Relay Games
From: Jim Speirs
Active, indoors.
Equipment: Per team: 1 easel; 1 piece of bristol board; 1 straight stick;
1
needle; pins; balloons;
1 set of cardboard armor (optional).
Formation: relay.
In preparation for the
relay, a picture of a dragon is drawn on each piece of bristol board.
Next, balloons are attached to the 'dragon'. The dragons are set up on
easels, 6 feet apart, at a designated distance from the starting line.
Finally, the needle is attached to the end of each stick, in order to
create dragon- killing 'lances'.
Divide the players into
two or more teams.
One boy acts as a horse,
while another acts as the rider. On 'Go', one pair from each team rides
to the starting line. The riders put on the armor, pick up the lance,
and remount their horses. Then the charge begins !
Using the lance, the rider
breaks one balloon on his team's dragon. He has only one try. When his
attempt is over (whether successful or not) the 'horse' gallops back to
the starting line, where the couple gives the props to the next pair from
their team.
The relay continues until
both dragons are 'dead' (balloon-less).
Active, indoors.
Equipment: Per team: 1 ten gallon hat; 1 cowboy belt, holster and gun; 1
chair;
18 inflated balloons.
Formation: relay.
Divide the group into teams
of six. A chair is placed about fifteen to twenty feet in front of each
team.
On 'Go', the first person
on each team puts on the ten gallon hat, cowboy holster and gun and places
a balloon between his knees. He proceeds in bowlegged fashion to the chair,
where he places the balloon on the seat and rides the 'bronco' until it
'breaks'.
He returns to his line,
passing his hat and belt to the next cowboy.
The game proceeds in this
relay fashion until all broncos have been broken.
Semi-active, indoors
Equipment: Per team: 1 balloon; 1 bib; 1 bowl of soda crackers; 1 orange,
peeled; 1 bottle of pop;
1 bowl of peanuts; 1 straw per person; 1 long table.
Formation: Relay.
Divide the group into teams
of six to eight. Line up each team at one end of the room and place each
'set' of food items and a bib on the table at the other end of the room.
Blow up the balloons and place them on the table beside each team's goodies.
On 'Go', the first member
of each team runs to the table, puts on the bib and does he following:
- eats one cracker.
- eats one section of the
orange.
- uses own straw to take
one sip of the pop.
- eats four peanuts
(Diet/allergy watch for
this game, especially the peanuts. Substitute where necessary.)
When finished, he takes
off the bib, runs back and tags the next player, who then runs up, puts
on the bib and tastes the food.
The relay continues until
all the food items for each team are gone. When the last mouthful is gone,
that player pops the balloon to signal that his team has completed its
taste test.
Active, indoors.
Equipment: Per team: 1
miniature hockey net or facsimile; 1 ping pong ball; 1 tongue depressor
per player.
Formation: relay.
Divide the group into two
teams. Place each net at the same end of the playing area. Each team lines
up about six feet in front of its net. The first member of each team puts
his tongue depressor in his mouth, gets down on his hands and knees and
attempts to slap shoot the ball into the net, using the tongue depressor.
When he has scored, he takes the ball back to the starting line, tags
the next person, who proceeds to attempt to score.
The first team to complete
the relay wins.
Active, indoors/outdoors
Equipment: Per team: 1 6' pole; 1 small bike tire; 1 bowling pin; 2 balloons
per
team member; 2 chairs;
rope to tie ankles.
Formation: relay.
Divide the group into teams
of six. Line up each team at the start of each obstacle course.
On 'Go', the first member
of each team ties his ankles together. He crawls on his stomach under
the poles, (which are set up like jump poles, about 1 1/2' off the ground,
supported by the chairs). He wiggles through the tire, knocks over the
bowling pin with his nose and bursts two balloons (the explosions). Players
then crawl back to the start, where the second member of their 'combat
team' is ready to begin.
Active, outdoors/indoors
Equipment: Per team: 1 hard hat; 1 dustpan; 1 flag; 3 or more 'bricks' -
stones,
pieces of Styrofoam, blocks
of wood.
Formation: Relay.
Divide the group into teams.
Have them stand in parallel straight lines at one end of the playing area.
The leader shouts 'BUILD'.
The first member of each team dons the hard hat, places a brick in the
dustpan and runs down to the other end of the playing area. He places
the brick on the ground and runs back to the starting line. Each team
member in turn, races down to build up the wall. The race continues until
all bricks on each team are used up.
If the wall falls down
while the race is on, all bricks must return to the starting line, so
the relay can begin again. Therefore, allow the teams time to plan a building
strategy, so they will know how and where to place the bricks to avoid
a collapse.
When the wall is complete,
the last member of each team races down with the flag, and plants it on
top of the wall.
Afterward, see what kind
of super structure can be built. Have the teams work together to build
one giant wall, or building, or structure of some kind.
Active, outdoors/indoors
Equipment: per team: 1 golf umbrella; 1 golf sweater; 1 golf hat; 1 golf
glove; 1
golf putter; 1 golf ball;
1 putting cup.
Formation: Relay.
Divide the group into teams
of six. One player from each team is selected to be the model. The teams
are lined up at one end with the models in the middle of the playing area
and the putting cup at the far end.
On 'Go', the first player
from each team runs to the model, carrying the sweater. He puts the sweater
on the model, and runs back. THE MODEL MAY NOT HELP ANY OF HIS TEAMMATES
IN ANY WAY.
The second member puts
on the hat, et., until the model has on all of the above pieces of equipment.
Using the putter, the model
then putts the golf ball into the putting cup. The first team whose golfer
sinks the putt is the winner.
Active, outdoors/indoors
Equipment: per team: suitcase; umbrella; hat; coat; gloves; scarf (it is
ideal if
the clothing is oversized).
Formation: relay.
Divide the group into even
teams and line up each team in relay formation. Place the suitcase, filled
with the clothing, in front of the first player on each team.
On 'Go', the first player
opens the suitcase, puts on all the clothing and runs down to the other
end of the playing area and back. Here, they remove all the clothing and
put it back inside the suitcase, shut the suitcase and tag the next player
in line. That player opens the suitcase and gets dressed and runs down
the playing area and back.
The relay continues until
all players have had the chance to get dressed, travel and unpack.
Provide additional articles
of clothing or accessories, to make the outfit even funnier.
Active, outdoors/indoors
Equipment: Per team: 1 big balloon; 1 small balloon.
Formation: Relay.
Divide the group into teams
of six to eight players. Each team is given one large and one small balloon.
The first player of each
group, on the word 'Go', balances the smaller balloon on top of the larger
one and races to the other end of the playing area. If the top balloon
falls off, the player must return to the starting line and begin again.
When the 'run' (or walk)
is complete, the player takes both balloons in his hands and runs back
to the starting line, where the second player is waiting to race.
The first team finished,
and sitting down, wins.
Active, outdoors/indoors.
Equipment: Per team: 1 pair of rabbit ears (made from cardboard, cotton
and wire attached to a hat); 1 small balloon and 1 large balloon for each
member; lots of string; 1 chair for each team.
Formation: Relay.
Divide the group into teams
of six. Line up each team in straight lines at one end of the playing
area. Place the chairs, one for each team, at the opposite end of the
playing area.
On 'Go', the first player
of each team dons the rabbit ears, while his teammates blow up one small
and one large balloon. One long piece of string is tied to the small balloon.
The first player then ties the string around his waist, with the balloon
hanging from behind, to represent his tail. He hugs the large balloon
to his tummy, to represent the fluffy underside of a bunny. Then, with
his ears and his two balloons, he hops down to the chair, hugs the large
balloon until it breaks, and sits on his 'tail' until the small balloon
breaks.
When both balloons have
burst, he hops back to the team where he gives the ears to the second
player.
The fun is helping each
rabbit get 'dressed' and in cheering each bunny on. The relay ends when
all bunnies have lost their tummies and tails.
Active, outdoors/indoors.
Equipment: Per team: sweatpants; jacket; hockey mask; 2 garbage bags.
Formation: relay.
Divide the group into two
or more teams. Line teams up at one end of the playing area, with 1) sweatpants
and jacket in front of each team and 2) hockey mask and garbage bags at
other end of the area, in front of each team.
On 'Go', the first player
of each team puts on the sweatpants and jacket, and runs to the other
end of the playing area. Here, he takes off the pants and jacket and puts
on the mask and skates (the two garbage bags - one on each foot). He 'streaks'
back to his team, where he hands over the mask and skates to the next
player.
The second player puts
on the masks and skates and 'streaks' to the clothes. Here he trades equipment
for the clothes and runs back to the third member of the team.
The first team to complete
the relay wins.
Active, outdoors/indoors
Equipment: Per team: apron; towel, broom, dustpan, bucket filled with water,
2 dishes, garbage can.
Formation: relay
Divide the group into two
or more teams, and line them up in straight lines at one end of the playing
area. Give the broom and the apron to the first player on each team; at
the other end of the playing area, place the dustpan, the bucket, the
dishes and the towel. The garbage can is put between the buckets.
On 'Go', the first player
puts on the apron and sweeps the floor to where the dustpan lies. He scoops
the dirt into the dustpan and dumps it into the garbage can. The player
then washes and dries the two dishes and races to the start carrying the
apron and broom.
The house is clean when
all players have swept the floor and dried the dishes.
Active, outdoors/indoors
Equipment: none
Formation: relay
The Sixes line up in files.
Each Cub is given the name of a car and when that car is called, he travels
to the end of the area and back in the manner described, e.g.,:
1) Rolls-Royce: this never
goes wrong - the Cub runs.
2) Austin: has a flat tire
- the Cub hops.
3) Morris: is stuck in
reverse - the Cub runs backwards.
4) Ford: very old model,
can only go slowly - the Cub walks.
5) Mini: only small - the
Cub runs, crouched down.
6) Humbler: Pulls caravan
- the Cub tows his Sixer behind.
7) Stock-car: everyone
runs.
Active, outdoors/indoors
Equipment: 1 tennis ball per team
Formation: relay.
The Sixes line up in files,
a chair in front of each. The first Cub grips the ball between his knees
and hops round the chair and back to his place. He hands over the ball
to the next Cub, who does the same. The first Six to finish is the winner.
Semi-active, indoors/outdoors
Equipment: none.
Formation: relay.
The Sixes line up in files
with their Sixers about 10 meters ahead of them. The first Cub in each
Six is blindfolded. The Sixers then change places and proceed to call
the blindfolded Cubs by their Six name, that is, bringing them in by radar.
The first Cub - 'airplane' - to 'fly' home scores four points, the second
three points and so on. The next Cub is blindfolded, the Sixers change
again and the game proceeds until all the 'airplanes' are safely home.
Active, indoors/outdoors
Equipment: 1 beanbag per Six.
Formation: Relay, like the spokes of a wheel, facing in a clockwise direction
with the Sixers in the
center.
The beanbags lie at the
feet of each Sixer and when the leader gives the starting signal, they
pick up the beanbag, run down the back of their Six and in a clockwise
direction, round the wheel and back to the outside end of the Six. The
beanbag is then passed up the Six to the Cub now at the center. This continues
until all the Cubs have had a turn.
Active, indoors/outdoors
Equipment: 1 chair per six.
Formation: relay.
All the Sixes line up at
the end of the room. Each Cub places his hands on the waist of the Cub
in front so the Sixes form a 'rocket'.
One chair is placed at
the far end of the room opposite each Six, these are the 'moons'. When
the leader calls 'Go', the Sixes run the length of the room, round their
'moon' and back into orbit. As they pass base, the 'rockets' drop a section
each time and the Cubs sit down there one by one, until finally the 'nose
cone' - the Sixer - returns home. The first team to be sitting down is
the winner.
Active, outdoors/indoors.
Equipment: 1 chair per Six.
Formation: Relay.
The Sixes line up with
a chair at the head of each, facing away from the Six. The chairs are
'launching pads' and the first Cub or 'rocket' stands on the chair awaiting
the countdown.
When the leader reaches
zero, the 'rocket' blasts off round the room, touching all four walls,
and returns to the 'launching pad' where the next 'rocket is waiting to
be launched. The first 'rocket' lets off the second and returns to his
Six.
Semi-active, indoors.
Equipment: Balloons.
Formation: Relay.
Teams line up with members
standing side by side, separated by the distance obtained when players
stretch their arms sideways. Fingertips should touch between players.
The first player in line
takes and inflated balloon, and bats it towards the second person in line,
who bats it to the third person, on down the line and back again.
The only rule is this:
once the players have taken their stance, they may not move their feet.
If a balloon falls to the floor, or if someone moves his feet in an attempt
to reach the balloon, the first person in line must run and get the balloon,
and take it back to the starting line to begin again.
Variation: add more than
one balloon per line, going in both directions.
Semi-active, indoors
Equipment: Per six: 1 piece of paper, 1 pencil.
Formation: Relay.
The first player in each
group walks to the end of the playing area, picks up the pencil and draws
the head of a man, woman or child. After he draws the head, he folds the
paper so that only the neck shows. He then walks back to his Six and tags
the second player in line.
The second player walks
down and draws the shoulders, folds the paper, walks back and tags the
third player.
The relay continues on
down until the figure is complete with waist, hips, legs and feet.
The fun of this relay is
opening up the piece of paper and passing around each 'creature' that
each Six has created.
Semi-active, indoors.
Equipment: Per Six: 15 beans, 2 containers, 1 straw per boy.
Formation: Relay.
Have the first player in
each line pick up a bean with a soda straw, carry it across the room and
deposit it in a container. The first team to have all its beans deposited,
wins.
Active, outdoors
Equipment: Per Six: 1 bucket half-filled with water; 1 empty bucket.
Formation: relay.
On 'Go', the first player
runs to the other end of the playing area where the buckets have been
placed, pours the water into the other bucket, leaves the empty bucket
there, and carries the full bucket to the next player in line.
The second player takes
the bucket with water down to the other end of the playing area and empties
it into the empty bucket. He then picks up the full bucket and carries
it back.
The relay is finished when
all have had a turn. The winner is the team with their water intact.
Active, indoors.
Equipment: Per six: 1 yardstick; 1 feather.
Formation: relay.
Give the first in each
line a yardstick and a feather. On signal, he places the feather on one
end of the yardstick, and holds the other end at arm's length while proceeding
to the goal line and back. If the feather falls off the yardstick, the
player must put it back on the yardstick before continuing. The first
team finished wins. To speed up the game and for variation, use paper
plates instead of yardsticks. You could even try to balance paper plates
on the end of the yardsticks.
Semi-active, indoors/outdoors.
Equipment: 1 banana per boy.
Formation: relay.
Line up the boys in relay
formation, facing each other, and give each boy a banana. He must keep
his right hand behind him while he eats the banana, which he must peel
with his teeth. On the signal, the first boy peels and eats his banana.
When he is able to whistle, the next boy may begin. The first team to
finish wins.
Active, indoors/outdoors
Equipment: none.
Formation: Relay.
Line up the Sixes for a
relay race. Have the first player in each line run up to a given point,
place one finger on the floor, revolve around his finger seven times,
and run back to tag the next player in line. Repeat until all have had
a turn. Keep the runners away from the walls and other obstacles.
Variation: Give each Six
a baseball bat or equivalent. Have the boys run up, put the bat against
their forehead, the other end of the bat on the floor and revolve around
the bat three or four times.
Semi-active, indoors/outdoors
Equipment: Per team: 1 pair of gloves; 1 paper bag; 1 stick of gum per player.
Formation: Relay.
Hand a closed paper bag
to the first player on each team. The paper bag contains one pair of gloves
and the gum.
The first player on each
team opens the bag, puts on the gloves, digs down into the bag for the
gum, pulls it out, unwraps it and begins to chew it. He then replaces
the gloves in the bag, closes it and hands it to the next person in line,
who repeats the procedure. The first team to be chewing all the gum in
the bag wins.
Materials: 2 jars with screw
lids, 10 toothpicks, 2 pair large mittens
Each team has a pair of
large mittens. At a goal line is a jar, one for each team, containing
five toothpicks. On signal, the first person from each team races to the
goal line, puts on the gloves, removes the lid, empties the jar, picks
up the toothpicks and puts them back in the jar and screws on the lid.
He takes off the mittens and races back to hand them to the next player,
who repeats the action.
The object of this game is
to carry a lit candle through an obstacle course. Make sure the base of
the candle has a holder so the hot wax won't drip on the boys' hands. The
candle must be passed from boy to boy through the course. Each boy will
have a section of the course to cover, with an assigned method to cross
their section. One might have to be riding a bicycle, another on a skateboard,
another might have to jot, or walk backwards, or on a tricycle, etc. Too
swift a pace might put out the candle. Completing the course with the candle
lit is the object of the game.
Divide the group into two relay
teams. String a clothesline from one side to the other at shoulder height
of the average person. Clip 20 or more round topped clothespins onto the
clothesline. (The pins are the birds and the clothesline is the telephone
line) On signal, the first person in each team runs to the line, removes
a pin with his teeth (no hands!), brings it back to his team and
drops it into a sack. The first team finished wins.
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.
(Note: Spelling, No "E", Mr.
Quayle ---- Hee, Hee!)
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.
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.
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.
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!)
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.
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.
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.
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.
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.
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.
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.
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.
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 highwayman's
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.
You will need:
A drinking straw for each
player
A simple paper cutout 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.
From: Deborah Maraziti
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!).
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