Strategy
Games, Games Needing Little Or No Equipment, Memory Games, Pencil and
Paper Games
From the Scouts-L Games FAQ
You will need:
4 spring loaded mouse traps per team
An endless supply of rolled up paper balls
We will suppose that there
are four teams or patrols of six boys. They are spaced at equal distances
down the length of the hall. Each team or patrol has it's mouse traps
cocked at one side of the hall on the floor. At the other side of the
hall opposite each group of mouse traps are three attacking boys from
each of the other patrols. These attacking boys are armed with rolled
up balls of paper. Each patrol is allowed up to three defenders for their
mouse traps. These defenders must sit on the floor half way between their
mouse traps and the defenders. The attackers must lob the paper balls
over the heads of the defenders and set off the mouse traps. The winning
patrol is the one that has the last loaded mouse trap.
You will need:
1 spring loaded mouse trap
3 bamboo canes
3 lengths of string
Some objects such as plastic
bottles to be picked up, for each team.
You will have to bore a
hole or fit a screw eye in one end of each mouse trap so that it can be
attached to a length of string. Each team stands at one side of the hall
and the objects they have to collect such as plastic bottles are on the
other side of the river (hall). The only way that they can get the objects,
is to lash the three bamboo poles together to form a fishing pole and
attach the string with the mouse trap attached to the end. You will have
to show the Scouts how to cock the mouse traps safely or you may have
to do some first aid on bruised fingers.
You will need:
Blindfolds for each member of the minefield
You split into two teams,
one forms a line across the playing field. They are blindfolded and standing
close enough together to touch hands. Each hand is a mine that will 'destroy'
a ship (a member of the other team.) that team quietly tries to sneak
along the line weaving in and out of the mines, (i.e. between their feet,
or between two Scouts). we once had someone go fetch a utility ladder
and climb over the minefield. After a minefield team member uses one hand
and hits a ship, that hand is out of play for the round. Thus later ships
may go through an unprotected area. Smaller Scouts usually win this one.
When the whole team has gone through or not as the case may be, change
over. At the end of the game, the winning team is the one that managed
to get the most ships through the minefield.
You will need:
4 counters for each boy, red, blue green and yellow one of each color.
When the game starts the
boys are given a set time 5 to 10 minutes in which they are allowed to
trade. They trade in the following manner. A boy approaches another boy
with a counter in his left fist , he does not show the other boy what
color he is holding. If they agree to trade then they give each other
a counter taking care that they do not show the color they are swapping.
Any boys who do not wish to trade simply cross their arms, this indicates
that they are not open for trading. After the trading period is ended
you show the lads the stock market chart shown below and get the lads
to add up their scores.
Print out the following
table and make copies.
4 Red counters 100 points
4 Green counters 60 points
3 of any color 40 points
Single Red 1 point
Single Green 4 points
4 Blue counters 80 points
4 Yellow counters 50 points
2 of any color 15
Single Blue 2 points
Single yellow 5 points
After they have added up
their scores and you have found out which Scouts have the highest scores,
collect the counters in and hand out one of each color again to the Scouts.
Now play it again with the Scouts knowing the values and see the difference
in tactics. From time to time you could introduce jokers these are White
counters. You place some of these on the table and the boys are told they
can take them if they wish. The value of these is unknown until they add
up the scores. You then tell them that they either get 10 extra points
for each White counter they have or minus 10 for each White counter they
hold, much like Bulls and Bears in the stock market. You can decide if
it is going to be a plus or a minus by either tossing a coin or rolling
a dice.
By Mike Stolz
Equipment:
4 chips for each boy, all of different colors (red, green, blue, yellow)
1 chip for each adult -
white
(I made my chips by cutting
1 inch squares from colored cardboard)
Rules:
The boys are given a chip
of each color. the adults each have one white chip. The boys get 7 to
10 minutes to 'trade' chips with each other or an adult. To trade, each
boy holds a chip HIDDEN in one hand. When they agree on the trade, the
chips are exchanged. ALL TRADES ARE FINAL! Boys who do not wish to trade
should fold their arms to signal that they don't wish to trade. All trades
are 1 chip at a time. Boys can also trade with adults if they want to.
After the trading is over, show the boys the stock market list below and
have them add up their scores.
Now that they know the
value of the chips, let the boys play the game again. Collect and redistribute
the chips, and see how trading tactics change. After the second trading
period is over, add up the scores again and see how the boys did this
time.
Stock Market Chart - Trading
Chip Values
4 RED - 90 POINTS 1 (SINGLE)
BLUE - 40 POINTS
4 GREEN - 0 POINTS 1 (SINGLE)
YELLOW - 30 POINTS
4 YELLOW - 60 POINTS 1
(SINGLE) GREEN - 30 POINTS
4 BLUE - 50 POINTS 1 (SINGLE)
RED - 20 POINTS
2 WHITE - 50 POINTS 1 (SINGLE)
WHITE - 20 POINTS
3 OF ANY COLOR - 40 POINTS
2 OF ANY COLOR - 20 POINTS
You will need:
Two price lists, one of things that you are selling and one of things that
you are prepared to buy back.
Various things for the
teams to buy
You will also need some
form of currency such as colored cards, paper or even beads.
At the start of the game,
each team is given the same amount of currency. They then have to decide
what they are going to buy from you in order to make something to sell
back to you for a profit. Most things that you buy back should result
in a profit, but you should put in some items that produce no profit or
even a loss. As an example of the sort of things on your to buy list would
be a cup of hot tea for the Scout leaders. To do this they will have to
purchase from you matches, tea bags, milk and sugar, a cooking stove,
fuel for the cooking stove, water pot and water.
From: Lynne Axel Fitzsimmons
This game comes from a
Games book published by the Bharat Scouts and Guides (India). It is attributed
to the Catholic Boy Scouts of Ireland.
You will need:
Enough blindfolds for half your group, and a reasonably large room.
The Leader is the lighthouse.
Half the troop (pack, company) are ships, and put on the blindfolds at
one end of the room. The other half are rocks, and distribute themselves
on the floor between the ships and the lighthouse. Please ask the rocks
to keep their hands and feet in to minimize tripping. The rocks also should
not clump up.
The lighthouse goes "woo
woo" to guide the ships. The rocks go "swish, swish" quietly to warn the
ships of their presence. On go, the ships navigate between the rocks to
the lighthouse. If they touch a rock, they are sunk and must sit on the
floor (and go "swish, swish" also). When all the ships have made it to
the lighthouse (or have been sunk), the rocks and ships switch places.
From the Scouts-L Games FAQ
I couldn't think of a better
title for this, but it is fun to play both for kids and adults. Each team
sends a person to challenge a member of another team. The person challenging
says something like "I AM PATTING MY HEAD" but in fact they are rubbing
their tummy. The person being challenged has to say in reply "I AM RUBBING
MY TUMMY" and at the same time be patting their head. If they fail to do
it properly in a given time or get it the wrong way round, then the challenging
team wins a point.
This is a knockout competition,
it is played in two's. Each person has to keep talking at the other person.
It doesn't matter what they are talking about, but there must be no repetition
or pauses. You will need a referee to decide the winner of each pair. We
have played this several times and it has proved very popular. Each time
we have played it we have been surprised at the eventual winner. Often the
younger Scouts have walked all over the older Scouts in this game.
>From Mike Stolz: We
played this with our Boy Scouts - they loved it. A likable 8th grade 'motor
mouth' won easily, his only competition was our Jr. Asst. Scoutmaster,
who was quoting plays, the Gettysburg address, etc, but eventually ran
out of material. We needed to set down a few ground rules though. The
pauses had to last at least 2 seconds, 'common strings', like letters,
numbers, months, etc. could only be a maximum of 12 in a row, you could
not touch your competitor, and ONLY the (adult) judge could call a boy
out for repetition. This is a great 'I need it in a hurry' game!
You will need: 5 different
colored pieces of chalk, Red, Blue, Green, Yellow and Brown.
Split the troop or pack
into equal teams and get them to number themselves off in their teams.
Then draw a number of colored circles on the floor, several of each color.
The leader now calls out
an object and a number e.g. "GRASS 2", the number two in each team now
has to run and stand in a circle that matches the color of the object.
The first person standing in the correct colored circle wins a point for
his team.
Suggestions:
RED = Blood, Cherries,
Ruby
BLUE = Violet, Sapphire,
Electric
GREEN = Grass, Emerald,
Cucumber
YELLOW = Lemon, Primrose,
Sulfur
BROWN = Earth, Potato,
Leather
Please remember that some
lads may have trouble with colors and so you may have to point out which
circles are which.
Sixes stand in teams and are
numbered. Each number is given the name of a car. When the number OR the
name of the car is called out, they have to race to the end of the hall
and back to their place, using the method they have been told. e.g.
1. Mini-crawl
2. Volkswagen - hop
3. Jaguar-run
4. Jensen - pigeon steps
5. Skoda - walk sideways
6. Cavalier - skip
This is a running about game
which is good if you are in a large hall or outside with a lot of boys.
Split them into two teams, in two lines across the hall. There should be
a gap of about ten feet between them. Near each end of the hall should be
a home line for each team. Don't make it too close to the wall or they will
run into it. One team are the crows, the other team are the cranes.
If you shout cranes, the
cranes team must run to their home line without getting tagged by the
crows team. Any member of the cranes that gets tagged has to join the
crows team. If you shout crows, the crows team has to run to their home
line without getting tagged by the cranes team. Any member of the crows
that gets tagged has to join the cranes team.
If you shout crabs they
must all stand still. Anyone that moves must join the opposing team. You
start off each time with both teams lined up across the hall facing each
other. The game ends when one team has all the players. You can have a
lot of fun rolling your RRRRR'S with this. CRRRRRRRRABS, CRRRRRRROWS,
CRRRRRRANES.
You will need: A ball
This is a continuous game
with no winners or losers. Five or six players stand in a line, in the
center of the circle formed by the rest of the troop or pack. Each player
in the line puts his arms round the waist of the player in front. The
object of the game is for the players around the circle to hit the player
at the end of the line or snake, below the knees with the ball. The snake
can move around inside the circle to make this more difficult. When the
player at the back of the snake is struck by the ball, he leaves the snake
and moves into the circle of throwers and the player who threw the ball,
joins on as the front man of the snake. The game carries on for as long
as you wish.
If your Scouts or cubs like
rolling around on the floor then they will love this quickie. I would advise
activity dress, so as not to dirty uniforms. Pair the Scouts off in size.
One boy in each pair lies on his back on the ground. On the word go the
other Scout has to try and turn him over onto his stomach. The Scout on
the floor tries to prevent this by spreading out his arms and legs and moving
around on the floor. No tickling or foul play is allowed.
You will need: A rope or cloth
tail for each patrol or six
Each patrol stands in a
line behind their patrol leader. Each man holds the belt or waist of the
man in front. The last man has a tail tucked into his trousers. On the
word 'GO' the patrol leaders have to move around the room and try to get
as many of the other patrols tails as possible. Any patrols that break
their chain are disqualified. The winning patrol is the one with the most
tails.
Each boat is made up of eight
to ten players each in full knees-bent position. Each player has his hands
on the shoulders of the man in front. Facing the line of players in each
boat is a 'COX'. The cox holds the hands of the front player in the boat.
When the race starts, the boats move forwards by all players in a boat springing
together off both feet. The cox for each boat shouts encouragement for his
team and calls out the rhythm for the spring. During the race, any boat
that breaks up into two or more parts is deemed to have sunk and is disqualified
from the race.
You will need: Various noise
makers such as whistles, rattles and bells.
This game is similar to
the game where you shout out Port and Starboard. The players are told
what action they must perform when a certain sound is heard. Play this
a few times with nobody being out, then start taking out people who do
the wrong action or who are the last ones to do the action.
Players sit in two lines team
A and Team B, each line numbered 1 to N. Player 1 in team A says to player
number 1 in team B the name of a city, town or Country.
We will suppose for example
that he says 'GERMANY". Player 1 in team B must now say a town city or
country, beginning with the last letter of Germany. Let us suppose that
he says "YORK". Player 2 in team A now has to say a city, town or country
beginning with the letter K. This goes on all the way down the line. If
a player fails to give a correct answer or duplicates a previous answer,
then a point is awarded to the other team. When the end of the line is
reached play begins at player number 1 again.
A game I used to play in Scouts
was the compass game. Everyone stood spread out around the room and was
told to orient themselves to "north". North could be real north or a convenient
wall or corner in the room. Everyone except for the caller and the referees
closed their eyes (blindfolded if you don't think the honor system will
work). The caller then calls out a direction, like "east" and then everyone
turns (eyes still closed) and points in the direction of east. The referee
the goes around and taps the shoulder of anyone not pointing in the right
direction. They are out. The game continues until one player is left. It
gets interesting when you start calling headings and bearings.
This is a good game as
it only discriminates by your sense of direction, which improves as you
play.
-- Thanks to John Holeman
A troop 53 favorite. In a large,
pitch black room, with light switches on each end, the troop is split in
half. Each half gets on their hands and knees near the light switch that
they are protecting. On the Scoutmaster's signal, the Scouts, staying on
their hands and knees, attempt to turn on the light on the other end of
the room while protecting their own. Like British Bulldog, this game can
get a bit violent, what with kids fighting in the dark to get to the switch.
This game would probably have to be modified for other meeting areas (especially
those with hard floors!)
-- Thanks to Travis Lauricella
We turn all the lights off
in the entire church (including those intended to be left on permanently).
One Scout stays in the meeting room and counts to twenty, the rest of the
Scouts hide anywhere (except for pre-set off limits areas) in the building.
"It" begins looking for the Scouts. Once a Scout is found, he joins "it"
in the hunt. The last Scout found is the winner. The Scouts especially enjoy
jumping out of a dark corner and scaring their Scoutmaster.
-- Thanks to Travis Lauricella
Each Scout is assigned a number
between one and x, x being the number of Scouts. In a circle outside (we
circle around a flagpole) one person throws a ball (tennis, racquet, or
similar) as high as he can, straight up, and calls out a number. The Scout
whose number is called catches the ball as the rest of the Scouts fun away
from him as fast as possible. Once the called Scout catches the ball, he
yells "STOP!" at which time all retreating Scouts are supposed to
stop dead in their tracks. (This is where the most argument comes in this
game...) The Scout with the ball is allowed to take three really
long steps (more like standing long jumps) so that he can get as close to
the nearest Scout as possible. He then attempts to hit the Scout with the
ball (not in the head or other vital organs). The Scout being shot at is
allowed to twist and bend, but may not move his feet. If the Scout is hit,
he gets to retrieve the ball while the rest of the Scouts get back in a
circle. He is also given a "spud," or a point. If the Scout is missed, the
throwing Scout chases after the ball and gets a spud. Once the ball is retrieved,
the game begins again, with the number called and the ball thrown. The Scout
with the least number of spuds at the end of the game wins.
-- Thanks to Travis Lauricella
Scouts get in a circle facing
in, with both hands, palms up, behind their backs. Scouts must be looking
into the circle. One Scout, with a rolled up newspaper, walks around the
outside of the circle. When he chooses, he puts the newspaper into the hands
of a Scout, who then proceeds to "whomp" the Scout to his right. The Scout
being "whomped" runs as fast as he can (unless he enjoys being whomped)
around the circle back to his starting position. The Scout now holding the
newspaper walks around the outside of the circle, looking for a Scout to
whomp the person to his right, as above. No winners, everyone wins.
From the Scouts-L Archives
You will need:
About twelve different shaped items, a sheet or back projection screen and
a slide projector or strong light (Note: clear bulbs are better than pearl)
A number of objects are
held, one after the other, behind the screen, e.g. scissors, bulldog clip,
flower. After all the objects have been seen, a short time is given for
the lads to write down or tell to the leader, the objects that they saw
in the correct order of viewing.
You will need: (for each six
or patrol) A table, a piece of chalk and ten items
Each patrol gets a table
set up on it's side in their corner as a barrier, so that the other patrols
can't see behind it. On the floor they draw a 747 grid, and mark horizontal
axis A to G and vertical axis 1 to 7. They then take ten items and place
them at random on their grid. The patrols are now given five minutes to
look at each others grids and try and memorize the locations of as many
items as they can. After five minutes they each retire behind their barricades.
Each patrol in turn fires three shots. For a shot they must say the name
of the patrol they are firing at, the grid reference and what item is
at that grid reference. If they are correct then they capture that item.
Each patrol only gets 3 shots per round. After a set number of rounds,
the patrol that has captured the most items are the winners. Please note
that this is a memory game, no pencils and paper allowed.
You will need: (for each six
or patrol)
Two bowls or buckets on
chairs
Ten mixed items
Teams or patrols stand
in single file facing the front of the hall. At the front of the hall
facing each team is a bucket or bowl on a chair. In each bowl there are
ten items (the same items for each team). At the back of the hall opposite
each team is an empty bucket or bowl. The Scout leader calls out an item
and the first man in each team has to run to the front, get that item
place it into the other bucket at the back of the hall and then run back
to the back of his team. The first team with their man back get a point.
As you continue playing
this the objects will be distributed between the front and the back buckets.
If the Scouts have good memories they will remember what items are in
what buckets. This will save them time. If an object is called by the
leader and it is in the back bucket then it has to be placed in the front
bucket and vice versa. The reason for the bucket being on a chair is so
that the Scouts can't look in to see what is in the bucket.
You will need: (for each six
or patrol) A suit of cards Ace to ten (one pack of cards will supply four
teams)
The ten cards for each
team are laid out at random, face down on a table in front of them. One
at a time the boys run up and turn over a card. If it is not the Ace then
they turn it face down again and run back to their team and the next player
has a go. When the ace is turned up they can lay it face up at the front
of the table. The next card needed is the two and so on. Play continues
until one team has all its cards turned face up in the correct order.
You will need: Sets of cards
having the compass points printed on them
This game is played the
same way as the previous game, but this time the boys have to place the
cards at the correct compass position for that card. Suggested order for
laying down cards: North, South, East, West, North East, South East, South
West, North West. NNE, SSW, NNW, SSE, ENE, WSW, ESE, WNW
You will need: A number of
plastic cups and objects to fit under them (e.g. a ball, a ring, a key etc.)
Two teams one each side
of the hall. Each team is numbered 1 to N with boys with the same number
on each team of similar size. The object are placed in the center of the
hall in a row and the plastic cups placed over them. The leader now calls
out an object and a number. The two boys with that number have to rush
to the row of plastic cups, find the correct cup and take the object to
the leader. The lad who gets the object to the leader wins a point for
his team.
You will need: Twenty four
35mm film canisters, these should be opaque and all look the same. Into
twelve of these you place a marble, fishing bell or anything that will make
a noise when the canister is shaken.
The boys sit in a circle
and take it in turn to pick up two canisters at a time and give them a
shake. If they both rattle then a prize or point is given to the boy who
picked them. These canisters are then removed from the game and the next
boy has his turn. If both canisters do not rattle then they are both replaced
where they were picked up from and the game continues. The game gets more
difficult as more are removed as there are then more empty ones left in
the game than ones that rattle. You could make it more difficult by having
a larger number of containers to begin with. You could also guild the
Lilly by putting numbers on the canisters but I have not found this to
be necessary. You can use this as a team game, the winning team being
the one with most points or as individuals against all the rest.
You will need: (for each six
or patrol)
2 chairs
Coins adding up to 50 pence
The boys stand in their
patrols or sixes, in straight lines across the middle of the hall. In
front of each patrol is a chair, this chair is the post office. On this
chair at the beginning of the game is an assortment of coins. We use coins
that add up to 50 pence. Each teams post office, has the same number and
value of coins. Behind each patrol is placed another chair, this chair
is the 'BUREAU DE CHANGE'. The leader calls out a sum of money, say 20
pence. The front man in each team then runs to the post office and has
to leave 20 pence on the post office chair. Any extra coins must be taken
and placed on the BUREAU DE CHANGE chair. On finishing his move the player
runs back and joins the back of his team. The first man back gets a point
for his team. If a value is called which is higher than the value on the
post office chair, the boys must run to the BUREAU DE CHANGE to collect
the coins they need. Great fun can be had by calling out 49, a lot of
them will start counting the coins out, but the smart ones soon realize
that they only have to leave one coin at the BUREAU DE CHANGE to get 49
at the post office. Calling out the value that is already at the post
office also causes a laugh.
You will need:
Various items that will fall over easily such as skittles
Plastic bottles and short
lengths of wood or plastic tube
Give each team the same
type and number of objects. Allocate each team a lane down the length
of the hall across which they must lay out the obstacles. You could mark
these lanes with chairs if you wished. When the teams have completed their
task, line them up at one end of the hall and then get them to swap lanes
with one of the other teams. This way if they have made the obstacle too
easy then they will give this advantage away to another team. After allowing
them a minute or two to look at the lane they are in, turn out the light
and get them to walk down the lane to the other end. The patrol leader
or Sixer should be the leader for his team. At the finish end of the hall,
one of the leaders could flash a torch on and off at random to give them
a bearing. Points are deducted from each team for the number of obstacles
they have knocked over.
From the Scouts-L Games FAQ
You will need: (for each Sixer
or patrol): A sheet of paper fan folded into 6 sections, pen or pencil
The cubs or beavers sit
in a circle in their six. The Sixer is given the fan folded sheet of paper
and a pen. The rest of the six close their eyes, this makes the final
result more fun. The Sixer then draws on the first section, a hat suitable
to be worn by a Scout in the 21st century. Paper is passed onto the next
cub who draws the head on the second section. This is continued with the
shoulders body legs and feet. Open out the paper at the end to see the
strange 21st century cub that the six have drawn.
You will need:
A sheet of paper and a pen or pencil for each cub, or for Sixers only if
you do not have enough equipment.
The cubs sit in a circle
with paper and pen in front of them on the floor or just in front of the
Sixer. Akela sits in the circle with the lads and takes imaginary objects
out of a sack in front of him and mimes the object. Cubs can either write
the objects down as they are mimed, or wait until the end and then write
them all down.
Suggested items to mime:
Hammer and nails, Necklace,
Tea cup and saucer, Teapot, Telephone, Powder compact, Soap and flannel,
Shoes, Watch, Hoola-hoop, Paper clip, Earrings, Hair spray and many more,
limited only by your ingenuity.
You will need: (for each six
or patrol), sheets of paper and a pen or pencil
This is a game which has
been commercialized in England. One member from each patrol comes up to
the Scout leader, who whispers a word or phrase to them. The patrol member
then goes back to his patrol and attempts to draw on a sheet of paper,
what the Scout leader said. They are not allowed to give clues by actions,
speech or writing. The first patrol to guess correctly win the point.
You will need: (for each six
or patrol): A set of time tables, paper and pens, a prepared set of destinations
and arrival times
If you go to a couple of
your local travel agents, you should be able to pick up some airline flight
time tables. If you have four patrols then you will need five copies all
the same, one for the leader and one for each of the patrols. You have
to make up a list of destinations and times that you would like to arrive
there. Put in some interesting ones that will need flight changes and
different airports. You could also throw in things like certain flights
only going on certain days. You could if you prefer, use railway or bus
time tables, but airlines will give you more exotic destinations. This
is a good training game for teaching the youngsters how to read and use
time tables.
You will need: Cards with anagrams
on pinned around the room pen and paper for each player or 1 per team
There are so many variations
that you can try with this, for example books of the Bible, rivers, towns,
famous people.
You will need: 6 cards with
lists of railway stations on them in two columns, pen and paper for each
player or 1 per team
In England there is a circular
underground line called would you believe it 'The Circle Line' . The object
of the game is for each player or team to make their way all the way round
the circle line. You start each player or team off at a different station.
They then have to look at all the cards until they find their station
in the first column, they then have to move across horizontally on that
list to the second column which is the destination station, this they
write down on their paper. The new station is now the one they are looking
for in all the lists in the first column. To prevent players from cheating
you can put in a few red herrings i.e. stations that are not on that line
and which will send them in the wrong direction if they do not play correctly.
|