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 Strategy, 
        Memory and Team Building GamesFrom 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
        You will need: 
          | 4 RED - 90 POINTS 4 GREEN - 0 POINTS
 4 YELLOW - 60 POINTS
 4 BLUE - 50 POINTS
 2 WHITE - 50 POINTS
 3 OF ANY COLOR - 40 POINTS
 
 | 1 (SINGLE) BLUE - 
            40 POINTS 1 (SINGLE) YELLOW - 30 POINTS
 1 (SINGLE) GREEN - 30 POINTS
 1 (SINGLE) RED - 20 POINTS
 1 (SINGLE) WHITE - 20 POINTS
 2 OF ANY COLOR - 20 POINTS
 
 |  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 Archive  
      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. 
        
        
          
        2 sizes of caber will be used. 
      (Small for Scouts under 14 and large for those 14 and over) 
        
      A log is lashed, 6 ft. high, 
      between two trees. The entire Patrol must get over it. Assistance can only 
      be given by those that have not crossed over yet. Scoring is by the percent 
      of the Patrol that get over.  
      A #10 can, with wire bale, 
      is placed on an "island" 10 ft. into the Amazon. The Patrol has to get the 
      can without anyone stepping into the river, or spilling the contents of 
      the can. Equipment: 6 ft. of 1/4" rope, pole or tree limb long enough to 
      reach the "island", a stick 2 ft. long, 2x6x12 board. Scoring is by cooperation, 
      spirit, and success or failure.  
      A "Yard" is enclosed by an 
      "Electric Fence" (twine) 36" high. Inside the "Yard" is a 2x4 with steps 
      or log to assist. The Patrol must get as many members over the fence as 
      possible. Anyone touched by the "fence" is zapped and eliminated. Scoring 
      is by cooperation, spirit, and success.  
      Setup a Kim's Game with 20-30 
      normal campsite items and 20-30 special items (total of 50). Each Patrol 
      is allowed 30 seconds to observe and then must write down all that they 
      can remember. Scoring is by the number that they get correct.  
      This game takes place on a 
      clear grassy area. A 50 ft. circle is marked on the grass with a 10 ft. 
      circle in the center. All Scouts remove their shoes, place them in the center, 
      and move out of the 50 ft. circle. The judge mixes the shoes and then gives 
      the go signal. Patrol members must find their own shoes, put them on, tie 
      them, and get back to the outer circle standing in a line. Scoring is by 
      time (the number of seconds it takes subtracted from 180) a 10 point penalty 
      is charged for any shoes not properly tied or buckled.  
      Scouts become "bears" and must 
      collect food -- colored paper squares. When all food is collected the judge 
      checks to see how many have collected a balanced menu. "Bears" without balanced 
      menus do not survive. Scoring is by the percentage of the bears that survive.  
      Patrols are given a list of 
      items to "collect" during the day. By the end of the competition they must 
      go to the station and show their collection. Scoring is by the number of 
      correct items.  
      Each Scout is assigned a number 
      -- 1, 2, 3, etc. The Patrol is then blindfolded and is instructed to get 
      themselves in numerical order, without speaking. Scoring is by subtracting 
      the number of seconds used from 120. Time allowed: 2 minutes maximum.  
      A collection of 15 "nature" 
      items is displayed. Each boy is given 5 minutes to list the items he can 
      identify without speaking or helping each other. Scoring: Sheets are graded 
      and the total points divided by the number in the patrol times 10, determines 
      the score.  
      Each participant needs a 6 
      ft. rope. Patrols form into pairs facing each other. On "go" each Scout 
      ties a bowline around his own waist, the first one done then ties his rope 
      to his partner's with a sheet bend. The two partners then lean back and 
      raise their hands. Scoring: the number of seconds used subtracted from 120. 
      Add a bonus of 5 points for each correct knot.  
      The entire group must stand 
      on a 2' x 2' platform at the same time, for 10 seconds. Scoring: 10 points 
      for each Scout on the platform.  
      With a 50 ft. rope, the Patrol 
      ties a clove hitch around a tree. No one is allowed to go closer than 15 
      feet to the tree. Scoring is by the number of seconds used, subtracted from 
      240. 4 minutes maximum allowed.  
      The patrol divides into two 
      groups. They line up as shown, facing each other with one empty space in 
      the center. A A 
        A A B B B B 
        The two groups must now 
        switch positions on the line. The A's move to the B's space and vice versa. 
        They must follow this procedure:  
        1. Step only into an adjacent 
        empty square. 
        2. Step around a person 
        facing the opposite direction. 
        Players cannot move backwards. 
        Players may not step around someone facing the same direction. Only one 
        player can move at a time. Scoring is by the number seconds used subtracted 
        from 300. 
        
      Everyone in the Patrol needs 
      a 6 ft. rope. Each person ties a bowline around their waist. They then tie 
      the other end of their rope to a central loop (about 1 ft. in diameter, 
      supplied by the judge.) They then must travel a set course as fast as possible.  1. No one may be dragged. 
        2. Proceed safely. 
        Scoring is by the number 
        of seconds used subtracted from 240. 
        
      The Patrol must form a monster 
      that moves 50 ft. and makes a sound.  1. The Monster must have 
        only one more leg than the number of Scouts in the Patrol; 
        2. The Monster must have 
        one less arm than the number of Scouts in the patrol; 
        3. The Monster must make 
        a single sound, not just a group shout. 
        Scoring: Judges prerogative. 
        0-50 for the Monster 0-50 for the sound. 
        
        
        REMEMBER IN ANY GAME 
          YOU PLAY, KEEP IT SIMPLE, MAKE IT FUN AND MAKE IT SAFE.
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