Long, Parachute, Party and Team Games
There are an infinite variety of games that can be made from a hook, a line and a pole that will leave the contestants as breathless and open-mouthed as a fisherman's true story.
Have three to five players
join hands to catch "fish" by surrounding individual players. Those who
are caught become a part of the "net." The last five fish caught make up
the net for the new game.
Fashion the hooks from coat-hanger wire, paper clips and open safety pins. Make the fish from cloth, inner tubes, cardboard, balloons, or wood. Use a cardboard carton, nail keg, barrel, or dart board for the ocean bottom or trout stream. The players can catch the "fish" by hooking them, lifting them, trapping them, or spearing them (with darts). They score by standing in the center of a circle and casting into several different ponds, by standing on boxes or stools and trapping the fish, or by just catching as many as they can out of one "lake." Each "fish" could contain a message describing some task that a player has to perform before he can return to fish again. Or each fish could have a point value written on it; winner could be either the group or the individual player with the largest score at the end of a given period of time.
Take a set of old Christmas
cards (about three times as many cards as there are players) and cut each
card into two pieces, making two sets of half-cards so that each half-card
in one set has its counterpart in the other. Some of the cards should be
cut so that the halves are easy to spot as belonging to each other (e.g.,
by cutting vertically down the middle of a colored picture of a vase of
flowers), and others should be made difficult to spot (e.g., by cutting
along the horizon of a seascape). Distribute one set of half-cards all over
the room (they should be visible but not necessarily obvious). Give one
half-card from the other set to each player and keep the "pool" in your
hand. On the word "Go" all the players try to find the other half of the
piece that you have given them and bring it to you. Every player finding
a pair that match is given a fresh half-card from the "pool" until there
are none left. When all have finished, the group with the largest number
of paired pieces wins.
Have everyone write down the
word Christmas leaving a space after each letter. Then allow ten minutes
for all players to compose a telegram, the first word beginning with C,
the next with H, the third with R and so on. The first word should be the
name of the person to whom the telegram is sent, the last word the name
of the sender. The players then read out their own attempts in turn, the
winner being the one who has composed the most original.
Give each group a piece of
paper with CHRISTMAS written vertically down the side and tell them that
after each letter they must write the name of some article that could be
found on the table at Christmas dinner--and both run for the ball. The one
reaching it first kicks it and runs for a hiding place. The other player
is "It" and must return the ball and search.
Play this game on a smooth,
close-cut lawn. Croquet balls or wooden balls made especially for this game
may be used. Each player has two of these balls, called "bowls." A smaller
ball is called the "jack." The first player bowls the jack out on the lawn
and the bowls are bowled at it in turn. The jack and the bowls may be moved
by being hit in play. A bowl touching the jack scores three points. The
nearest bowl to the jack scores one point. If two bowls bowled by the same
player are nearest the jack, two points are scored.
Everybody selects a corner.
If there are not enough corners or trees, players can make corners by drawing
two lines at right angles on the ground or floor. Any player may start the
game by leaving his corner. A second player chases him and a third may chase
them both and a fourth may chase the three, etc. In other words, a player
may tag any one who preceded him in leaving a corner, but cannot tag a play
who left after he did.
When a player is caught
his "captor" leads him by the arm to the "Captor's Corner," and while
doing so he is not subject to capture. When the two players reach the
corner they become team- mates and work together to capture others. At
the end of the game, the player who has the greatest number of captives
is the winner.
Place a number of bottles on
the floor and let several boys play at one time. Each boy has a "fishing-rod"
consisting of a cane or pole and string; on the end of the string is a brass
curtain ring. The first one to get his ring over the neck of a bottle wins.
These games all take a bit
of preparation, and, generally, need a lot of time to play
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.
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 overshooting the targets. This is a timed event.
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!
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 color is different
from your assigned color.
All shuttle crews need to check
out their craft before take-off. Every crew has memorized 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
(den scores here)
circle the 1 best den
score for each game
put the single best den
score here -> | | | | | |
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 through 5th place (we have
5 dens) in each event. The den with the LOWEST total score for the 5 events
will get 1st place.
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 knocked while
anyone is 'even close' to the shooting range area!
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 through this as often as they
want in the allotted time. Keep the best time.
GAME PARTS - 16 cardboard
boxes all the same size, 6 large coffee cans, 3 thin
strips of plywood,
2 poles with nails through the ends, several smaller dowels,
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.
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.
GAMES PARTS - individually
wrapped candy in different colors, colored tape or marker cones
to mark off the search area.
Game leader will
hide 10 candies of the same color in search area, plus 1 of a
different color. 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 colored candy counts as 3 points, all others are 1 point.
Be alert to 'missed' candies from previous groups.
Players sit in a circle
on the floor holding a parachute with the edge drawn up under their
chins and their legs stretched out straight in front of them. As
they sit, each boy says the name of his favorite vegetable. The
resulting "noise" sounds like a swamp at night. One boy slips under
the parachute to become the swamp monster. The monster gently pulls
the ankles of another player who slips under the parachute to become
part of the monster. The game ends when all of the boys are under
Grasp the edge of the
parachute with an overhand grip, and squat down so the parachute is
flat on the ground. On the count of three, stand up and stretch arms
above head creating a canopy.
Put a ball into the center
of the parachute. Raise and lower the parachute to throw and catch the
ball. When the Beavers are skilled at this, try adding a second ball.
Hold the parachute in overhand
grip, and inflate the parachute. Leader calls two names (or a month of
the year, an age, a lodge. Appropriate players let go and exchange places
by moving under the canopy to an empty spot.
Grasp the edge of the parachute
with an overhand grip, and inflate. Take a few steps toward the center while
the parachute is inflated. Release one hand from the parachute. Pull the
parachute down behind the head and back with remaining hand. Kneel down
holding the edge against the ground. Stay inside the parachute until it
starts to deflate. Hold up the parachute, stand up and duck under to the
Hold onto the edges and inflate
the chute. Still holding on, walk under the parachute to the center and
then back to original position. Or, meet in the center and then all let
go so that the parachute gently floats down to cover everyone.
Grasp the edge of the parachute
with an overhand grip and inflate. Bean bags, skipping ropes, balls, etc.
have been placed under the parachute. Participants are numbered. Leader
calls out a number and those participants run under the parachute and perform
before the parachute deflates.
Grasp the edge of the parachute
with an overhand grip and inflate. Pull edge of parachute to the ground,
trapping air inside and creating a mushroom.
Grasp the edge of the parachute
with an overhand grip and inflate. Take one step forward once the chute
is inflated. When the command "let go" is given, everyone release the parachute.
Parachute should remain suspended in the air for a few seconds before it
floats to the ground like a flying saucer.
Grasp the edge of the parachute
with an overhand grip. Place one ball on the parachute. Make the ball slide
around the chute by slowly raising the chute up and down. Keep the ball
rolling so that it does not go off the edge.
Grasp the edge of the parachute
with an overhand grip. Place two different colored, small, rubber balls
on the parachute. Divide the group into two teams (each team has one of
the colored balls. One team is on one side of the chute and the other team
on the opposite side.) Each team tries to shake its ball into the center
hole before the other team. A point is scored each time a team's ball goes
through the hole.
Grasp the edge of the parachute
with an overhand grip, and inflate. Leader calls out a month of the year.
Those Beavers born in that month let go of the edge and exchange places
by moving under the parachute to an empty spot. This game can also take
place by giving everyone a number from 1 to 8 or by calling out a color
that the Beavers are wearing
In a kneeling position, grasp
the edge of the parachute with an overhand grip. One or two Beavers are
chosen to be worms. They go under the chute on hands and knees. Another
Beaver is chosen to be the bird. The bird crawls on top of the parachute
on hands and knees and tries to catch the moving worms. To make it more
difficult for the bird, the Beavers around the outside edge are waving the
parachute up and down. Therefore the bird has difficulty seeing the worms,
but the worms can see the bird's shadow from underneath. When the bird does
catch the worms, a new bird and new worms are chosen.
From the Scouts-L Games FAQ
You will need:
A map drawn on a large sheet of paper
small sticky labels and
a pen to write names on the labels
Often you will find that
at the beginning of a party where you are running the games, not all the
children have arrived when you start. To overcome this a game was needed
that could be played by the children as they arrived. I drew a pirate's
treasure map on a sheet of paper that I stuck to a board. On top of this
I stuck a sheet of clear adhesive film 'FABLON'. Between each game I ask
a few children up and ask them their names. I write their names onto small
sticky labels about the size of a thumb nail. The children then stick
these onto the map where they think that the treasure is buried. At the
end of the games session I turn the map around and show that I had stuck
a label on the back of the map to mark where the treasure was buried.
The closest person to this wins the prize. If you need to pad it out a
little, you can tell a short story about the pirate coming ashore with
his treasure chest, and deciding on the different places that he might
bury his treasure. This game can be used with any age group. Because the
map is covered in plastic film you can easily peel the labels off, you
can then use the map for repeat shows.
You will need:
A tape player and a tape with sounds that you have recorded
This is another game that
is good at the start of a show if not all the children have arrived. Borrow
some sound effects records from your local library. The B.B.C. has quite
a large selection of these records. They are used by drama clubs and film
makers. Record different sounds onto a tape leaving short breaks between
each sound. Put in some easy ones such as a dog barking and chickens clucking,
but put in some hard ones as well, such as submarine asdic noises and
music boxes. Tell the children, that you are going to play them sounds
from the television and the cinema. The first person with their hand up,
will get the prize if they can say what the sound is. Tell them not to
put their hand up until they are certain what the sound is. This game
can be played by any age group. A variation on this is to use the first
few notes of popular songs.
This game can be used with
large numbers of children. It keeps them interested and can play for as
long as you have questions. The object of the game is for a child to bring
you an item that you ask for. The first child to you with that item gets
the prize. Listed below are some examples.
A Loose tooth
A rose colored shirt dress
or blouse. (any color will do)
A picture of the queen
(a coin or bank note)
Three hands on one wrist
(a watch with hands)
A pair of white socks
A hair clip
Tell the children to be
very careful that they don't bump into anyone as they are running up to
you. If you run out of ideas you can look to see what different people
are wearing. You often find a child that won't join in with the games
as they never win anything. Choose something that only they have, this
will make them want to take part.
You will need: (for each six
A toy boat or car connected
to a long length of string on a roller
This is an oldie but very
good when you have a large group to keep amused and interested. You will
need four toy boats or cars. These are attached to long lengths of twine
which are wound around pieces of dowel or broom handle. Rotating the dowel
winds on the twine and drags the toy car or boat along the floor. Split
the group into two teams and sit each team on opposite sides of the hall.
Choose the biggest person from each team, explaining to the children,
that these people are going to try and win points for their team. My boats
are red, blue, green and yellow. The first race we use the red and the
blue boat. One team is told to shout for the red and the other team to
shout for the blue. After the first race I change the boats for the other
two boats. I tell the children that this is to ensure that there was no
advantage, as perhaps the boats could have been different weights. I then
run the new boats out and we have another race. The children get very
excited during this game, but you have complete control. You only have
to direct the two children running the boats. The rest of the children
are sitting at the sides cheering their boat in.
You will need:
our different colored skittles or bean bags
Four colored beads or balls
to match the color of the skittles
A small cloth bag to keep
the balls in
A whistle or other noise
maker, I use a siren whistle
This is a variation on
musical chairs, but the kids will not realize this the way that it is
played. Place the four colored skittles at the four corners of your playing
area. Tell the lads that these are islands. When you say "GO" they must
run around the outside of the four islands in a clockwise direction, when
you shout "CHANGE DIRECTION" they must run the other way round. When you
blow the whistle, they must go and stand next to one of the islands. You
do this a couple of times with no forfeits and nobody out, then you introduce
the bag with the colored beads. You reach into the bag and take one out,
all the boys standing next to that color has to do ten press-ups. You
then sort them all running again. This time all the lads who land on the
color you pick out of the bag are out and have to sit in the middle (This
keeps them out of the way). You then take away that skittle and it's matching
colored ball. The next time round all the lads on the chosen color have
to do a hand stand. The next time all the lads on the selected color are
out and sit in the middle. You again remove the selected skittle and it's
matching colored ball. So you are down to two skittles. By this time most
of the boys will be out and you just keep playing with the two skittles
until you get to a final winning boy.
You will need:
A timer or alarm clock with a loud ring - this should be in a small box
Pass the parcel is a bit
old hat but the lads will enjoy this updated version. A timing device
with a loud alarm connected to it is passed in a box around the circle.
The person holding the box when the alarm goes off is either out or has
to do a forfeit. There was a toy put out on the market several years ago
that did just this. It had some name such as "TIME BOMB" or "GRENADE"
you may have seen it.
You will need:
A tape recorder with recorded music
A dowel, flat on 1 side,
to act as a bar
2 large clothes pegs or
bulldog clips to balance the bar on
2 upright stands
These can be made from
two pieces of dowel about one and a half meters high with a flat wooden
base to make them stand upright. Place the two stands about four feet
apart. Put one of the clothes pegs on each stand at about four feet from
the ground. Balance the bar on the clothes pegs. If one clothes peg falls
off then use two clothes pegs per stand. Mark out the hall with four chairs
and tell the players that they must walk around the outside of all the
chairs. This prevents them bunching up, you only want one person at a
time going under the bar. To begin you get all the players to stand in
a single line at one side of the hall. You show them how to go under the
bar, they must lean backwards and bend their knees to get under the bar.
They must not touch the floor with their hands and they must not knock
the bar off, anyone who does so is out. When everyone has been under the
bar once it is lowered down a few inches and the process repeated Prizes
are give to those who can get under the bar at the lowest setting. Ideal
for all ages, girls or boys and can be played with any number. All you
have to do is play the music and keep lowering the bar as they go around.
You will need:
Get several packs of animal snap type picture cards make sure you have the
same number of each animal card
Distribute these cards
one to each person but tell them not to look at the picture. On the command
go they must look at their card and by making the noise of that animal
they must find all the other people in the hall with that card. A very
noisy game ideal as an ice breaker at mixed parties. Don't forget to get
your cards back afterwards.
There are quite a few spectator
games where only a few take part but the rest cheer the others on. Listed
below are a few of these.
You will need:
2 sets of large cards - there are four cards in each set and the letters
on the cards spell S T O P
You get up eight people
and stand four on each side of you facing the audience. Give each team
member one of the cards from their set of STOP cards. To start with they
should spell out STOP as viewed from the audience. The idea is that they
have to rearrange themselves to spell out the word that you tell them.
The first team to finish each word are the winners. The words you can
have are STOP, TOPS, POST and SPOT. There is lots of room for fun here,
try telling them to spell a word they are already lined up spelling and
see what happens.
From: Jim Speirs
Equipment: soccer or volleyball.
Divide the group into two
equal teams. Find a suitable playing field about the size of a soccer
field, with an area to be used as an end zone.
The play starts with a
jump ball. The object is to move the ball down the field to score points.
Players throw the ball to their teammates, or run with the ball. Players
may not take more than five steps while carrying the ball. If they do,
the ball is handed to the other team, who throws it in from the sidelines.
Points are scored when
the ball is thrown to a teammate in the opposing team's end zone, and
caught. The ball must be thrown from outside the end zone into the end
zone and caught by a teammate. If the ball is missed or dropped, the opposing
team gets a chance to move it out of their end zone. One point is scored
for each catch.
The team with the most
points after a given amount of time is declared the winner.
Equipment: Per team: 1 conductor hat; 1 whistle
Divide the group into two
or more teams; line them up in shuttle formation, with half the team at
one end of the playing area and the other half at the other end. The first
member of each team is the conductor.
On 'Go', the conductor
dons the hat, hangs the whistle around his neck and runs to the far end
of the playing area, where one half of his team waits. Here, he picks
up his first 'car' by bending down and placing his right hand between
his legs, to join the left hand of the next player. Having attached the
first car, the conductor blows his whistle and the two players run to
the other end to pick up another car.
The relay continues until
all players on the team are part of the 'metro'. The conductor signifies
a complete train by blowing his whistle four times.
Equipment: Per team: 20' rope, sweatpants, long underwear or large tights,
mustache, derby hat, stool, 6' stick.
Line up the teams in shuttle
formation at either end of their 20' rope. The first player on each team,
on 'Go', puts on the mustache, tights and hat, picks up his balancing
pole and walks along the rope.
Halfway across, he meets
a stool; the player climbs over the stool and continues on his way to
the other end of the rope where he exchanges his outfit with the next
The relay ends when all
players have completed the walk TWICE - once walking forward and the second
Equipment: Balloons, balloon baseball markers.
Players are divided into
two teams. Each team designates a pitcher who pitches to his own team.
Each batter gets two pitches
to hit a balloon with his fist. If the balloon is hit, the fielding team
tries to blow the balloon to the ground before the batter runs around
the bases. If they do not, a run is scored. Play continues until everyone
on the batting team has been 'up to bat'. Then the inning is over and
teams switch places.
The game continues for
a specified number of innings.
Note: Depending on the
age of the players, the distance between the bases may be altered.
This is not so much a Camporee
competitive event, although this game could be used as a fun side-activity.
It is, however, an excellent game that is much enjoyed by both Cub and Scout
age kids. Maybe we could all put our heads together and come up with some
more games we have seen in one place or another, eh?
Let's toss this Czech game
into the equation today...
For lack of a better name,
the Czechs call this one "Hoot, Hoot, Hoot". The reason for this will
become clear shortly.
This can either be an indoor
or outdoor game, though it's better for outside, since some tackling can
be involved on occasion, unless specifically prohibited. I suppose that
you could term this an active, but very quiet game (except for the cheers
that can be generated as a result of a "catch").
You need a well-marked
playing field, divided into two sections, about 50 meters deep (smaller
sizes OK if you are indoors, but the playing size should equate to at
least a basketball court sized area, with well-defined playing area borders,
since stepping out-of-bounds means being called "out").
The two teams assemble
in their respective ends of the play area. Teams choose which side is
going to go first. One member of the selected team takes the deepest breath
possible, and ventures into the other team's territory. If this player
runs out of air while in the other team's territory, the player is "out"
and has to sit out the rest of the game.
Since breath-holding is
a quiet endeavor, it would be far to easy to "make a mistake" unless there
were some way of telling whether a player remains on just one breath while
in "enemy territory". So, just to avoid confusion, the player has to continuously
say, "Hoot, hoot, hoot...." rapidly and without pause the entire time
he or she is in the opposition's side of the play area. The "H" sound
takes more air than most, and so limits the time available quite dramatically.
Any pause indicates the player is taking another breath. If this happens,
he or she is "out". Since you lose less air when you are doing this quietly,
everyone else has to be absolutely silent. If the player's team makes
noise in order to cover for the player, both the player and the noise-makers
at any time is another way to be called "out". People who are "out" have
to observe the remainder of the go from the sidelines.
"It" attempts to tag as
many of the opposition's players as possible. All who are tagged by "It"
are "out" UNLESS "It" runs out of air before crossing to his or her own
There is a very slight
possibility that "It" will run out of air through poor planning. However,
the best way of ensuring "It" runs out of air on the wrong side of the
line is for "It" to be prevented from returning. Therefore, the side being
invaded needs to capture "It" for long enough to ensure he or she runs
out of air. (Tackling "It" to the ground and knocking the breath out of
"It" is not encouraged.)
Capturing "It" is not,
however, risk-free. If "It" cannot be held until running out of air, and
he or she manages to get back across to home side, every player who touched
"It" in the failed capture effort is "out". A wee but squirmy "It" can
take out several of the opposition's Mooses this way...
Team strategy is fairly
important in this game, since you want to preserve a few of your stronger
and fleeter players till the end, if at all possible. Everyone has to
take a turn at being "It" - no exceptions allowed. Each player takes this
in turn until the entire team has gone across and returned (or been captured).
After everyone has had a turn, the team circulates the responsibility
again. You do not have to use the same sequence each time, however, so
you can "target" opponents you need to get "out" as quickly as possible,
using specific players from your side.
The team that runs out
of players is NOT the winning. team. After a team wins, the game can be
So, give this one a try
to see how it plays with the Scouts where you are, and let me know how
Wide Stretch: Line up the
Sixes with arms extended so that the players are touching, fingers to
fingers. See which Six has the longest line.
Beans Relay: Have the relay
runners carry beans, one at a time, between match sticks, toothpicks or
on a knife.
Standing Broad Grin: The
width of the grins measured by judges. The widest one wins this event.
Discus Throwers: Each contestant
throws a paper pie plate from a chalk line. The plate must be held flat
in the hand and not sailed with the thumb and fingers.
16 Pound Put: Have each
contestant put an inflated bag for distance as though it were put from
Sponge Shot-Put: Use a
small dry sponge for the shot. See who can put the shot the farthest.
Hammer Throw: Use blown-up
paper bags attached to a yard of string. Give each Cub one turn to see
who can throw the 'hammer' the farthest.
Bottle Roll: See who can
roll a pop bottle from 6' and score a bull's-eye in a chalk ring on the
floor. Draw several concentric circles to make targets of different value.