10 chosen games
It is always helpful as a leader to provide sufficient games up its sleeve to
do. That's why you'll find on this page 10 randomly selected games of the dutch version of the
Scouting Program Site (SPS).
Postcards relay race (1)
Players stand in rows behind each other for a relay race for start-up. At a signal from the game leader they run as fast as possible to the other side, to a table already drawn up.
On the table there are for each group a number of postcards (as many as there are players per group). The postcards or photos have been cut into three pieces. The leader at the table is pointing a piece and the player as soon as possible searches the other two pieces and joins them to complete the puzzle. Once he/she is ready, he/she'll return to the group. On arrival the next player's turn will start. The group that'll be the first to solve all the puzzles will be the winner of the game.
The art of mini-woodcraft (2)
There are all a number of small sticks or straws on the table. At the table you can get a tower, a bridge, or a kitchen built by mini-pioneering. This kind of activity is mostly suitable for example, if it's raining outside.
Paste the satay skewers with wax together (Beware hot wax can be dangerous, so let it cooldown first). Or (even better) use tape, or small rubber bands.
Compass twister (3)
There is a compass rose (with 4, 8 or 16 quarters) for each team drawn on the floor. The youthmembers within the teams are numbered. The leader now calls a number, a left/right hand/foot and the wind direction where they have to be put. For example: 4 numbers left hand on south-east, or: 2 numbers right foot on west, etc., etc.
Note: This game is a great way to learn about the winds and the compass rose.
Orange Race (4)
The players are put in groups at the beginning of the trail. Each group will get an orange. After the start signal, the first players of the group begin to push the oranges with their noses over the trail! If they do touch with their hands, then they'll fail and they have to start again. The group that first has finished the complete course, is the winner.
Over throw a smile (5)
The troop sits down in a circle with a serious face. One person has 'the smile' and that can be seen on his/her face. He/she puts his/her
hands for his/her face. If he/she gets them away from his/her face, then
he/she throws that smile to someone else in the circle. On arrival 'the
smile' goes straight on the face of the receipient. The person who has
thrown 'the smile', now presents the idle state with a serious face once again.
Blindfold game (6)
The blindfolded player is guided around the circle and stops on a sign from the game leader in font of another player.
The blindfolded player must try to find out whom of the circle of players is in front of him/her by touching the player in front of him/her.
Sleeping game (7)
The youth members do lie down on the floor, they close their eyes and try to be silent for exactly one minute.
The one who opens his/her eyes nearest to the minute and calls "yes" has won the game.
This is a good game suggestion for in between, to add to the programm a moment of quietness.
Game of knigths (8)
Fold some old newspapers into nice knight helmets (simple hats of paper). Also make a number of swords by rolling newspapers and gluing them. This can be done in advance, or the youth members can do it themselves during the meeting.
Divide the group into pairs (knights and horses).
The knights all get a helmet and a sword.
They put their helmets on their heads and climb on the back of their horse.
After the start signal of the game leader they'll try with some caution to tip the helmet on the heads of the oppenents off with their swords.
Once the knights have lost their helmets, they are off.
Their helmet they may not hold by hand.
What knight remains as the last one?
Game of shadows (9)
Darken the room and add a sheet hanging in front of the doorway. Place a strong lamp behind the sheet in the hall.
Exchange of correspondence with scouts overseas (10)
All over the world there are other scouts one could get to know. It's nice to write with scouts overseas once for some variety and some insights into the world of scouting. There are several ways to get to addresses of other leaders abroad: sometimes there are requests in scout magazines. That way you get the address of a leader of a cubs- or scoutstroop abroad. One'll become familiar with both their troop and their customs and traditions. It could be practical to establish a certain timeframe: a project of eight weeks for example. During which the project runs and each two weeks there'll be new correspondence. To obtain succes, each participer should keep in mind that keeping this timeframe is of essence for the succes of this project. Things you could during this period are:
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