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From: Bill Nelson <nelsonb@nospam.aztec.asu.edu>
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Subject: [rec.scouting.*] Games (FAQ 11) Part 2
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Archive-name: scouting/games/part2
Last-Modified: 3 June 1999

----------------------------------------------------------------------
Subject:   WATER GAMES

  11.1 WATER BOMB FIGHT
  
   You will need: (for each six or patrol)
     * An endless supply of paper squares to construct water bombs from
     * A jug of water
       
   Each patrol is given the same number of sheets of paper and a jug of
   water. On the word go they have to fold the papers into water bombs.
   Fill them with water and splatter the other patrols. You will find the
   instructions for water bombs in any good origami book and also in many
   scouting books. This game is best played out of doors.
   
  11.2 BALLOON VOLLEY BALL
  
   You will need:
     * A volleyball net or a rope over which the balloons can be tossed
     * An endless supply of balloons a quarter filled with water
       
   This is a very messy game and is therefore ideal for hot days at camp.
   Your net or rope is stretched between two poles or trees just above
   head height. You have two teams and one balloon a quarter filled with
   water. If you put too much water into the balloons then they tend to
   burst too easily. The object of the game is to lob the balloon over
   the net and try and soak the opposing team. There is a lot of strategy
   in this game on such things as catching the balloon without bursting
   it and ways of lobbing the balloon to make it difficult to catch. When
   the balloon bursts on one side then a point is awarded to the other
   side, and a new balloon is brought into play.
   
  11.3 WATER BALLOON TOSS
  
   You will need:
     * An endless supply of balloons one-quarter filled with Water.
       
   Players form two lines facing each other about 2 metres apart. Players
   in line 1 each toss a water balloon to opposite players in line 2. Any
   players who have a balloon burst are out. After each balloon bursts, a
   new balloon is brought into play, both lines take one step backward
   and toss again. Repeat until only one pair of players remain. There
   are on the market very tiny balloons known as water bombs. If you are
   going to use vast quantities, then these may be more economical to buy
   than regular balloons.
   
  11.4 WATER RACE
  
   You will need:
     * A bucket of water, a table spoon, and a plastic drinking cup
       
   Form the players into teams (number and size of teams depends on
   number of players available). players form parallel lines. Lead player
   of each line has a bucket of water next to him and a table spoon in
   his hand. At some distance (10 - 30 meters) from each line is a
   drinking cup sitting on the ground. Lead player gets a spoonful of
   water and quickly takes (walk or run) the water to the cup and dumps
   it in. He then RUNS back to his line and hands the spoon to the next
   player in the line who is now the lead player. The former lead player
   goes to the end of the line. The whole process is repeated until one
   team fills it's cup to overflowing.
   
  11.5 TILT
  
   You will need: (for each six or patrol)
     * A billy can half filled with water
     * An aluminium foil cake container
     * 1 Alka-Seltzer tablet
       
   For each patrol, put an Alka-Seltzer tablets in each foil cake dish
   and then float one cake dish in each patrols billy can. The patrols
   must now transport the billycan through an obstacle course without the
   tablet getting wet or falling into the water. They are not allowed to
   touch the foil disk or the tablet. The patrols could either carry the
   billy cans by their handles, or if you are feeling very mean, you
   could get them to pick them up between two poles.
   
  11.6 WATER PISTOL FIGHT
  
   You will need: (for each six player)
     * A water pistol or a washing up liquid squeezy bottle
     * A flack jacket made from a double sheet of newspaper with a hole
       in the centre for the players head to go through
     * A supply of water
       
   This game should be played out of doors and could come into the wide
   game category. The trouble with shooting type games, is knowing when
   someone has been hit. This is the object of the newspaper flack
   jackets. Any hits on the jacket will be easily visible. Any players
   with wet patches on their flack jackets, are not allowed to fire on an
   opponent and must return to their home base for a replacement flack
   jacket. The team that has the most dry flack jackets at the end of the
   game are the winners. Obviously you can't use this idea if it is
   raining.
   
  11.7 BUCKET LINE
  
   You will need: (for each six or patrol)
     * 2 buckets, one filled with water
     * A supply of paper or plastic cups
       
   This is a great game for hot days on camp. Teams stand in lines. They
   have a bucket full of water at the front of the line and an empty
   bucket at the rear. The object of the game is to transfer the water
   from the front bucket to the rear bucket. To do this the team members
   must pass the cups of water over their heads to the person behind.
   Empty cups must be passed back to the front in the same fashion. To
   play the game fairly you could weigh the buckets at the start and
   finish to see how much water has been lost. Penalty points could then
   be taken into account when working out the winning team.

----------------------------------------------------------------------
Subject:   GAMES WITH BATS OR STICKS

  12.1 HOCKEY
  
   You will need:
     * 6 hockey sticks and a block of sponge rubber as the puck
       
   The troop is split into two teams, and each team numbers off from 1 to
   15, or however many scouts there are. One hockey stick is placed in
   each goal mouth, the other four are placed, two each side of the
   centre line. Instead of a ball, we use a small sponge rubber block. A
   kitchen scourer pad is about the right size. We have found that it is
   better than a ball for indoor use, it doesn't roll too far and doesn't
   cause any damage. This is placed in the centre at the start of each
   game. No sticks may be raised above ankle height during play to reduce
   accidents, any player doing so has committed a foul. The scout leader
   calls out three numbers, eg. 1,2 and 3. The first number called is the
   goalkeeper. The second number is the defender, and the third number
   called is the attacker. The scouts from each team with those numbers,
   run and pick up their sticks and try to get the sponge into the
   opposite teams goal.
   
   The goal keepers are not allowed out of their goal areas, but they are
   allowed to pick up the sponge or kick the ball. Any scouts committing
   a foul of any sort, have to spend 30 seconds in the Sin bin. The game
   continues until a goal is scored. The sticks and the sponge puck, are
   then replaced in their starting positions, and three new numbers are
   called. We continue playing, until each scout has played in all three
   positions. We also play another version of this game using only four
   sticks. In this game we have rush goalies, where the goalie can come
   out of his area. This version is also a very fast game. When we play
   this version we usually put one of the leaders on each team. Every so
   often we call out the leaders number, as either the goal keeper or the
   attacker. We therefore have a leader and a scout on each side.
   
  12.2 2 BALL HOCKEY GAME
  
   You will need:
     * 2 hockey sticks
     * 2 balls or sponge pucks
     * 4 chairs
     * 6 skittles or liquid dishwashing soap squeeze bottles.
       
   Two equal sized numbered teams on each side of the hall. Two chairs
   each end for a goal, with a hockey stick and puck in each goal mouth.
   A line of skittles between each goal mouth. When a number is called,
   the two scouts with that number race to their goal mouth, pick up the
   stick and then dribble the puck between the skittles slalom fashion
   until they reach the end of the line where they can shoot at the
   opposing teams goal.
   
  12.3 CROCKER
  
   You will need:
     * 2 stumps a yard apart for the wicket
     * A stump for the bowler 8 yards in front of the wicket
     * A stump 7 yards to the left of the wicket to run round
     * A large ball such as a football
     * A baseball bat or rounders bat
       
   The ball must be bowled under arm from the bowlers stump. The batsman
   must run round the running round stump, every time he hits the ball in
   front of the wicket. The bowler can bowl as soon as the ball is
   returned to him. The batsman is out if the ball passes between the
   wicket stumps, it hits his legs twice (leg before wicket) or if he is
   caught out, in front of or behind the wicket. To speed the game up,
   you could make the whole team out if someone is caught out.
   
  12.4 PANCAKE RACE
  
   You will need:
     * A bat, frying pan or tennis racket
     * a ball or frisbee
       
   Half of each team stand at one end of the course and half at the other
   end. The first player has to run to the other end and give the frying
   pan to the first man at the other end who runs back with it. This is
   continued until each player has run the number of times the leader
   decides. On each run the frisbee or ball must be tossed and caught
   twice without dropping it. If the player drops it on the floor they
   must go back to where they started from and do their run again. On
   pancake day use real pancakes.
   
  12.5 FRENCH CRICKET
  
   You will need:
     * A cricket bat or baseball bat
     * a tennis ball
       
   All players form a circle and the batsman stands in the centre of the
   circle facing the player who has the ball first. The player with the
   ball can bowl under arm at the batsmans legs or pass the ball to
   another player around the circle to bowl. The object of the game is to
   hit the batsmans legs. The batsman must stay facing the man who first
   had the ball, but he is allowed to move the bat around him to protect
   his legs. When the batsmans legs are hit, he swaps places with the
   player who bowled the ball.
   
  12.6 NO BOWLER CRICKET
  
   Set up as for any other cricket type of game, but in this variant
   there is no bowler. In this version the batsman has to balance the
   ball on his bat, flip the ball in the air and then hit it. The batsman
   must run if he hits the ball or not. Any fielding team player can
   stump the batsman if he is not at his wicket or catch him out. The
   batsman may also be out if he drops the ball onto his own wicket. When
   a batsman is out a new batsman, if one is available takes his place.
   When all batsmen are out then teams change over from fielders to
   batters.

----------------------------------------------------------------------
Subject:   MORE GAMES YOU MAY WISH TO CONSIDER.

  13.1 DONKEY RACE
  
   Two boys straddle a broomstick, back to back. On signal, one runs
   forward and the other runs backwards about 50 ft. They then run back
   to the starting line, but this time they change positions (forward
   becomes backward runner) then the next two team members go.
   
  13.2 FOOTBALL GAME
  
   One team gets on each side of a table. Each side tries to blow a ping-
   pong ball off the opponents' side of the table.
   
  13.3 EATING RACE
  
   Give each boy two double crackers. The boy who can eat them all and
   whistle, or blow up a balloon wins.
   
  13.4 FIFTY YARD SWIM
  
   Each boy hops on one foot carrying a paper cup of water. First one
   over the finish line wins. (Could also be done as a relay.)
   
  13.5 DODGE BALL
  
   Divide boys into two teams. One team makes a circle and the other team
   stands inside it. The boys forming the circle throw a large ball at
   the boys inside the circle, who are running around trying not to be
   hit. The inside boys may not catch the ball. A ball hitting a boy on
   the head does not count. Only boys in the outside circle may catch and
   throw the ball. Boys who are hit join the outside circle and try to
   hit the inside boys.
   
  13.6 CENTIPEDES
  
   Divide the boys into two teams. Establish two lines about fifty to one
   hundred feet apart. Line the two teams up on the starting line. Have
   the first four (three or five if needed) boys in each line straddle a
   broomstick and with their left hand grasp the stick. On signal the
   centipedes race to the far line, turn around and race back to the
   finish line. The centipede may only advance when all four boys are
   holding the broomstick. Then the next four boys form a centipede and
   continue the relay.
   
  13.7 POTATO JUMP RACE
  
   Establish a start and a finish line. Line the boys up on the starting
   line. Give each boy a potato (ping-pong ball, balloon, etc.) to put
   between his knees. On "Go" see who can jump to the finish line first
   without dropping the potato. (May also be done as a relay.)
   
  13.8 CLOTHESPIN RELAY
  
   Divide into teams. Each team member must run from the starting line to
   a team bottle placed a distance away, attempt to drop a wooden clothes
   pin into the bottle (Each boy has only one attempt to get the clothes
   pin in the bottle) and run back to tag the next team member, who then
   repeats the action.
   
   The rules are to hold the clothespin with a straight arm at shoulder
   height or with a bent arm at waist height (as long as all do it the
   same way. When all the teams are done the team with the most
   clothespins in their bottle wins the game.
   
  13.9 NAIL DRIVING RELAY
  
   Stand one 2x4 block for each team on edge and start two or three 16
   penny nails to the same height in the edge. Place the blocks about
   fifteen feet from the starting line and put a hammer next to each of
   the blocks. On "GO!" one boy from each team races to the block, picks
   up the hammer, and swings ONE blow to drive the nail into the block.
   He then lays the hammer down and returns to his team, tagging the next
   boy in the relay. The race continues, with each boy in turn going as
   many times as it takes for one team to drive all of its nails flush
   into the block. Be ready to straighten bent nails.
   
  13.10 DISTANCE CLOVE HITCH
  
   Using a very long rope and either a tree or a pole, the object of this
   game is to tie a clove hitch around the tree (pole) without getting
   near the tree. Draw a circle around the object that the knot is to be
   tied to and tell the boys that they must not go inside that circle.
   The knot can be tied, but only through the co-operation and teamwork
   of the two boys. (Hint: One boy is a runner and the other stands in
   one spot.) We did this at a Loggers Day for the Boy Scouts and it was
   as much, if not more fun for the adults to try it as it was for the
   boys. It's not anywhere as easy as it sounds ---- TRY IT, YOU'LL SEE
   FOR YOURSELF ... 8-)
   
   I must also thank Indian Nations Council for most of the above games,
   as well as those of my previous post to the list.
   
----------------------------------------------------------------------
Subject:  ONE ON ONE CHALLENGES

   I shall refer to the two people from time to time as Alan and Bertie
   (my old math teacher's terminology. For reference there were also
   Charlie, Dick, Edward and Freddie.) I prefer to use these challenges
   with paired off Patrols if possible, PL vs PL, APL vs APL and so on.
   
  14.1 ARM WRESTLING
  
   Easy enough; it can be done lying on the floor, so you don't need a
   table. You're supposed to keep your elbows together and hold hands so
   that your thumb muscle is in the other person's palm.
   
  14.2 TRACTORS/TANKS
  
   Here the pair is working together to get from one end of the hall to
   the other in the shortest time. Alan lies on the floor on his back.
   Bertie stands facing him with his feet either side of the first
   person's head; Alan grasps Bertie's feet around the ankles. Alan then
   lifts his legs up in the air, and Berties grasps Alan's ankles in much
   the same way.
   
   It should now be possible for Bertie to dive forward, tucking his head
   in, and end up with his back on the floor beyond Alan thus reversing
   their positions. Repeat until you reach the finishing line. And you
   know the best part is that is really doesn't hurt if you do it right.
   It requires a little faith and tuition, but do dive properly, never
   let go of the other guy's ankles and tuck your head in!
   
  14.3 ARM KNOCKOUT
  
   Alan and Bertie face each other on the floor, press up style. Feet
   should be together and bodies should not be bent. The object is to
   knock out the other guy's arms and thus make him collapse - you may
   not grab the other guys arm with an open hand. Clearly the best way to
   do this is to fake him out and knock his one arm out when his other
   arms is trying to knock your wrong arm out of the way. Got that?
   Terrific. This is particularly painful with short sleeves.
   
  14.4 BACKLIFT
  
   Anne and Brian (variety...) stand back to back and interlock arms at
   the elbows. On the word `Go', each has to attempt, by leaning forward,
   to be the first to lift the other clear of the ground. You'll want to
   try to match heights quite well for this one.
   
  14.5 LEG PULL
  
   I would organise this one with all the pairs of boys down the long
   axis of the hall; Alans will have their backs to one long wall,
   Berties with have their backs to the other long wall. OK. Good.
   
   Now each person lifts his left leg in the air and holds onto his
   partners left leg. Upon a suitable command, each player has to hop
   backwards trying to pull his partner with him. The one to touch his
   back on his own wall (or to cross a line - safer) wins.
   
  14.6 SLAPS
  
   This one comes from the playground and you may be a little wary to
   encourage your little angels into such violence, but here we go. You
   should probably slip a coin in each case to see who goes first, but we
   shall assume Alan goes first.
   
   Each player holds his hands together in a prayer position, such that
   his fingers are pointing at the other player in front of him and his
   hands are at chest height. Some suggest that the two players hands
   should be close enough that fingertips are touching and this can be
   enforced. Since Alan is going first, he will be attacking. (:-) This
   involves his moving one of his hands and swinging it so as the slap
   Berties hand, for example Alan may decide to use his right hand, in
   which case he would slap Bertie's left hand.
   
   Bertie's role in this is to try to remove his hands, and so foil
   Alan's swipe. Bertie however may not move his hands until Alan's
   fingertips have broken apart; if Alan successfully fakes Bertie into
   doing so, then Bertie is required to hold his hands in place while
   Alan exercises his right to a free slap. This can inevitably be
   somewhat harder than combat slaps as preparation time is available. It
   is observed that players wishing to retain friendship with their
   opposition do not necessarily slap any harder here than at any other
   time.
   
   So far Bertie has done rather badly out of the arrangement. However a
   further important rule is thus; if Bertie successfully removes his
   hands entirely and Alan thus misses, play changes over such that
   Bertie is now attacking Alan.
   
   The game finishes when one of the players submits to the other and
   admits defeat. This is or course subjective.
   
   Slaps is an excellent spectator sport, particularly in watching the
   colour of their hands. My campers and PFC Summer camp picked this game
   up rather slowly at first (I noted this softness in general in
   American kids), but enjoyed in immensely once taught.
   
  14.7 CHINESE LADDERS
  
   This games only belongs here insofar as the boys are likely already
   arranged in the right format to play it. The should sit down the
   length of the hall facing their partners, with their feet touching
   those of their partners.
   
  +-------------+
  |             |
  |   O== ==O   |
  |   O== ==O   |
  |   O== ==O   |
  |   O== ==O   |
  |   O== ==O   |
  |   O== ==O   |
  |             |
  +-------------+


   ...like so. Starting at the top end of the diagram, upon command, the
   boys jump up, and run down the hall over the legs of their team (who
   may not move those legs!) and then touch the end of the hall. They run
   back around the outside, touch the top wall, and then make their way
   over any legs back to their place, whence the next boy may do the
   same. It's a race.
   
   Note the way I have described it so that each boy must sit down beyond
   the next person in his team; this helps prevent cheating by starting
   early.
   
   This game can be made more interesting by providing simple obstacles
   around the two outside edges of the hall, e.g. car tyres to get
   through, turned gym benches to walk along, or chairs to go under.
   
  14.8 INDIAN LEG WRESTLING
  
   Picture first: (laying on the floor)
  Person A (Jim)
   ]==<>O     ( [] = feet,  == = legs)


   O<>==[     ( <> = body    O = head)
  Person B (Tom)

   Jim and Tom (with the inside hand) grab the other persons forearm.
   This will cause the (roughly) pivot point. A count of 1, 2 is given,
   and on each number the inside leg is raised to the vertical position.
   On the count of 3, the legs are interlocked at the knees.
   
   The Objective is to get you opponent to turn from the original
   starting position. It is kind of hard to explain, but if you get a
   partner and try it, you will see what I mean.


----------------------------------------------------------------------
Subject:  SUMMER OLYMPICS GAMES

   Here's a brief description of the games we'll be using in our Summer
   Olympics.
   
  15.1 WATER RELAY RACE
  
   Transport water from point A to point B holding water can above head.
   Water can has small nail holes in bottom edge resulting in a shower
   effect on the carrier. Team that has the most water average per den
   wins.
   
  15.2 OBSTACLE COURSE
  
   Standard obstacle type course described in Ideas book, with the
   addition of slip N slide water slide, and Rope swing over small
   swimming pool. Best den average through course wins.
   
  15.3 ELECTRIC ISOTOPE
  
   Combined teamwork to remove coffee can from centre of circle using
   ropes tied to a small inner-tube. Boys cannot cross rope circle. Best
   time wins.
   
  15.4 WATER BALLOON SLING SHOT CATCH
  
   Using a large slingshot made from surgical tubing and a inner tube
   cup, three boys will launch the water balloons toward the objective.
   The objective is three boys holding a small plastic swimming pool, who
   will try and catch the water balloons. The team with the most catches
   wins.
   
  15.5 4X4 RACES
  
   Using two 4x4"s (6 ft lengths) with robes tied every 12 inches, six
   boys standing on the 4x4 will attempt to lift and walk a short
   distance. Requires teamwork and co-operative effort. Fastest time
   wins.

----------------------------------------------------------------------
Subject:   WINTER GAMES

  16.1 THE SNOW SNAKE GAME
  
   Native American winter game, reached highest levels of sophistication
   among the nations and tribes near the Great Lakes. Seneca tribe of the
   Iroquois Nation called it Gawasa, I believe. (Also the name of the
   oldest winter training program in the BSA I believe, now well over 50.
   In the Land of the Oneidas council upstate New York)
   
   On a long, 1/4 mile or more , level surface, build a long pile of
   snow, 2 feet high, 2 feet wide. This will occupy a winter camporee of
   about 100 scouts for an hour or so. Make a V shaped trough in the
   pile, smooth and ice it thoroughly.
   
   All contestants have previously carved a snow snake. It should be 5 to
   7 feet long, about 1 1/2 inches high at the 2 to 4 inch long head. The
   eyes of the snake are where it is weighted. The snake should never be
   wider than 3/4 inch and is usually only a 1/2 inch high, behind the
   head. The bottom is rounded, the top, behind the head is flat. The
   underside of the head should curve up like a ski. Decorations and
   carvings should be done on the non-sliding surfaces.
   
   The snow snake is held in the throwing hand with the index finger at
   the end of the snake, like a sling. The snake is supported with the
   non throwing hand during a running head start. The arm movement is a
   crass between a baseball side-arm pitch and a bowling delivery.
   
   Using these directions, at the defunct Iroquois Council's 1973 Gawasa,
   a 14 year old scout threw a snow snake more than 1/4 mile down the
   trough. I have seen the Huron Nation build troughs on Lake Michigan
   over 3 miles long, and one year saw a television report of a Huron
   throwing a snow snake over 2 miles down a trough (about 1978).
   
   The younger scouts get really impressed when they see what they are
   capable of.
   
  16.2 MORE WINTER GAMES
  
   I have seen all sorts of things done at winter camps, and while I have
   no specific suggestions as to games, there are variations you can use
   on other sports/games, such as: Golf (use tennis balls coffee cans and
   expect to lose a few balls), volleyball (careful, the ball gets quite
   hard, but playing this game knee or waist deep in powder is not to be
   missed.), campfire building and so on. As I type this I remember
   building kitchen areas with tables and seats by digging into the snow.
   Wide games are a lot of fun in the snow (see other thread) and I
   imagine "stalker" would be trickier on snowshoes... One winter camp
   here in BC (Rovent for you BC'ers who have seen a lot of this before)
   also features a gateway contest and snow-sculpture contest.
   
   In general I think that you can do a lot of things at a winter camp
   that you can do in the summer, you just have to remember to stay dry.
   One final note, Hot Chocolate tastes GREAT at -20 C!!! Enjoy!
 

----------------------------------------------------------------------
Subject:  RELAY GAMES

  17.1 SEED PLANTING RELAY
  
   Following a line, or rope on the ground, and by walking heel to toe,
   each team member must stop (about every 3 feet and drop a seed in a
   small mouthed jar set near the line. When he reaches the end, he runs
   back and taps the next boy on the team.
   
  17.2 POTATO RACE
  
   Two teams. Give each starting player a fork and a potato. He tosses
   the potato into the air and catches it on the fork, takes it off and
   hands them to the next player. First team through wins.
   
  17.3 CONE RACE
  
   String paper cones on cords stretched between chairs, or posts. Each
   team member blows cone to the end of the cord, brings it back; next
   boy does the same. First team finished wins.
   
  17.4 DRIVING THE PIG
  
   Two teams; each team has a 3" long stick and a 1/2 gallon milk bottle
   (add a little water to the bottles). The players use the stick to push
   the bottle (pig) to the fair.
   
  17.5 TOWEL ROLL ROLL
  
   Using a broomstick and a paper towel cardboard tube, each team member
   uses the stick to roll the tube to one end of the room and them back.
   He then hands the broomstick to the next boy. (I have seen this one
   done -- it's harder than it sounds!)
   
  17.6 TURKEY FEATHER RELAY
  
   Divide into relay teams. First player holds a long turkey feather. At
   the word "Go" each throws his feather, javelin style, toward the
   finish line. As soon as it comes to earth, he picks it up and throws
   it again, and continues until across the finish line. He then picks it
   up and runs back to his team to give the feather to the next player.
   
  17.7 CANDLE AND STRAW RELAY RACE
  
   You will need:
     * 1 candle and a box of matches per team and 1 drinking
     * straw per team member
       
   Each team member is given a straw. They have to race to the opposite
   end of the hall where their candle and box of matches is located. They
   must light the candle and then blow it out by blowing the flame
   through the straw. This can also be played in subdued lighting.
   
  17.8 CHECKER RELAY
  
   You will need:
     * 6 wooden checkers playing pieces per patrol
     * We often get these given to us at rummage sales
       
   Scouts race up and down the hall in relay fashion, with a pile of 6
   checkers balanced on the back of one hand. They are not allowed to
   steady the pile with the other hand. The only time they can touch the
   checkers with the other hand, is either when they have dropped them
   and are picking them up, or when they are transferring the checkers to
   another scout in their team.
   
  17.9 CUBS ACROSS THE RIVER
  
   You will need:
     * 4 card or carpet tile stepping stones
     * three awkward pieces of equipment such as a rucksack, a football
       and a hoop, for each six
       
   Line up sixes with their equipment and draw two lines to represent the
   river. Lay the stepping stones across the river. Cub 1 carries cub 2
   on his back across the river using the stepping stones. Cub 2 comes
   back and picks up cub 3 plus a piece of equipment. Cub 3 comes back
   and picks up cub 4 plus a piece of equipment and so on until all the
   cubs have crossed the river. Those cubs on the bank should be
   encouraged to cheer their team on.
   
  17.10 DRIBBLE BALL
  
   You will need:
     * 1 ball and several skittles per team or six
       
   Standing in teams, each person in turn dribbles the ball down the line
   of skittles slalom fashion, either using their foot, a stick or a
   washing up liquid bottle and then straight back to the next man in
   their team. If a skittle is knocked over, the player has to return to
   the start and begin again.
   
  17.11 STACKING THE CANS
  
   You will need:
     * 6 tin cans or drinking chocolate tins with lids per team
       
   Patrols or sixes stand in lines. They have to run to the end of the
   hall in relay fashion and each one add a can to the stack. The winning
   team is the first one back with a completed stack and all their team
   standing to attention. You could add a variation to the game by
   playing two teams at a time and have the other teams at the sides
   throwing bean bags or dusters at the piles of cans. If you played this
   variation then you would play against the clock to see which was the
   fastest team.
   
  17.12 TUNNEL BALL
  
   You will need:
     * A ball or balloon for each team
       
   The teams stand at attention in lines, the front player in each team
   has the ball. On the command 'GO' they spring their legs apart. The
   player at the front passes the ball between their legs. The ball must
   go between each players legs until it is picked up by the player at
   the back. The back player then runs to the front and continues the
   process until the original font player is back at the front. The
   winning team is the one with all players standing at attention with
   the ball at the front. If a ball breaks out from the line it must
   start its journey through the tunnel again from the front. As an
   alternative pass the ball from the back player through the tunnel to
   the front.
   
  17.13 WHEELBARROW RACE
  
   Teams stand in lines at one end of the hall. On the command 'GO', the
   front player gets down on his hands. The second player stands between
   his legs and lifts his legs up to waist level. They now have to go as
   fast as possible to the other end of the hall with the front player
   walking with his hands and the rear player holding him up like a
   wheelbarrow. When they reach the end of the hall the front player
   stands up and the rear player runs back to the front of his team and
   then becomes the front man of the new wheelbarrow. This process is
   continued until the whole team are at the far end of the hall.
   
  17.14 HIGHWAYMAN
  
   You will need:
     * A short length of lashing rope and a chair for each team
       
   Teams stand in lines at one end of the hall. There is a wooden chair
   with a bar back at the other end of the hall opposite each team. The
   front player of each team has a length of rope in one hand. On the
   command 'GO' the second player jumps onto the back of the front player
   and they race piggy back style to the chair at the other end of the
   hall. The player riding jumps down and ties one end of the rope around
   the top bar of the chair using the highwaymans hitch. He then jumps
   back on the other players back, pulls the end of the rope to free it
   and they then race back to their team. The player who was the horse
   goes to the back of the team and the player who was the rider now
   becomes the horse or front player.
   
  17.15 FIREMAN, SAVE MY CHILD
  
   You will need:
     * A drinking straw for each player
     * simple paper cut-out of a child, this should be about 1 1/2 to 2
       
   inches tall. The arms and legs should be about 1/2 an inch wide on the
   figure
   
   The game goes like this: The players are divided into two teams and
   are formed into two lines. Each team has a pile of the cut-out
   children on a table and a drinking straw for each player.
   Approximately 15-20 feet away from the start, place a small pail for
   each team on another table, chair, stool, or whatever.
   
   At the call of "Fireman, save my child", the first player on each team
   must pick up a child by sucking up the figure against their straw.
   While holding the figure this way, they then run to their respective
   pail and deposit their figure in the pail. If they drop the figure en
   route, they must stop and pick up their child again, by getting down
   on the floor and sucking it up with their straw. After putting their
   child in the pail, they run back to the starting line, and the next
   player picks up his child and repeats the process. The first team to
   save all their children is the winner. Have enough figures so each
   player gets at least two turns.
   
  17.16 LAYERED CLOTHES
  
   My Girl Scout troop really liked a game I threw together to teach them
   about layered clothing. Gather a pile of assorted clothing, including
   socks, shoes, hats, etc. Divide the clothing "evenly" into piles (i.e.
   pair of pants in each pile, mittens in each pile, etc.). Make sure the
   clothes are large enough that the outer layers can fit over the other
   layers. Divide the group into teams. Divide the teams in half and
   place one half near the pile of clothes, the other about 50 feet away.
   At a signal, the first member of each team "dresses" in the clothing
   of the pile and gallops the 50 feet to the other side, "undresses" and
   another team member puts on the clothes. As long as there are no rocks
   in the way, this game can be really fun to play (and watch!).

----------------------------------------------------------------------
Subject:   STRATEGY GAMES

  18.1 MOUSE TRAP ATTACK
  
   You will need:
     * 4 spring loaded mouse traps per team
     * an endless supply of rolled up paper balls
       
   We will suppose that there are four teams or patrols of six boys. They
   are spaced at equal distances down the length of the hall. Each team
   or patrol has it's mouse traps cocked at one side of the hall on the
   floor. At the other side of the hall opposite each group of mouse
   traps are three attacking boys from each of the other patrols. These
   attacking boys are armed with rolled up balls of paper. Each patrol is
   allowed up to three defenders for their mouse traps. These defenders
   must sit on the floor half way between their mouse traps and the
   defenders. The attackers must lob the paper balls over the heads of
   the defenders and set off the mouse traps. The winning patrol is the
   one that has the last loaded mouse trap.
   
  18.2 MOUSE TRAP FISHING GAME
  
   You will need:
     * 1 spring loaded mouse trap
     * 3 bamboo canes
     * 3 lengths of string
     * some objects such as plastic bottles to be picked up, for each
       team
       
   You will have to bore a hole or fit a screw eye in one end of each
   mouse trap so that it can be attached to a length of string. Each team
   stands at one side of the hall and the objects they have to collect
   such as plastic bottles are on the other side of the river (hall). The
   only way that they can get the objects, is to lash the three bamboo
   poles together to form a fishing pole and attach the string with the
   mouse trap attached to the end. You will have to show the scouts how
   to cock the mouse traps safely or you may have to do some first aid on
   bruised fingers.
   
  18.3 SUBMARINES AND MINEFIELDS
  
   You will need:
     * Blindfolds for each member of the minefield
       
   You split into two teams teams, one 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.
   
  18.4 TRADER
  
   You will need:
     * 4 counters for each boy, red, blue green and yellow one of each
       colour.
       
   When the game starts the boys are given a set time 5 to 10 minutes in
   which they are allowed to trade. They trade in the following manner. A
   boy approaches another boy with a counter in his left fist , he does
   not show the other boy what colour he is holding. If they agree to
   trade then they give each other a counter taking care that they do not
   show the colour they are swapping. Any boys who do not wish to trade
   simply cross their arms, this indicates that they are not open for
   trading. After the trading period is ended you show the lads the
   stockmarket chart shown below and get the lads to add up their scores.
   
   Print out the following table and make copies.
---------------------------------------------------------------------
  4 Red counters  100 points            4 Blue counters 80 points
  4 Green counters 60 points            4 Yellow counters 50 points
  3 of any colour 40 points             2 of any colour 15
  Single Red 1 point                    Single Blue 2 points,
  Single Green 4 points                 Single yellow 5 points.
---------------------------------------------------------------------

   After they have added up their scores and you have found out which
   scouts have the highest scores, collect the counters in and hand out
   one of each colour again to the scouts. Now play it again with the
   scouts knowing the values and see the difference in tactics. From time
   to time you could introduce jokers these are White counters. You place
   some of these on the table and the boys are told they can take them if
   they wish. The value of these is unknown until they add up the scores.
   You then tell them that they either get 10 extra points for each White
   counter they have or minus 10 for each White counter they hold, much
   like Bulls and Bears in the stock market. You can decide if it is
   going to be a plus or a minus by either tossing a coin or rolling a
   dice.
   
  18.5 THE TRADER GAME
  
   You will need:
     * 4 chips for each boy, all of different colours (red, green, blue,
       yellow)
     * 1 chip for each adult - white (I made my chips by cutting 1 inch
       squares from coloured cardboard)
       
   The boys are given a chip of each colour. the adults each have one
   white chip. The boys get 7 to 10 minutes to 'trade' chips with each
   other or an adult. To trade, each boy holds a chip HIDDEN in one hand.
   When they agree on the trade, the chips are exchanged. ALL TRADES ARE
   FINAL! Boys who do not wish to trade should fold their arms to signal
   that they don't wish to trade. All trades are 1 chip at a time. Boys
   can also trade with adults if they want to. After the trading is over,
   show the boys the stock market list below and have them add up their
   scores.
   
   Now that they know the value of the chips, let the boys play the game
   again. Collect and redistribute the chips, and see how trading tactics
   change. After the second trading period is over, add up the scores
   again and see how the boys did this time.

---------------------------------------------------------------------
  STOCK MARKET CHART - TRADING CHIP VALUES


  4 RED -          90 POINTS         1 (SINGLE) BLUE -   40 POINTS
  4 GREEN -        80 POINTS         1 (SINGLE) YELLOW - 30 POINTS
  4 YELLOW -       60 POINTS         1 (SINGLE) GREEN -  30 POINTS
  4 BLUE -         50 POINTS         1 (SINGLE) RED -    20 POINTS
  2 WHITE -        50 POINTS         1 (SINGLE) WHITE -  20 POINTS
  3 OF ANY COLOUR - 40 POINTS        2 OF ANY COLOUR -    20 POINTS
---------------------------------------------------------------------

  18.6 TRADING POST
  
   You will need:
     * Two price lists, one of things that you are selling and one of
       things that you are prepared to buy back.
     * Various things for the teams to buy
     * You will also need some form of currency such as coloured cards,
       paper or even beads.
       
   At the start of the game, each team is given the same amount of
   currency. They then have to decide what they are going to buy from you
   in order to make something to sell back to you for a profit. Most
   things that you buy back should result in a profit, but you should put
   in some items that produce no profit or even a loss. As an example of
   the sort of things on your to buy list would be a cup of hot tea for
   the scout leaders. To do this they will have to purchase from you
   matches, tea bags, milk and sugar, a cooking stove, fuel for the
   cooking stove, water pot and water.
   
  18.7 LIGHTHOUSE
  
   This game comes from a Games book published by the Bharat Scouts and
   Guides (India). It is attributed to the Catholic Boy Scouts of
   Ireland.
   
   You will need:
     * enough blindfolds for half your group.
     * a reasonably large room.
       
   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.

----------------------------------------------------------------------
Subject:  THEMED GAMES

  19.1 SPACE TRAINING GAME
  
   As usual, I did these on my MAC - I've reformatted them as plain text
   so they can be posted. Anyone is welcome to use these - my only
   request is that you let me know, and give me some feedback (both good
   and bad) as to how things went. - Mike Stolz (stolz@fnusgd.fnal.gov)

------------------------------ cut here --------------------------

SPACE GAMES                             den name _______________

  19.1.1 SPACE ARCHERY
  
   In space, everything floats. As a construction mechanic, the only way
   to keep your space station parts from floating away is to rope them
   together. Your problem is that YOU are anchored to the main space
   station, while the new parts are slowly drifting away. So how do you
   get a rope on those parts? Why with your trusty bow and arrow. Each
   new part comes with its own target. Each mechanic gets 10 arrows. Hit
   the target with the arrow that has a string attached, and double your
   total points.
   
  19.1.2 ROBOT ARM
  
   You're the operator of the space shuttle's robot arm. The arm will do
   everything you tell it, but it can't see or think for itself. Your
   job, pick up the three space disks and return them to your position.
   Use voice commands like 'forward, left, right, and down' to direct the
   robot arm. Keep the tether rope tight to prevent the robot arm from
   vershooting the targets. This is a timed event.
   
  19.1.3 SPACE CONSTRUCTION
  
   Your team of construction mechanics are on the moon. You need to build
   the tallest radio tower you can, using the standard space-blocks. The
   structure must be free-standing and self-supporting. DO NOT DAMAGE THE
   BUILDING MATERIALS while constructing your tower!
   
  19.1.4 SPACE EXPLORATION
  
   Space explorers need to be highly trained observers. In this training
   exercise, you need to scour the marked-off section of rough terrain,
   and discover the interesting samples. There will be bonus points for
   discovering samples whose colour is different from your assigned
   colour.
   
  19.1.5 SHUTTLE FLIGHT-CHECK
  
   All shuttle crews need to check out their craft before take-off. Every
   crew has memorised the list of instructions. Lets see how good your
   crew is at remembering instructions. You will get two minutes to study
   and discuss the list of instructions and their order. Then, without
   looking, your team must write them down in the correct order. If
   you're quick, you will have time to play this one twice.


player name                         arch   arm  const  explo  check
---------------------------------------------------------------------
___________________________________|_____|_____|______|______|______|
___________________________________|_____|_____|
___________________________________|_____|_____|______|______|______|
___________________________________|_____|_____| (den scores here)
___________________________________|_____|_____|
___________________________________|_____|_____| circle the best den
___________________________________|_____|_____| score for each game
___________________________________|_____|_____|_____________________
put the best den score here ->     |     |     |      |      |      |

  19.2 GAME LEADER INSTRUCTIONS
  
   Bring spray paint (white) to draw lines on the grass. Also packing
   tape and duct tape. If games are held indoors, use masking tape for
   your lines.
   
   Make sure all game leaders understand that the rules may need to be
   modified, but if they are, ALL GROUPS must have the same chances. The
   most important thing is to make sure that all rules are applied
   consistently for every group participating. All games were designed to
   be played outdoors, but most could easily be done indoors if the
   activity room was large.
   
   At the end of the competition, all score sheets will be collected from
   Den leaders. Compare the single 'best' score for each game and den.
   Award 1st thru 5th place (we have 5 dens) in each event. The den with
   the LOWEST total score for the 5 events will get 1st place.
   
  19.2.1 SPACE ARCHERY
  
   GAME PARTS - 3 targets with stands, 30+ arrows, 3 bows, ball of
   string, 3 stakes.
   
   Set up targets, with 3 shooting stations about 20 feet (7 meters)
   away. Put 10 arrows at each station. Measure 30 feet (10 meters) of
   string for each station. Tie one end of string to a stake at the
   station, and tie/tape the other end to one of the arrows. This should
   be the last arrow shot by each Cub, and can double their target score.
   Score target rings at 1 (target), 2, 3, 5 (bulls eye on our targets).
   
   Be very alert to safety. Make sure ALL ARCHERS understand that arrows
   are not to be nocked while anyone is 'even close' to the shooting
   range area!
   
  19.2.2 ROBOT ARM
  
   GAME PARTS - Long rope, 3 Frisbees, blindfold, 2 paper grocery bags.
   
   Draw a ring for the 'operator' to stand in. Paint 3 spots at different
   points outside the ring, ranging from 15 to 30 feet (5 to 10 meters).
   The spots mark the pick-up spots for the 3 Frisbees. Tie rope around
   waist of the cub acting as 'robot hand' (use a bowline!). Blindfold
   the 'hand', then place grocery bag over his head - the 'hand' should
   be unable to see. The operator now steps into the ring, and takes hold
   of the rope. At "GO", the 'hand' walks out to get the Frisbees. The
   operator lets out the rope until the 'hand' is out far enough, and
   uses voice commands (left, right, down, out) to direct the 'hand' to
   each frisbee. Make sure the operator knows that he should keep tension
   on the rope - this is one of his main methods of guidance and control.
   After the 'hand' has all 3 frisbees, the operator has to reel him back
   into the operator's circle. MAKE SURE THE 'HAND' IS UNABLE TO SEE!
   This is a timed event - the boys may run thru this as often as they
   want in the allotted time. Keep the best time.
   
  19.2.3 SPACE CONSTRUCTION
  
   GAME PARTS - 16 cardboard boxes all the same size, 6 large coffee
   cans, 3 thin strips of plywood, 2 poles with nails thru the ends,
   several smaller dowels, tape measure.
   
   The object is to build as tall a tower as possible with the material
   supplied. The tower must be free-standing and self-supporting, and
   stay up for at least 1 minute. DO NOT LET THE CREW DAMAGE OR MODIFY
   THE SUPPLIED MATERIALS! Measure the tower to the nearest inch. The
   crew can try several different configurations.
   
   ***WARNING! Wind and uneven terrain can dramatically affect this game.
   Try to locate it in a sheltered area with fairly even ground. It could
   also be done inside if the room has a tall ceiling.
   
  19.2.4 SPACE EXPLORATION
  
   GAMES PARTS - individually wrapped candy in different colours,
   coloured tape or marker cones to mark off the search area.
   
   Game leader will hide 10 candies of the same colour in search area,
   plus 1 of a different colour. Cubs need to search the area to find all
   'samples'. After they are turned in and counted, they may each have 1
   to keep. The coloured candy counts as 3 points, all others are 1
   point. Be alert to 'missed' candies from previous groups.
   
  19.2.5 SHUTTLE FLIGHT-CHECK
  
   GAME PARTS - 20 cards with different flight-check instructions, table,
   large cloth.
   
   Lay out 2 cards (in random order) for every Cub in the den. The Cubs
   will have 2 minutes to study, discuss, and memorise the cards. Then
   cover cards with cloth. They now have 5 minutes to write down all the
   flight-check instructions in order. Award 1 point for every
   instruction in the correct position relative to the previous and next
   instruction. Award 2 points for every instruction that is written
   EXACTLY correct - give 1 point if the instruction is mostly correct.
   There should be time to play this game twice. This is a version of
   'Kim's Game'.
   
   *** My cards were all very short phases, including things like 'CHECK
   FUEL GUAGE', 'CHECK OXYGEN GUAGE', 'INSPECT SHUTTLE BAY', 'TEST
   SHUTTLE BAY LIGHTS', 'EXAMINE AIRLOCK' and so on. I used 3" x 5" index
   cards and a black magic marker to make them.
   
   ***WARNING! This is another game that can be affected by wind. Using a
   large thick cloth, and taping one edge of it to the table can create
   an effective windbreak that the Cubs can 'peek under' during their 2
   minutes of observation.
   

----------------------------------------------------------------------
Subject:  FIRE SAFETY GAME

   Alright folks - here's the first Pack 164 Fire Safety Game. I used it
   at my Pack meeting this Monday. It took most of 45 minutes, which was
   my goal. I used the Version 1 instructions. Things went fairly well,
   but as soon as I got home, I typed up the Version 2 instructions as
   well, and intend to use them the next time. Some of the boys were able
   to handle the 'game' by themselves, but most of the 2nd graders, and a
   few strays from the older grades, couldn't stay 'on task' for more
   than 5 or 10 minutes. If anyone else wants to try this game, all I ask
   is that: 1) you let me know that you're using it, and 2) you give me
   feedback, suggestions, improvements, etc. when you're done. I've
   attempted to re-format this text in plain ASCII, my original is on a
   MAC using WORD 4.0. If you see any typo's, they were probably
   introduced during reformatting. PS - at the (older) Boy Scout level,
   I'd suggest doing it first alone, and then by Patrol.

------------------------------ cut here -----------------------------
FIRE SAFETY GAME


EVERY ANSWER IS USED ONCE - AND ONLY ONCE!.  IF A QUESTION CAN HAVE
MORE THAN  ONE ANSWER, SKIP IT AND COME BACK TO IT LATER.

|_YOURS______|_GROUP'S____|


THE REST WAS DELETED - ADD IT IN AGAIN PAUL!!

   FIRE SAFETY GAME
   
   INSTRUCTIONS: VERSION 1
   
   This 'game' is has been designed with Cub Scouts in mind. The game
   will be done as follows: 1) every person, Cubs, parents, Den leaders,
   and even siblings should take the test alone. Emphasize to the kids
   that if they don't know what a word is, they should ask an adult. The
   game is supposed to test Fire Safety skills, not reading ability. 2)
   After everyone has answered the questions alone, they should then get
   together by family. Each family should compare answers and circle
   those that aren't the same. Do NOT change 'YOUR' answers after you
   start the family discussion. After you have compared answers on all
   questions, go back and discuss those where the answers aren't the
   same. For answers that don't agree, you should settle on one 'correct'
   family answer. PARENTS, PLEASE LISTEN TO YOUR KIDS IF THEIR ANSWER IS
   DIFFERENT FROM YOURS! KIDS, DON'T ASSUME YOUR PARENT'S ANSWER IS
   RIGHT, AND THAT YOURS IS WRONG. 3) In the final step, each Den should
   get together. The Den Leader should read the answer sheet out loud,
   and the families should see how well they did. Mark the total number
   of right answers for each column in the boxes at the bottom of the
   page. These score sheets are NOT to be turned in, I would like
   families to take them home and talk about them. If any kids do better
   than their parents, please have them bring both game sheets up to me
   at the front. I would also like Den leaders to find out whether any
   families had 100% perfect on the game.
   
   A few questions can use several answers. There is a 'best' answer for
   each of these questions. If you find a question that has more than one
   answer, skip it and come back to it later. EVERY answer should only be
   used once. Use the process of elimination to find the 'best' answer on
   those questions that can use more than one of the answer words.
   
   FIRE SAFETY GAME
   
   INSTRUCTIONS: VERSION 2 This 'game' is has been designed with Cub
   Scouts in mind. The game will be done as follows: 1) every Cub is to
   pair up with an adult (parent), Boy Scout, or older sibling. They
   should work as a team to decide the answers for each question. PLEASE
   make sure the Cubs have a lot of input into the decision-making. 2)
   After everyone has answered the questions as pairs, they should then
   get together by Den. Each Den should compare answers and circle those
   that aren't the same. Do NOT change 'YOUR' answers after you start the
   Den discussion. After you have compared answers on all questions, go
   back and discuss those where the answers aren't the same. For answers
   that don't agree, you should settle on one 'correct' Den answer.
   PLEASE LISTEN TO EVERYONE, ESPECIALLY IF THEIR ANSWER IS DIFFERENT
   FROM YOURS! KIDS, DON'T ASSUME THAT SOMEONE ELSE'S ANSWER IS RIGHT,
   AND THAT YOURS IS WRONG. 3) In the final step, THE Cubmaster should
   read the answer sheet out loud, and the Dens should see how well they
   did. Mark the total number of right answers for each column in the
   boxes at the bottom of the page. These game sheets are NOT to be
   turned in, I would like families to take them home and talk about
   them.
   
   A few questions can use several answers. There is a 'best' answer for
   each of these questions. If you find a question that has more than one
   answer, skip it and come back to it later. EVERY answer should only be
   used once. Use the process of elimination to find the 'best' answer on
   those questions that can use more than one of the answer words.
   
----------------------------------------------------------------------
Subject:  GAMES FOR PIRATE THEME BIRTHDAY PARTY

     * Walk the Plank. Works best if you have a swimming pool. Are brave
       prisoners or groveling prisoners more fun? Vote afterwards.
     * Buried Treasure Hunt. Bury some loot, make a map, hand out
       shovels, and stand back. Best if held on a beach, but if you're
       sick of your garden, what the heck.
     * Loot the Town. The kids burst into the house and cart away
       anything they find. Best if held at someone else's house. With
       teen-agers, you can add the twist, "Make Them Tell Where They Hid
       the Silver."
     * Boarding Action. Split the kids into two teams and have them try
       to capture each other's "ships," which can be buildings or
       minivans. Kids over ten need to be searched for zip guns
       beforehand. Victory conditions are variable. Possible outcomes
       are: last "ship" operational, amount of loot removed from "ship,"
       last pirate conscious. Best played just before leaving the
       country.
       
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Subject:   BOP STICKS

   Another game the scouts like a lot, which is not a game from the BSA,
   is "Bop Sticks." This game requires quite a bit of preparation,
   however.
   
   You will need:
     * 2 lengths of PVC pipe, 7' X 1"
     * Lots of foam padding
     * Even more duct tape
     * Two old tennis balls
     * Two football helmets (or other helmet with a face guard)
       
   Cut the tennis balls in half and tape each half securely to the ends
   of the PVC pipe. Wrap every square inch of the pipe in foam, and
   secure with tape. When finished, you should only be able to see tape.
   The balls and foam should be covered in tape.
   
   The scouts wear the helmets and attack each other with the stick they
   are wielding. A hit to a limb results in the loss of the limb. A hit
   to the neck results in decapitation - you're dead. Two hits to either
   the body, the head, or both result in death. Loss of a limb results in
   just that.
   
   Naturally, if both legs are gone, you can't run away, and if both arms
   are gone, you can't wield a stick. It's fun to watch the scouts
   hopping around on one leg in their big, bulky helmets while swinging a
   rather awkward "sword" with one hand. You can have tournaments. Kind
   of SCAish, but not really.

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Subject:   CHRISTMAS GAMES

   Well it all depends on whether you plan to do it indoors our outdoors.
   Here are a few ideas, but keep in mind that they're coming from a
   country where a consistent plot (a 'fil rouge') is a crucial point in
   every scouting activity.
   
   I would embed the games into a Christmas story. For example about a
   little angel who has neglected his duties, and preferred to play
   aureola frisbee and cloud soccer with the little devils instead of
   doing his daily good actions (games: play frisbee with a frisbee ring,
   and soccer by having the teams blow on a cotton wool ball over a
   table).
   
   The case came to Petrus who decided to send the little angel on a
   penitence mission in the world of darkness and the world of silence.
   Describe the kids how the angel felt desperately lost and alone in
   these worlds; How he meets a blind boy in the world of darkness, and a
   deaf boy in the world of silence; How these two kids show him that
   they can get along very well in their respective worlds despite their
   respective handicaps, by using the remaining senses -- odor, hearing
   and touch in the world of darkness / sight in the world of silence --.
   
   Make heavy use of Kim and trust games in the world of darkness, and of
   pantomime games in the world of silence. Tell how the angel is marked
   by these two encounters, and how he decides to help the people lost in
   one of these worlds. End the story by telling that Petrus, seing the
   angel at work and his quest now over, called him back to paradise.
   
   Okay, I made that story up while writing this E-mail, so there are
   still a few details to polish, but all in all, you have here largely
   enough material for a whole afternoon. By including one or two wide
   games, you could even use it as base for a cub scout weekend.

-------------------------------------------------------------------------

Subject: Games from Hungary

From: Rochlitz Virag <r-virag@freemail.c3.hu>


Giant, Dwarf, and Dragon
Learned when we went on a winter trip to the Tatras.
               You should make two groups. After you do, tell a good story about being in a big
               forest, where there are three creatures. One is the Dwarf. If you are a dwarf,
               you must bend your leg in and hold your ears. Another one is the Giant, if
               you are a Giant, you only must to rise to tiptoe and lift your hands up.
               The third one is the Dragon. A Dragon, of course, can blow fire, so if you
               are a Dragon, you must move your hands as if you
               were playing the pipes. The Giant is very big, so if it meets with a Dwarf,
               the Dwarf runs away. But the Giant is afraid of the Dragon, because the
               Dragon can blow fire. And the Dwarf knows the weak points of the Dragon,
               so the Dragon runs away from the Dwarf..
               Each Scout in both groups choose a creature they wish to portray
               and each group stays in front of each other.
               The leader counts  to three the groups show the creature, which
               they are. Then, if one was a Dwarf, it runs back to their homeline, if the
               other was a Giant. The other tries to catch them, and if they catch
               somebody, then he joins the other group. And so on, the Dragon runs
               away from the Dwarf and the Giant from the Dragon. If they show the same
      creature, then they must choose another one.
