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 Outdoor 
        Games OutdoorsEquipment: Bat; soccer or volleyball.
 Formation: Teams
  
        Divide the group into two 
        teams. Line up the outfield team as you would for a game of baseball. 
        Line the infield in a straight line about 15' behind home plate.  
        The pitcher pitches the 
        ball to the first player, who hits it with the bat. As the ball rolls 
        to the outfield, the batter runs around his team as many times as possible. 
        Meanwhile, the players in the field line up behind the player who catches 
        the ball. They all stand one behind the other with their legs apart. The 
        player who caught the ball rolls it between his legs and between the legs 
        of his teammates. When the last player in line gets the ball, he yells 
        'STOP'.  
        At his cry the batter stops 
        running.  
        The infield scores one 
        point for every three times the batter circled his team.  
        After three batters, teams 
        switch positions. Play continues for as many innings as time permits. 
        
         
      Outdoors Equipment: Pencil and paper for each Six
 Formation: Sixes
  
        
        The Cubs try to spot something 
        beginning with each letter of the alphabet. These must be written down 
        in alphabetical order and nothing beginning with B may be spotted until 
        A has been noted.  This can be played for 
        general interest in one group, or competitively by a number of groups. 
         
        Note: One adult in each 
        Six could do the job of writing.  
        
      Outdoors Equipment: 1 large paper bag per Six
 Formation: Sixes
  
        Each Six has to find a 
        nature specimen for each letter of the alphabet. The leader should set 
        a time limit. 
        
        
      Outdoors Equipment: A supply of apples
 Formation: Teams
  
        Divide the group into two 
        equal teams. In a yard or park, mark out a large rectangular area. One 
        end of the area is home base, the other end is the outpost, and in between 
        is enemy territory. The job of the airlift team is to carry supplies (apples) 
        from home base to the outpost without getting 'shot down' (tagged three 
        times) by the enemy team. The airlift team may carry one apple each or 
        may let one or two boys carry several while the other protect them as 
        they race from home base to the outpost. Boys who are tagged three times 
        while carrying apples are out, and the enemy gets their apples. Those 
        of the airlift team who are not carrying apples may run freely without 
        fear of being tagged. The team that has the most apples at end of game 
        wins.  
        You can then have an apple 
        feast, with the enemy and the airlift team joining forces (as in peacetime). 
         
        
      Outdoors Equipment: Soccer ball
 Formation: Scatter
  
        Mark a goal 3' in circumference 
        and place a soccer ball in it. Have one of the players kick the ball as 
        far as possible. While the others run and hide, 'it' runs to recover it 
        and replaces the ball in the circle before going in search of the players. 
        When he sees one he calls, 'I spy......' and both run for the ball. The 
        one who reaches it first kicks it and runs for a hiding place. The other 
        player is 'it' and must return the ball and search.  
        
      Outdoors Equipment: Per Six: 1 magnifying glass; pencil; paper; rope
 Formation: Sixes
  
        Put the group into their 
        Sixes. Place a box or object over a piece of ground approximately 1 foot 
        square. Give each group five minutes to write down as may living things 
        as they see in that square.  
        
      Use croquet mallets and balls. 
      If on paved area, use chair legs as hoops; set up larger than usual croquet 
      course. Divide boys into groups of four to six for this game so there is 
      not too much waiting for a turn.  
      Each boy is handed a slip of 
      paper bearing the name of a domestic animal or bird. On the signal to start, 
      each begins to act the creature in dumb show, at the same time looking out 
      for others of the same species. When three or more have been collected, 
      they may begin to give voice. The first herd, covey or flock in full chorus 
      is declared the winner.  
      A quickie, for a break; allow 
      about five minutes. Players form two equal lines facing each other and about 
      3' apart. One is "Heads " the other "Tails." The leader tosses a coin and 
      calls out the side turned up. If it is Heads, the Heads laugh and smile 
      while the Tails must remain solemn. The Heads try to make the Tails laugh. 
      Those who laugh have to join the Heads' side. The coin is tossed again and, 
      if it comes up Tails, the Tails have to try to make the Heads smile. In 
      five to seven minutes the line with the greatest number of players is the 
      winner.  
      One of the players is the lighthouse, 
      parked at one end of the hall. Half the group are rocks and they are spaced 
      around the floor, with a gap between each of them. The rest of the group 
      are ships who have to make their way, blindfolded, through the rock to the 
      lighthouse.  On "Go," the lighthouse 
        goes "Woo-Woo" to guide the ships. The rocks go "Swish-Swish," very gently, 
        to warn the approaching ships of danger, and the ships are supposed to 
        sail between the rocks to the lighthouse beyond. If a ship hits a rock 
        it sinks and stays where it is. When all the ships arrive at the lighthouse, 
        the two halves of the group swap sides: the rocks become ships and the 
        ships become rocks and they have a replay.  
        
      The Indians of Bolivia used 
      the tail bones of a donkey or llama (you can use a stick) for this game. 
      Set the stick up on end in a hole in the ground. Now draw a straight line 
      away from the stick. Measure out a distance of 3' from the stick. Drive 
      in a peg. Do this so that the pegs are all 3' apart and in line. You will 
      need about six pegs, also a supply of tennis balls. The boys then take turns 
      in trying to hit the stick from the first peg. Those who do, move on to 
      the next peg. Those who don't, stay at one peg until they hit the stick. 
      Boys must throw in their correct order throughout the game. The first boy 
      to complete the six throws from the pegs wins. This can also be done on 
      a best time basis.  
      One of the players tells the 
      story of the Pony Express, and how the messenger-riders had so little time 
      that they never touched the ground when changing horses but jumped from 
      on horse to the other. "Horses" are spaced out over the course the smallest 
      player in each group is the messenger. Any messenger touching the ground 
      on the change-over from one player; to another must start over. First player 
      finished is the winner.  
        Variation--Change Horses 
        Pair off the horse and 
        rider teams. On command, all riders change horses without touching the 
        ground.  
        
      Turn slender saplings, about 
      4' long, into lances with feathers for steering. Boys line up, throw lances 
      for distance.  
      Make hoop out of a slender 
      branch, about 1' diameter, by tying ends together. Weave string-work in 
      the hoop leaving a 6" bull's eye in the center. Boys line up, hoop is rolled 
      down before the line. Object is to send lance through bull's eye in center 
      of string-work.  
      One or two of the bigger players 
      take position in center of room, facing group. At "Go," the entire group 
      charges and tries to reach the other side of the room or a given area, without 
      being caught. To catch someone, the "bull dogs" in the center must lift 
      player off the floor long enough to yell "1-2-3 British Bull Dog." When 
      a player is caught, he becomes a "bull dog" for the next charge. Not more 
      than three "bull dogs" can tackle a single player. If a struggling player 
      is not lifted completely off the floor, while the group slowly counts to 
      ten, he is declared free for another charge. Game is run until everyone 
      has been caught. Play safe and have players take off watches, glasses and 
      other breakables. Last man charging the line without being caught is the 
      winner.  
      Attach two or more 3' lengths 
      of stout cord or lightweight rope to a wall or chair. At a given signal 
      the boys start to unbraid the rope. Fastest boy or team wins.  
      Draw a finish line about 25' 
      from the start and line the players up about 3' apart. At "Go" they race 
      by jumping first to the right, then to the left, then straight ahead. This 
      procedure is followed until someone crosses the finish line.  
      Groundsheets folded to about 
      3' square represent holes and tin plates represent balls. Lay out the golf 
      course as desired to include hedges and streams as obstacles. If a plate 
      falls in one of these hazards it must be retrieved and carried behind the 
      obstacle and one throw added to the player's score. Arrange the holes some 
      distance apart so that players do not come in contact with a skimming plate.  
       
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