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      More Team 
        Games, Knot Games, Games for Older Scouts
      From Jim Speirs  
      
      
      
      
      Active, outdoors  
      Equipment: soccer or volleyball.  
      Formation: teams.   
       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.  
        
       
      Active, outdoors/indoors  
      Equipment: Per team: 1 conductor hat; 1 whistle  
      Formation: shuttle   
       
        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.  
        
       
      Semi-active, outdoors/indoors 
       
      Equipment: Per team: 20' rope, sweatpants, long underwear or large tights, 
      mustache, derby hat, stool, 6' stick.  
      Formation: shuttle.   
       
        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 
        player.  
        The relay ends when all 
        players have completed the walk TWICE - once walking forward and the second 
        time backward.  
        
       
      Active, outdoors/indoors.  
      Equipment: Balloons, balloon baseball markers.  
      Formation: teams.   
       
        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. 
        
       
      
        From: Bob Condon  
      
       
        Good game and I have used 
        a couple varieties of this at Team meetings with software engineers... 
        Pretty interesting results. Object Of Exercise: having a group discuss 
        the problem, have the natural leaders take control, plan and execute. 
        Do a final discussion about what occurred... moderator TAKE NOTES.  
        Object Of Game: Take a 
        3/4 filled can of water, and pour its contents WITHOUT SPILLING IT, into 
        a second can 10 feet away. 
        RULES: 
        1. There is a transport 
        device (see below) which they will be provided to transport the can containing 
        the material. 
        2. No one can touch a can.. 
        You will be dead if you do leaving the team short one member (leaving 
        one rope on the transport device un-manned). 
        3. No one can be within 
        a 4 foot of the can. There will be a ribbon one each rope of the transport 
        device marking this location. 
        4. The can must be transported 
        with the transport device, AND POURED INTO THE OTHER CAN. 
        5. Ropes on the transport 
        device can not be exchanged with another team member INSTEAD, you are 
        assigned a rope and you must always hold onto it. You can move yourself 
        with the rope to another position (crossing ropes etc) [needed when pouring 
        can into second can]. 
        6. No fighting. Work as 
        a team. 
        
        SETUP:  
        You tell everyone that 
        there is a radioactive materials in the can. They can transport the material 
        using the transport device to a safe location and save the world. 
        If they touch the can, 
        they are dead. 
        If they should come within 
        4 feet of the can, then they are blinded and must be blind folded. 
        They have [xxx ] minutes 
        to plan and then will be timed on the execution of transporting the material. 
        
        Materials: 
        6 - 10 foot pieces of nylon rope (1/4 ") 
        1 bungie cord which is larger that the circumference of the #10 can. 
        2- number 10 cans. 
         
        You put down plastic if 
        inside!! 
        
        Assembly of Transport Device: 
        Take the clips OFF the bungie cord. 
        Fasten the bungie cord to make a circle larger than the can... I recommend 
        about a 1/2 inch larger in diameter. I usually make an S out of a coat 
        hanger (SMALL) and pinch the two ends of the cord with the s to hold it 
        (probably not clear!)..Some bungies come with an S which is used to hold 
        on the big clips on the end ... send me mail if you need further clarification.. 
         
        Now tie the 6 pieces of 
        rope to the bungle cord making it look like a wheel hub (bungie cord) 
        and spokes (rope) 
        
        
        
       
        
   \         |          /
    \        |         /
     \       |        /
      \      |       /
       \     |      /
        /----------\
        |          |
        |          |
        |          |
        \----------/
        /     |     \
       /      |      \
      /       |       \
     /        |        \
    /         |         \
 
      
       Tie a black ribbon on each 
        rope 4 feet out.. If any hand hits the black ribbon, then they are blinded. 
        Results I have seen: 
        People in customer oriented environments plan this fairly quickly (30 
        minutes) and execute in 6 minutes. They worked together to see how they 
        could solve the problem, they tended to take more planning ideas up front, 
        came up with one solution and then did it. 
        People in R&D environments 
        where they tend to work more independent of each other tend to take longer 
        to plan (up to 1 hour), spilled the contents because everyone fights over 
        the leadership position, and execution can take up to 20 minutes. 
        Biased.. Well I worked 
        in the R&D environment and saw this happen and then executed in the 
        CS environment with different results. The real problem was that the engineers 
        refused to yield the leadership to each other, so they could not come 
        to a consensus. Next, when they executed the task, one engineer would 
        decide that he was going to do to it HIS way and disrupted the team. 
        
        Hints: 
        The bungie cord is LARGER 
        than the can so two people have to always be constantly be pulling on 
        the ropes (attached to the bungie cord otherwise the can falls through 
        the bungle. If a third person inadvertently pulls on a rope, this may 
        make the can slip (because they are making close to a circle with the 
        bungie cord)... 
        
        Its one of the best team 
        games I know of... 
        
        A second way to do this 
        is to make the same transport device, take 4 inch drain pipe with 2 capes 
        on the end and put 10 pounds of sand inside. 
        You need one setup for 
        each patrol if you want to make it a race. Next you put physical barriers 
        in place ( ropes waist high to climb over, tables to climb under) in the 
        path where they will transport the nuclear canister (of course painted 
        yellow and fluorescent orange). They are given 20 minutes to plan how 
        they will carry this canister, then set up at the start line and then 
        it is run. The winning team is the team that does not drop the canister 
        and is first over the finish line. 
        If they all drop the canister, 
        then you start it again... 
        
       
      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 
        are "out". 
        Stepping out-of-bounds 
        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 
        territory. 
        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 
        played again. 
        So, give this one a try 
        to see how it plays with the Scouts where you are, and let me know how 
        it goes. 
       
        
 
      
      
      The Burrito wrote:  
       "In my troop we have recently 
        been attempting to get the scouts to learn their knots. We don't have 
        any experienced boys to assist in teaching as we have a new troop. The 
        problem we are having is that the scouts aren't paying attention when 
        the knot is being demonstrated, and also when they are supposed to be 
        practicing. I was wondering if anyone had any games or other ideas that 
        could be used to help them learn these important skills." 
        My scout troop used to 
        hold a competition for the quickest tying of knots--it certainly got *most* 
        of them learning the knots - I know I did! We were tying the 6 basic knots 
        : 
        reef knot 
        clove hitch 
        round turn & 2 half 
        hitches 
        sheepshank 
        bowline 
        ...and another one which 
        I can never remember the name of (anyone?) 
        
        The *world* record (in 
        Guinness book of records) is something like 7 seconds!! However, in my 
        troop, I was fastest with (I think) about 22 seconds, followed by our 
        leader with about 30 seconds. It sure as hell helped me *learn* the knots, 
        and experiment with the many different ways of tying each. It's just a 
        pity I can't remember the *name* of 1 of them :) 
        
       
      
        From Phil Dennis  
         
       
       This takes me back about 
        20 years or so, but we did the following... 
        Take some cheap plywood 
        and cut it into 3' x 2' sections. Then take some rope and cut it into 
        4' pieces. Drill two holes in each piece of plywood that are just large 
        enough for the ropes to fit through. Put a piece of rope through each 
        hole and tie a not in the end to it won't pull through. 
        Then you have the patrols 
        line up for a type of relay-race. When the first group of boys reaches 
        the front, the SPL calls out the name of a knot that the boys must tie. 
        Knots are inspected by the SPL, and when correctly tied, the boy runs 
        back to his patrol and the next one comes up to tie another knot. First 
        patrol to complete all knots correctly wins. 
        
        Another version from R.P. 
        May 
        I have had surprising success 
        with running a simple relay game after the teaching session, and explaining 
        beforehand what will happen. 
        The game simply involves 
        each member of the team running across the hall, where they are told a 
        knot to tie, and they must tie that before returning to there team and 
        the next person running up to do their knot. Each player will be given 
        a knot in a predetermined sequence and the sequence will be the same for 
        all teams. Therefore the Scouts know that if they do not pay attention 
        during the learning phase of the evening they will let their team down 
        during the game phase. This is often sufficient incentive for them to 
        make every effort to learn. You will need to decide in advance how to 
        handle a competitor who, after making several attempts, still fails to 
        tie the required knot, one possibility is for the next person in the team 
        to come up (after the previous has been there for a set period of time), 
        then the next person must tie the knot that the previous person failed 
        at and one more person must come up at the end of the race so that the 
        required number of knots get tied. 
        Whilst this game may not 
        seem very exciting, in my experience simple games often succeed the best. 
        When you get on to teaching 
        the square lashing I have an alternative game, the sedan chair race. The 
        Troop is divided into teams (of a fairly small number) and each team is 
        given a chair and two staves. They then have a fixed period (say fifteen 
        minutes) to build a sedan chair which simply involves square lashing each 
        of the staves to either side of the chair so that they extend equally 
        in front and behind of the chair. Warn them that it is vital that the 
        lashings are very tight. 
        Then set up a race track, 
        if space is limited then you will probably have to have each team running 
        one at a time and time each, however if you can hold the race in a larger 
        space it is possible for all teams to race together. One member of each 
        team sits on the chair and the other team members must carry the chair 
        by the staves only and run around the course. In running with the chair, 
        any bad lashings will be disclosed since they will work undone. A suitable 
        penalty should be imposed for any team that drops their passenger.  
        This game always proves 
        to be most entertaining, both for the members and for the leaders!  
       
      Have the troop divide into 
      pairs. Each pair lines up across from each other. Each Scout is given a 
      piece of rope long enough to tie around his/her waist and leave a couple 
      of extra feet. These ropes should be on the ground by the scout's feet. 
       
       At the GO signal, each 
        scout picks up his/her rope and ties a bowline around their waist. Then 
        they join the rope with their partners rope using a sheet-bend. They then 
        back up until the ropes become taught, lean back and hold their hands 
        in the air. 
        As a Patrol competition, 
        the first patrol to have all of their pairs done, wins. As an individual 
        competition, each team competes independently. Check the knots, if they 
        are wrong, have them start over, with time running. 
        
       
      Have the patrols line up behind 
      a starting line. A leader stands opposite each patrol and has one or two 
      ropes, and a pole (if desired).  
       At the GO signal, each 
        patrol send one scout forward. The leader gives them a randomly selected 
        knot. The scout then must successfully tie that knot before returning 
        to their patrol. When each scout returns to the patrol, the next scout 
        is sent forward. 
        Have each leader count 
        the number of knots successful tied. Keep moving until the game period 
        has nearly expired. The patrol with the most successfully tied knots wins. 
        By running this relay for 
        a fixed time, there is no need to adjust for different sized groups. Each 
        scout should get the opportunity to tie 2 or 3 different knots (at least). 
        In this game, the leaders 
      should be willing to help scouts who have problems with specific knots.      
       
        
 
      
      
        From The Leader, August/September 
        1984  
      
       
       
      For each patrol, set an appropriate 
      number of small marked stakes in the ground about 1.5 meters apart in a 
      north/south line. Give each Scout an orienteering compass and a paper bag, 
      and stand him beside one of his patrol's stakes. Scouts from one patrol 
      set their compasses between 45 degrees and 135 degrees, while those from 
      the opposing patrol set theirs between 225 degrees and 315 degrees. The 
      boys then put the bags over their heads so that all they can see is the 
      ground and their compasses.   
       On signal, Scouts spin 
        around three times then follow the bearings on their compasses for 100 
        steps. They turn and follow a back bearing (arrow pointing towards instead 
        of away from them) for 95 steps. Only Scouts who finish within 10 steps 
        of their marker score. The winning patrol has the highest score.  
        
       
      Stake out a 3 meter radius 
      circle around a tree for each patrol, and give them a 15 meter rope. Two 
      Scouts from each patrol hold the rope at either end.   
       Without letting go and 
        without entering the circle, they must tie a clove hitch around their 
        tree. Also outside the circle, the other patrol members can give advice 
        and raise the rope if necessary. Fastest patrol wins.  
        
       
      Give each patrol four 1.5 meter 
      poles, several lengths of cord and a mousetrap. Mark out "river banks" 5 
      meters apart. Each patrol places its mousetrap on one river bank and cocks 
      it, then lines up opposite it on the other side of the river. On signal, 
      the Scouts lash together their poles to make a "fishing pole" and start 
      angling. The first patrol to catch its snapper wins.   
       
       
      Give each patrol three saplings 
      of about the same size, one rope 2.5 meters long and another 1.8 meters 
      long. On signal, Scouts lash the saplings into a tripod. When done, they 
      set up the tripod, tie a bowline in one end of the rope and place the loop 
      over the top of the tripod so that the free end hangs down the center of 
      the tripod. Then they tie a bowline in the free end - high enough that the 
      loop is off the ground. Finally, one Scout stands in the free bowline loop 
      and balances by hanging onto the line. The winning patrol is the first with 
      a Scout standing in the bowline loop while the tripod supports his weight. 
        
       
       
      You need a leader to play the 
      Foreigner and a place where there are two trees with enough space between 
      them that you can mark out a very deep, fast-flowing river, too wide to 
      jump. Hand each patrol a long rope, and stand them at one tree across the 
      river from the other tree and the Foreigner. The Foreigner doesn't speak 
      or understand a word of English. Patrols must somehow direct him to catch 
      the end of the rope they throw to him and tie it around his tree with a 
      round turn and two half hitches at a height that will enable them to cross 
      the river safely once they've attached their end of the rope to their tree. 
      The first patrol to communicate successfully and cross the river wins.  
       
       
       
      Set up a tent and simple fireplace 
      and scatter mistakes on site: a carelessly dropped ax; a glass jar next 
      to the fireplace; poorly set tent pegs and badly tied guylines; etc. Include, 
      as well, some personal items like sleeping bags, patrol scarves, shirts 
      with identification on them, name tags, etc.   
       Give patrols five minutes 
        to study the site. They are not to talk, but they can touch what they 
        see as long as they leave an item exactly as they found it. Patrols then 
        huddle to prepare a list of all the things they found wrong in the camp. 
        Best list wins. As patrols hand in their lists, add to the contest by 
        giving each a card of questions asking, for example, How many boys were 
        camping? What troops or patrols do they belong to? etc.  
        
       
      Tie together several pieces 
      of rope of various thicknesses using several different knots. Use a clove 
      hitch to tie one end of the rope to a tree and another knot to tie the other 
      end to a second tree. Give patrols about 2 minutes to walk along the rope 
      from tree to tree and back again. Silently they observe the different knots 
      and try to remember what they are, before huddling to list the knots in 
      the correct order, including the knots used around the trees. Give extra 
      points to the patrol which can tell you how many ropes were used.  
       
       
        
       
      Prepare a tracking pit by raking 
      a sandy area about 3 by 4.5 m. Stage three simple scenes: a blind man with 
      a cane enters the pit and is joined by someone who takes his arm and escorts 
      him away; four men carry a picnic table into the pit, set it down, sit on 
      the benches, get up, pick up the table and carry it off; a heavily-burdened 
      person stumbles into the pit and collapses before two others enter, pick 
      him up and carry him off. Patrols study tracks for 5 minutes, discuss them, 
      then relate their deductions to Scouter. Give no indication of their accuracy. 
      When all have reported, rake pit and have track-makers repeat their actions 
      for the troop.   
       
       
      Here's an idea for the city. 
      Give each patrol a map of the area around the troop room, a pencil and a 
      coin. Take them to the first intersection and have them flip the coin to 
      decide the next direction. Heads they go right, tails they go left. They 
      mark the route on their map and continue to the next intersection where 
      they again flip the coin to determine their next direction, and so on. Remind 
      them to mark the route carefully. They continue for half an hour, after 
      which they consult the map and take the quickest route they can back to 
      headquarters. Don't tell them, but the first back may be the losers. Winning 
      patrol is the one to cover the greatest distance in the time allowed.  
       
       
         
          REMEMBER IN ANY GAME 
          YOU PLAY,  
          KEEP IT SIMPLE, MAKE IT FUN AND MAKE IT SAFE. 
        
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