A Few Scouting Games



A Few Scouting Games

Kim's Game

This game was taken by B-P from Rudyard Kipling's book for boy's "Kim". This is the story of the orphan son of an Irish soldier in India who grew up among the native boys and was later trained for government intelligence work. The training began by showing Kim a tray of precious stones and gems for a minute's observation, then covering it, and asking Kim how many stones and what kind they were.

At first Kim could remember only a few, but soon, by practice, he was able not only to say exactly how many, but to describe the stones. Then he practiced with other articles, and ultimately was able to glance to see all sorts of details of items that were of value in tracing and dealing with criminals.

In its commonly used form, 24 articles of different kinds -- a key, a pocket knife, a computer disk, a coin, a marble, a comb etc. -- are placed on a table and covered with a cloth. The player steps up to the table, the cloth is removed for exactly one minute; the player looks, endeavoring to remember as many as possible, and the player writes down as many as they can remember.

As with Kim, the purpose of this requirement is to develop the faculty for observation and memory.

Kim’s Game as B-P wrote it:

How to Play It

The Scoutmaster should collect on a tray a number of articles knives, spoons, pencil, pen, stones, book and so on not more than about fifteen for the first few games, and cover the whole over with a cloth. He then makes the others sit round, where they can see the tray, and uncovers it for one minute. Then each of them must make a list on a piece of paper of all the articles he can remember or the Scoutmaster can make a list of the things, with a column of names opposite the list, and let the boys come in turn and whisper to him, and he must mark off each of the things they remember. The one who remembers most wins the game.

Here are some variations of the game:

Elimination Kim's Game:  One or more articles are removed after the first look, and the game is to name those articles that are removed after a minute's observation.

First-Aid Kim's Game:  A collection of first-aid items are used. The Scout must write down those that they remember as well as their use.

Knot Kim's Game:  A selection of knots and lashings are used.

STALKING GAMES

1. DEER-STALKING

The Scoutmaster acts as a deer, not hiding but standing, and moving occasionally now and then. 

The Scouts go out to find the deer, and each tries in his own way to get up to it unseen. 

Directly the Scoutmaster sees a Scout he directs him to stand up as having failed. After a certain time the Scoutmaster calls "Time," and all stand up at the spot which they have reached, and the nearest wins. 

The same game may be played to test the Scouts in stepping lightly--the umpire being blindfolded. The practice should preferably be carried out where there are dry twigs, stones, gravel and so on lying about. The Scout may start to stalk the blind enemy at one hundred yards distance, and he must do it fairly fast--say in one minute and a half--to touch the blind man before he hears him.

2. STALKING AND REPORTING

The umpire places himself out in the open and sends each Scout or pair of Scouts away in different directions about half a mile off. When he waves a flag, which is the signal to begin, they all hide, and then proceed to stalk him, creeping up and watching all he does.  When he waves the flag again, they rise, come in, and report each in turn all that he did, either in writing or verbally, as may be ordered.

The umpire meantime has kept a look-out in each direction, and every time he sees a Scout, he takes two It points off that Scout's score.  He, on his part, performs small actions, such as sitting down, kneeling up, an looking through glasses, using handkerchief, taking hat off for a bit, walking round in a circle a few times, to give Scouts something to note and report about him. 

Scouts are given three points for each act reported, correctly. It saves time if the umpire makes out a scoring card beforehand, giving the name of each Scout, and a number of columns showing each act of his, and what mark that Scout wins, also a column of deducted marks for exposing themselves.

3. SCOUT HUNTING

One Scout is given time to go out and hide himself-- the remainder then start to find him. The object of the hidden Scout is to get back to the starting-place as soon as he can without being caught. The seekers advance from the starting-place in a circle, gradually expanding outwards--so the further the Scout goes from home to hide himself, the further apart the seekers will be when they reach his hiding-place, but he will then have a longer distance to go to reach home again.

4. SHADOWING

A patrol is told off to shadow a party of the enemy, Who are advancing through the country (consisting another patrol or the rest of the troop). The patrol told off to shadow the rest must follow on as closely as possible, but it is. best to send on one or two Scouts ahead, to signal when it is safe to advance. 

As soon the enemy see a Scout shadowing them they can give chase, and if they overtake him he is a prisoner, and has to march with the main body. They can also split up into two parties and join again further on, or leave some behind in ambush. 

It is only necessary to touch the shadowers to make them prisoners. If they cannot throw them off their tracks within a certain distance (two miles or so), or else capture more than half of them, they must own themselves defeated; and then another patrol takes the place of the shadowers. (This can be practiced along a route march--it has the advantage of always covering fresh ground in the advance.)

5. AMBUSHING

The main body advances along a road, with Scouts thrown out on either side to prevent any danger of surprise. 

Two patrols (the enemy) are following them behind, and attempt to ambush them by one patrol getting in front and the other attacking in the rear. They shadow the main body as it advances until a suitable part of country is reached, when one patrol attempts to g ahead by going round in a semi-circle and joining the road again further on. 

If they can do it, they hide an ambush and attack the main body when it comes up ; the other patrol which has been following behind should then immediately attack in the rear. For to be a successful ambush the patrol in the rear should be able to attack immediately the ambush is reached and so, should follow closely behind. 

If the patrol making the semi-circle are seen, they should be followed and the ambush discovered; both they and the other patrol behind can be captured, just as in "Shadowing" by merely being touched.

6. MIMIC BATTLE

For this game two sides are needed, the numbers being settled "among the players. 

The ammunition is a quantity of paper balls. 

Every Scout has a plate, and the parties take up positions within throwing distance of each other. If the ground isn't flat, toss up for the advantage of the slope.

 

Each Scout lies flat on his stomach, and just in front of him props up his plate by sticking the rim into the ground. 

At the word "go" each warrior aims a ball at an opponent's plate. When a plate is knocked down, the Scout to whom it belongs is "put out of action." 

The side which succeeds in "killing" most opponents in a given time wins.

Competitive Compass Game – Feet

This compass game is designed to teach the elementary compass skills for taking bearings and step counting.

LAYOUT OF COURSE:

First, measure a step course 100 feet long, preferably over flat and clear terrain on an East-West line. Place markers at 5 foot intervals and number them consecutively from

1–20, with marker number 1 at the west end of the course. An alternate method is to fasten tags 5 feet apart on a 100 foot rope and number the tags consecutively from 1 to 20. Stretch the rope in an East-West direction with number 1 on the West end.

EQUIPMENT NEEDED:

Each player will need a score card, a pencil and a compass, preferably a SILVA system compass like the Type 7 POLARIS or the Boy Scout Type 1070.

PRELIMINARY INSTRUCTIONS TO PLAYERS:

Have each player determine their step requirement for the 100 foot course by walking the length of the course and counting the number of steps taken. Each player should be careful to walk with a normal step and should cover the course twice, noting the average number of steps taken. To make the calculation of distance easy, the player should take steps that are either 2 feet, 2 ½ feet or 3 feet long.

ANSWERS TO THE SAMPLE COURSE ARE:

#19 – 13

#20 – 16

#1 - 11

Examples of Games for Developmentally Challenged Scouts

Hidden Treasure

Before your friends arrive, hide twenty-four objects about the room, putting each on something of the same color, so as to make them as inconspicuous as possible. 

A brass ring, stamp, drawing-pin, piece of black wool, rubber ring, and so on are the most suitable for this. 

Upon arrival, your guests are given a list of the objects and a pencil, and are asked to hunt round the room for the hidden things, putting beside each name the place where they are eventually found. 

Twenty minutes is ample time to allow for this. When the time is up, the answers are given, and one point is allowed for each correct one.

Hare and Hounds

Players in large circle hands joined. 

One hare inside circle and two hounds outside. 

Object of hounds is to catch the hare by breaking into or out of the circle. 

Players forming the circle help the hare by letting him in and out of the circle but hinders hounds. 

When caught change hare and hounds. 

Variation: Players in groups of three around room in rough circle, two standing with right hand of one holding left hand of the other. 

Third boy squatting in the arch so formed as rabbit in rabbit hole. 

Dog and rabbit set off. 

Rabbit can go into any hole and eject present tenant. 

If touched rabbit becomes dog and chases his partner. 

Crocodile Dodge Ball

Players form a circle with one Patrol inside holding on to each other's waists. 

Aim of players is by passing the ball to hit the last boy in the Patrol. 

Patrol is allowed to move about but must remain linked and only front boy is allowed to stop the ball with his hands or feet. 

When last boy is hit he moves up to the front of Patrol and becomes leader. 

Repeat until all are hit. 

Change Patrol and time each one. 

Patrol taking longest time wins

A Hiking we will go!

Part I

Velma Carter, The Leader, April 1976

There's nothing like a fine spring day to bring out the wanderlust in all of us. And what better way to satisfy this feeling than by planning a great outdoor activity, like a hike, for your group?

Hikes provide an excellent opportunity to take time out on the trail to quietly look and listen--to appreciate the realities and contrasts of our environment.

Since hikes must have a purpose, besides getting from point A to point B, they should be carefully planned in advance. Many times the spur-of-the moment How about a hike this Saturday? will result in a wasted day due to lack of foresight and planning.

Spontaneous enthusiasm, however, should be used to its best advantage. Get your group to help with the planning. Have them help choose a theme or to combine several themes. Let their imaginations roam, corralling the impractical.

Depending on your group, their ages and interests, hikes can range from easy training in the outdoors (simple nature observation, fire-building and cooking a light meal) to more challenging excursions that include building a bridge across a stream, constructing a shelter or dealing with (unexpected but planned) accident simulation.

Once you've chosen the type of hike you'll go on, make an outline with the boys. Include the destination, schedule and, if possible, a mapped route. Your schedule should include departure time, estimated arrival time, allotted time for cooking, cleaning up, rest stops and approximate time of return. It should, however, be realized, that the schedule is not 'iron tight' and there is room for spontaneous changes in plans. Leave a copy with someone who is staying behind in case of an emergency.

If this is the first hike of the year, prepare your group during the meetings before the scheduled date. Go over the hiking section in your leaders' handbook for ideas. Scouts can re-read their Canadian Scout Handbook for tips on hiking such as proper footwear, safety, clothing and other items they may have over looked.

Stress the necessity of proper equipment, its care and use. For groups who will be backpacking, see The Canadian Leader, April 1972, Most of Canada Beckons, for tips and diagrams on backpacking.

During the meeting before the hike, go over the type of clothing that should be worn, reminding the boys about raincoats or ponchos, suitable shoes, sweaters or jackets. If it rains and your group is prepared, no one will mind a little inclement weather. If your theme requires added items such as wrist watches, plastic bottles or magnifying glasses, this is your chance to remind your group. Finally, check that first aid kit!

No group should set out on a hike without proper first aid supplies.

No one should begin a hike on an empty stomach and supplying energy on the trail is just as important. Your first consideration in choosing your food should be nutrition; then food, light in weight but giving the proper nutrients and finally, the ease of preparing a meal. Two of your options are dehydrated foods or food pre-measured and pre-packed at home. Avoid carbonated drinks and milk. 'Quick energy' foods such as raisins, apples and dates are handy to carry in reserve.

It's a good idea to have your group meet at one point and start off together. Since a hike is not a race, make sure there are frequent and short rest stops. This gives the boys a chance to look around and enjoy nature, the weather (in most cases) and the company. Spring is one of the most interesting seasons for hikers because there are such contrasts to be seen, heard and smelled.

If yours is a young group, suggest games to be played along the way to prevent boredom. This can include signaling, first aid, collecting, tracking or observation. Keep the rules of the games simple, thus saving you from trying to gather the group together again to explain the rules.

Hold a Bike Hike

A bike hike is an exciting project that any pack or troop can plan -- the length depending on the experience and stamina of the boys.

Start by planning a one-day hike--this can lead to weekend jaunts as everyone's conditioning improves. Light, ten-speed bikes are ideal for this type of event but you'd be surprised at the durability of a properly cared for, single-speed bike.

Keep the bike hike fun. A long, tiring trip will dampen everyone's enthusiasm for another. When choosing a destination -- a zoo, museum, campsite or historical site--keep everyone's ability and bike in mind. Check road maps for less traveled side roads that offer pleasant scenery and for approved bike paths. Plan to start and finish in daylight hours, keeping daily travel to ten or 15 miles -- but don't be afraid to modify this according to your group's ability.

Each boy should travel light--with rain gear, lunch, a water bottle or flask and personal gear. Proper clothing is important. Lightweight, close-fitting clothing saves weight and reduces effort. Layer sweaters and windbreakers. They can be worn or removed to fit the temperature of the day. Cycling shoes, soft soled casual shoes or sneakers enable easy foot action.

Have the boys share the tools, pump, first aid kit and extra tires (unless someone is to follow by car). Have everyone carry his own small pack rather than one individual carry it all. When packing, distribute the weight evenly. Keep it as low as possible. The higher the weight, the higher the centre of gravity and the more unstable the bike will become. For this reason don't advise backpacks. Try bicycle saddle bags or a day hike bag.

Hold a planning meeting. Use a map so that every one knows where they are going and what to expect. If possible, give a copy to each boy. Time should be allowed for stops, little emergencies like a flat tire or a spur-of-the-moment snack break.

Review the rules of the road.

While on the road, keep the riders in single file on the extreme right of the road. It would be wise to have the last cyclist carry a warning sign for motorists signifying a procession of cyclists. Space patrols or sixes at least 100 yards apart to avoid the danger of bunching large groups of cyclists. Maintain a bicycle-length between each bike. Increase the interval to ten lengths while going downhill. Don't hesitate to walk up some of the steeper hills. The idea is to cover ground steadily--not to engage in a series of breathless sprints.

Never start a ride on an empty stomach. Eat sparingly at the first signs of hunger or drink lightly before getting thirsty.

Here are a few suggestions that each boy can carry or wear:

windbreaker or jacket

cap, hat or (for long hair) headband

sunglasses

raincoat or poncho

sunburn lotion, lip balm

small first aid kit

Here are a few theme ideas to use on your hikes. Inventing imaginative titles will win the enthusiasm of the boys:

Soil Detection

Find as many examples of soil erosion in the community, camp or the edge of town, as you can. (Prepare the boys before the hike so that they will recognize the signs of erosion on the trail).

Examples: bare patches of soil, muddy creeks, streams or rivers

Take along plastic or glass containers and collect water from a muddy stream, or river. Let the water evaporate and see what is left.

Beeline Hike

Hike along a compass bearing without deviating from the course, no matter what obstacles are in the way--a stream, bluff or building. The idea is to go around the obstacles and still hit the objective.

Historic Hike

Hike along a historic trail or hike to a historic spot or museum.

Study the history of the destination before the hike and pass it along to the boys or have little quizzes if they have been prepared.

Conservation

Take a commonly used trail or for a spur-of-the moment idea, the one you're on.

Clean it up and get rid of hazards like loose rocks that might cause a sprained ankle; barbed wire; dead overhanging branches that might fall in a heavy wind; rotted planks and boards in steps and bridges that can be replaced; broken bottles and bottle caps.

Cooking without Utensils

Each boy plans his own meal and method of preparing the food.

Suggest aluminum foil, flat rocks, kabobs, twist on a stick, steak on coals, potatoes baked in mud, corn on the cob cooked in the husks, etc.

Remember, no canned goods or prepared meats like wieners.

Part 2

Last month, in the article A Hiking We Will Go, we featured ideas on planning hikes for your group, with several themes to start you off. This month we have included seven more ideas that will help during the hiking season.

The first hikes of the season are important ones. They help condition and prepare the members of your group for more strenuous and exciting excursions later on in the year. After the long winter, not everyone is in top physical condition and so, it is an excellent idea to start with a Fitness Hike, the idea being to see just what each boy's capabilities are and how they can improve.

First, determine the ideal weight each boy should be able to handle according to past physical prowess. Then fill the packs to that weight with items, such as rocks and wood, that can be thrown away without disturbing the ecological balance. Now you're ready for the hike.

After awhile on the trail, the packs will seem heavier to the boys. When they feel they are tiring, they should start to unload their packs -- not all the weight at once, just a bit at a time -- until it feels comfortable and they can continue.

The hike route should not be too strenuous at first, but rather similar, if not the same to trails you intend to use later on.

On this hike, the boys will become aware of their limits without returning home exhausted and sore.

Be sure they understand this is a conditioning program and not an endurance test. The boys will also realize the value of proper footwear and clothing while hiking.

Once they are ready to pack their kits with real equipment you can include a brief demonstration on packing.

Using a list of all the essentials for the hike, start by filling the bottom corners of the pack with the items needed last -- and least. The items needed first and most often should be on top. If there are outside pockets, these are ideal for the first aid kit, snacks or matches. Pack the soft items so they will be against the back.

No Compass Hike

This hike tests the ability of the members to find directions without a compass.

Preparation before the hike includes instruction on finding compass directions using the sun, stars and nature's own compasses. If it's cloudy or overcast, neither the sun nor stars can be seen and the boys will have to rely on the clues that Indians and early scouts used, such as:

Scars and blemishes in the bark of poplar trees occur more frequently on the south side than the north side of these trees.

Moss is more apt to grow on the north side than the south side of trees. Special care should be taken if the trees are in dense woods since the constant shade is apt to cause moss on the south side to be equally heavy as the north. For more clues have the boys re-read the Canadian Scout Handbook, page 83 or prepare other resource material for them.

While on the trail, each group leader should carry a compass and every so often ask the members to stop and indicate a given direction without using a compass. This also keeps everyone on the right track.

Lost Child Hike

This hike can also be called a lost pilot, missing hunter or even a lost Scouter hike, depending on your locale and surrounding territory. It's not the title but the realism of the experience that counts here.

Prepare the boys by giving them some background information of the situation. When was the lost child/hunter/pilot last seen? What direction was he/she heading? And other ideas to add to the sense of adventure.

Before setting out, announce whatever necessary equipment will be needed. In lost person searches, the searchers are usually called into action using a mobilization plan. You can set up your own plan according to the number of searchers in your group using a relay system or any other you may have devised. For realism, have a few walkie-talkies on hand. Go over the plan of action with the boys. Stress communication points. For example, if one member can't be reached, bypass him and contact the others he was supposed to call.

A dummy is ideal for this event. It can be prepared from burlap sacks stuffed with straw, hay or any other filling. Put a shirt or other piece of clothing over the dummy, so the boys will realize they have found the real thing.

Place the dummy in a spot before the mobilization call. It should be located in an area that will prove interesting and challenging to the searchers. Set up clues such as footprints or bits of torn clothing to help lead the searchers to the dummy.

When the searchers have been assembled by the mobilization call, organize them into a search party, reminding them of the possibility of clues. The search area should be marked on a map and copies of it distributed to the searchers. Recall signals should be agreed upon so that the search doesn't continue after the dummy has been found.

A Ten-Miler

A ten-miler hike is a great eye-opener for every member of your group. It enables each boy to plan and pack his own backpack, choose his own menu and what he will wear to ensure comfort on the trail.

A problem in setting the route in many larger cities is that it takes more than five or ten miles to reach a campground outside city limits. In this case you might consider a park, approximately five miles away that allows overnight camping, having the boys hike the distance one day and complete the ten miles upon returning. Or you can arrange to have the group driven to within five miles of your campsite and let them hike to it. They can hike the other five miles, to the cars, the next day.

Preparation before this hike includes instruction on good packing, cutting lists down to the essentials, proper clothing and menu planning. Light, nutritional food, such as packets of dehydrated food could be suggested for complete main meals. If the boys haven't had a chance to practice with full packs or want to prepare themselves for the hike, you can suggest climbing up and down stairs with weighted packs on, to increase their stamina.

Once you get to the camp spot, check the condition of packs, equipment and feet. Any mistakes made in preparation will be revealed at this point, remedied and remembered the next time.

Follow the Stream

This hike will take your group into new territory and will prove adventurous and appealing. If the area has good fishing streams and fishing is allowed, why not incorporate a fishing trip?

Following a stream downstream is the easiest way to begin since side creeks merely flow into the one they are following. Following creeks to their source going upstream can pose many decisions, since it could be the main stream you are following or just a side creek. But the group will encounter new sights and sounds along the way, adding to the pleasure of the challenge.

Rock Finding Hike

You can organize one or more rock finding hikes, taking the group along beach areas, in woods and open trails, thus ensuring a variety of different rocks -- in various colors, shapes and sizes. Now what to do with the rocks?

Try making a collection of different kinds of rocks from which soil is formed, such as limestone, sand stone, shale and granite. You can see the teaching possibilities.

Each sample should be about the size of an egg. Identify them. Then, arrange them in a cardboard tray. Mix some plaster of Paris, pour into the tray around the rocks so that the samples jut out. Allow to harden and then label your samples.

Community Hikes

Not all hikes must take place in the wilderness or parks. The Zodiac Patrol explored their local community and fulfilled several of their badge requirements while visiting city hall, the museum, the local newspaper, the fire hall and a movie house.

Planning the hike took approximately a month and a half from start to finish and was well worth the effort. For more information and details on conducting a similar hike, see page 200 of the Scout Leaders' Handbook.

This hike can be adapted to a large city, town or rural community. You might take it one step further by transporting your group to a nearby town or other community for the hike.

................
................

In order to avoid copyright disputes, this page is only a partial summary.

Google Online Preview   Download