minimise tripping. The rocks also should not clump up. The lighthouse goes "woo woo" to guide the ships. The rocks go "swish, swish" quietly to warn the ships of their presence. On go, the ships navigate between the rocks to the lighthouse. If they touch a rock, they are sunk and must sit on the floor (and go "swish, swish" also). When all the ships have made it to the lighthouse (or have been sunk), the rocks and ships switch places. * People Pass This is an activity, not a game. Materials: None Everyone is to lie down on the floor on their back, alternating the direction of their feet, and with their heads in a straight line. In other words, even-numbered people will have feet facing west and odd-numbered people will have feet facing east. When you look down the center of the row, you should see a straight line of heads. Once lined up, everyone puts their arms straight up in the air with their hands flat (palms up). The person at one end will then stand with the body stiff and arms either folded across the chest or holding onto pant legs. Two non-participating assistants will lower that person, back first, onto the row of arms and they will gently pass the body to the other end. Another non-participating assistant at the other end helps catch the person as he or she comes off the end. After being passed, the person lies down and becomes part of the passing chain. As soon as the passing of the first person is started, the next person gets up and follows the first – and so-on until all have been passed once. An alternate way to do this is to split the group into two standing rows of people, facing forward in a double line. Again, everyone puts their arms up with palms flat. You will need several people to help hoist the person to the top to be passed at this height. Elephant Roll Materials: None Line up scouts on hands and knees(alternate facing direction)side by side. IT tries to crawl from one end to the other(on their backs). While those in line sway at their own rate. When he makes it, he becomes the end...next tries IT. I Need Someone Materials: Blindfolds, Matching objects for every player pair Everyone is sightless and the goal is to find your partner. While everyone is sightless and before they start moving around, you give them a distinct, safe object (rubber chicken, fleece ball, glove, Troop Meeting Games Page 15 whatever). Two people are given identical objects and partners are to find each other and stay with each other until the activity is done. (It goes pretty quickly.) They should be walking with bumpers up. If you have an odd number of people, give 3 people the same object. The only thing you can say while looking for your partner is "I Need Someone", and when you find them you say "I Found Someone". Prui Materials: Blindfolds Everyone is sightless and one person is appointed the Prui, unbeknownst to the rest of the group. The Prui is silent throughout the activity. Everyone's goal is to become one with the Prui. To do this, everyone mills around (walking) with bumpers up, asking "Prui?" as they bump into other people. Non-Pruis answer "Prui". The silent Prui of course says nothing. If you have found the Prui (i.e., the person you bump into doesn't say anything), you link onto the Prui and become part of it and continue milling about. Eventually everyone is linked up and silent. Cover the usual blind safety stuff (Bumpers UP), and make sure you're spotting and redirecting people who might otherwise wander into walls or trees. All –vs- All Rat Tail Materials: Bandanas or Rope Tag game that you are only allowed to use feet and no hands to tag people. Put a bandana in your shoe. Must leave at least a foot hanging out of your shoe. Try to remove everyones rat tail without losing your own tail. Including knocking your own tail off. NO Hands once the game begins!!! Alternative: Use a length of rope tucked into the back of your pants. Everyone’s It Materials: None Tag where everyone is “IT”. Let everyone spread out after you make boundaries, and then give it the 1,2,3- Go and anyone can tag anybody standing in boundaries. If you are tagged, either squat down, or step out of bounds. If two people tag each other at the same time, then they are both out. A fast and fun game. Heads and Tails Tag Materials: None Have everyone close their eyes. Then ask them to take their right hand and put it on either their head or tail. Then the tag game begins. The object is to tag the person who chose opposite of you. When you tag them, they have to change their hand to the opposite location. For instance, if you have your hand on your head, in order for me to tag you, I must have my hand on my tail. If I tag you, then you have to move your hand to your tail. This game continues on until everyone is the same either a tail or head. Look Down/Look UP Materials: None Have the group circle up. Have everyone look down and pick someone out that they want to look up. When you say “Look Up”, everyone looks up at the person that they chose. If two people look at each other, then they both scream and leave the group. The louder and more dramatic the scream, the better! Then say “Look Down”, “Look Up”. And continue this until everyone is gone, or you get down to 1 or 2 left. Hospital Tag A crazy, energetic game. Inform the Scouts that this is a game of tag ‘with a twist’. They have three lives each. Scouts start by running around the hall, randomly, like crazy. The first time you are tagged you must place a hand on the spot where you were tagged (like covering up a wound). The second time you are tagged you must place your other hand on the spot where you Troop Meeting Games Page 16 were tagged. You are now helpless and can only run away from others! The third time you are tagged you are out. The last one left is the winner! Troop Meeting Games Page 17
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