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 Water GamesFrom: Jim Speirs  
      Water game, outdoors. Equipment: 1 soccer ball; 2 inner tubes; 1 water ball; 2 water basketball 
      hoops; blindfolds; string.
 Formation: teams.
  
      The object of this game 
        is to allow players to experience the sensation of having a disability. 
         
        Divide the players into 
        four teams, and set up a rotation so that each team takes part in each 
        of the following activities:  
        
      1. Sensitivity walk,  
        
        2. Obstacle course in water, 
        using inner tubes.  
        3. dodge ball, and  
        
        4. water basketball.  
        
        
      Each activity is performed 
        with a specific handicap:  
        
      1) When a team goes on 
        the sensitivity hike, all participants are blindfolded. They simply go 
        on a short hike, and experience it without sight.  
        2) In a short obstacle 
        course in shallow water (through an inner tube, crawl on the bottom then 
        through a second inner tube) players must not use their arms.  
        
        3) In the dame of dodge 
        ball in shallow water, each player's ankles are tied together. (One player 
        in the center of the circle tries to hit another player with the soccer 
        ball. 
        4) In a game of water basketball, 
        players may not speak.  
        
      Following ten minute rotations 
        of each event, the group can discuss the sensations experienced by being 
        temporarily handicapped.  
        We can soon learn it is 
        not what you cannot do -- it is what you can do !  
        
      Water game, outdoors. Equipment: None
 Formation: group
  
      This is a super small group 
        game. Ask everyone to wear bathing suits and an old pair of shoes (a pair 
        they can get wet). The game takes place in a stream or along the shallow 
        shoreline of a lake or river.  
        The leader steps into the 
        water, and instructs the group to 'follow the leader'. Everything the 
        leader does is copied by the followers. After a few minutes of hiking, 
        the leader falls to the back of the line to let a new leader take over. 
        The hike can be as long or as short as time allows - it is fun to walk 
        back to home base in the water, rather than by land; see if the group 
        can hike backwards for some of the return distance.  
        Some 'follow the leader' 
        ideas: 
        Sit down on a stone; hop 
        on one foot; play leap frog; skip a flat stone out to sea; jump from one 
        stone to another; build a small castle on the shore; climb a tree; stop, 
        take off one shoe, empty water from it, and put it on again; crouch so 
        that all of you is under water; sing a song about the sea; try to catch 
        a frog.  
        
      Water game, outdoors. Equipment: none.
 Formation: teams
  
      Divide the group into teams 
        of 8-10 players.  
        Set up a 'monster' relay 
        where every player has a role. Some swim through shallow water, some through 
        deep water. Have some do cartwheels through shallow areas, while other 
        swim with one hand in the air.  
        The design of the relay 
        depends on your waterfront set-up and the abilities of your swimmers. 
         
        End the relay by having 
        one player piggyback a teammate across a finish line, located in shallow 
        water. 
        
      Place the insulin (a plastic 
      bleach bottle) in the lake or river about 20 feet from shore. Patrols equipped 
      with a pike pole, two 8 ft. planks and some rope must try to retrieve the 
      insulin needed by a dying man. The water is full of man-eating sharks which 
      will instantly attack anyone who steps or falls into it.  
      Of course, this must be set 
      up according to the location and equipment available, but here are some 
      examples. Make it a timed relay in which one boy from each patrol starts 
      off. He swims to a raft or dock, enters a canoe or rowboat, paddles it in 
      a certain manner, jumps out or capsizes it and stays underneath to sing 
      for 10 seconds, pushes or tows the craft back to the dock. Or, he picks 
      up a passenger from dock or raft, paddles around a buoy, jumps out into 
      the water and climbs back in, etc., etc.  
      Although this challenge doesn't 
      happen in the water, it should be done near the water. Provide plastic detergent 
      bottles or other convenient containers for transferring water, and patrols 
      must try to use them to fill a drum in which you've banged as many holes 
      as possible. The only things boys can use to plug the holes are parts of 
      their bodies. Fifty holes will occupy all of the fingers of five boys.  
      For this effective night activity, 
      you need wooden logs for raft-building; lashing twine; matches and fire-lighting 
      materials; and a source of small rocks for ammunition. Each patrol constructs 
      a small lashed raft and arranges fire materials on it. They tow each raft 
      to an equal distance off shore and light the fires. Patrols then line up 
      on shore (make sure boys stay in line to prevent injuries) and, on signal, 
      start bombarding their rafts. A "direct hit" which splashes water onto a 
      burning raft counts 10 points. The first raft to be extinguished wins. Alternately, 
      you can use just one raft and judge the direct hits.  
      Here's a traditional challenge 
      that means buying enough tins of food to provide six tins for each patrol. 
      You can keep down the cost by buying from "bash and dent" bins, but make 
      sure the cans aren't damaged enough to be leaking or bulging. Mix it up 
      so that you have soups, vegetables, fruits, stews, spaghetti, puddings, 
      etc. Peel off all the labels, load the cans into a boat and dump them at 
      a marked spot in the river, lake or pond. Avoid muddy bottoms and strong 
      currents.  One boy from each patrol 
        dives for the cans. He must bring up only one at a time and toss it to 
        other members of his patrol who are on shore, on a dock, or in a boat. 
        When he has retrieved six cans, the patrol must leave the area. Back on 
        shore they open the cans and decide how to prepare a meal from the offerings. 
        Swapping between patrols is not allowed and, in order to win the challenge, 
        every member of the patrol must eat and all food must be consumed.  
        
        
      Operation Neptune pulls together 
      a series of aquatic challenges for a summer camp "funoree", a swim meet 
      at the "Y", a camporee or jamboree, or a pool party.  Have each patrol adopt 
        an aquatic name (Barracudas, Sharks, Porpoises, Fin-Busters, etc.) and 
        make themselves an identification poster for the operation. Encourage 
        the boys to prepare and practice special patrol cheers to add spirit to 
        the event. You may want to design a "Neptune Scroll" to award the winning 
        team when scores from all events have been tallied.  
        Plan the program to make 
        participation possible for every boy in the troop--not just the good swimmers. 
        To keep things moving along, arrange for a megaphone so that you can announce 
        each event and have contestants assemble in a special staging area.  
        
        If you use a blackboard 
        to display up-to-the minute scores, you'll keep spirit high with spectators 
        cheering for their teams. You'll need extra help on hand to keep spectators 
        under control, and you can recruit parents as timers and judges.  
        
        Success depends upon preparation. 
        All necessary equipment must be ready and lifeguards in attendance. In 
        all events, water safety regulations must be observed. For an outdoor 
        meet, the boys should each keep a towel and sweater handy.  
        You can choose from an 
        infinite list of possible events. Mix up skill and fun challenges to make 
        a well-rounded meet in which every boy can take part.  
        
      Diving: 
        Devise contests for the 
        best straight dive, the best fancy dive, the best crazy dive, or the biggest 
        splash.  
        
      Races: 
        Try a dog-paddle race in 
        which the boys must bark while swimming; lifejacket race; dead man's float 
        glide; free-style underwater distance swim; free style leaders vs boys 
        relay; front and back crawl race; side or breast stroke race; towing rescue 
        where a boy must tow a buddy for a certain distance; team relay.  
        
        
      Operation Neptune Novelty 
          Races  
         
        Each team has one pair of 
        pajamas. The first boy must put on the pajamas, swim across a given area, 
        take off the pj's and hand them to the second boy, who puts them on, swims, 
        removes them and hands them to the next, and so on.  
      One boy per patrol must swim 
      a certain distance with a lighted candle. To prevent hot wax from dripping 
      onto the swimmer's skin, push the candle through a hole in the center of 
      a foil plate. The plate will act as a hand guard.  
      One boy per patrol swims a 
      certain distance holding an apple, potato or rock-filled spoon in his mouth 
      (sideways works best). If he drops the object, he must dive to retrieve 
      it.  
      One boy per patrol swims a 
      certain distance on his back carrying a newspaper. He must hand the paper 
      to a judge at the finish line. The judge decides the winner on the basis 
      of whose newspaper remained the driest.  
      One boy per patrol blows a 
      ping-pong ball ahead of him as he swims a given distance. He cannot touch 
      the ball with his body.  
      One boy per patrol must submerge 
      and tie a given knot underwater; a round turn or a clove hitch around his 
      leg, for example. You can do this in shallow water for junior boys.  
      One boy per patrol swims a 
      given distance with a match. The object is to keep the match dry because 
      he must strike it for the judges at the finish line. The winner is the first 
      to light his match after the swim.  
      Four boys in a team. The first 
      boy dives through the legs of a partner who is standing in a shallow area. 
      The partner then must swim to a finish line while carrying a ball between 
      his legs, after which the third boy picks up an object (puck, rock, ring) 
      from the bottom of the pool or lake. When this is accomplished. the fourth 
      boy swims a given distance with a Frisbee on his head and finishes by tossing 
      the Frisbee to the judges. Winner is the first patrol to complete the series.  
      
       Operation Neptune Fun Events 
           
         
         Members of a patrol sit in 
          a line on the edge of a dock or pool and link arms. On signal, the boy 
          at the starting end lets himself drop into the water. Each successive 
          boy in the chain must be pulled into the water by the boy who precedes 
          him. They cannot help things along by jumping in. First chain to slide 
          off the deck is the winner.   
          
      Hold this in shallow water 
      and supervise closely. Each patrol is represented by either one or several 
      teams of "horse and rider". On signal, riders engage other riders in an 
      attempt to pull them from their horses. When a rider is down, the team must 
      immediately leave the playing area. Last horse and rider standing is the 
      winner.  
      Two teams, each defending a 
      goal line. The object is to get the watermelon to touch the enemy's goal 
      line. The melon cannot be carried.  
      Hold in shallow water. Each 
      patrol competes against all others, then winners against winners and losers 
      against losers.  
      Each patrol is given three 
      minutes to dive for candies you've thrown in the water. Wrapped caramels 
      work well. Boys who retrieve the largest number of sweets are the winners.  
      This is a water version of 
      British Bulldog. Choose one or more of the good swimmers to stay in the 
      middle as "Jaws". On signal, each patrol tries to swim from one side of 
      the circle to the other without being touched by Jaws. When caught, a boy 
      joins Jaws. Continue crossings until time is called. The patrol with the 
      largest number of boys to escape Jaws is the winner.   |