Troop 114 Compilation - Baldwinsville Scouts

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