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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)

  • Game time: 10 minutes
  • Setup: relay race positions
  • Number of players: 8 to 50
  • Material: postcards as many as there are players (there may be double ones) and as many tables as there are groups

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)

  • Game duration: 30 minutes
  • Setup: At a table
  • Number of players: 4 to 50
  • Material: Drinking straws or satay-sticks, wax / tape

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.
You can also do this game in groups: Who builds the highest, farthest, or the most beautiful?

Compass twister (3)

  • Game duration: 10 minutes
  • Setup: in groups: each with a compass rose drawn on the ground
  • Number of players: 8 to 50
  • Material: drawn compass rose on the floor

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)

  • Game duration: 10 minutes
  • Setup: in groups behind the start line
  • Number of players: 8 to 50
  • Material: For each group an orange

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)

  • Game duration: 10 minutes
  • Setup: being seated in a circle
  • Number of players: 4 to 30
  • Material: none required

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.
Can everyone keep up?

Blindfold game (6)

  • Game duration: 10 minutes
  • Lineup: circuit arrangement
  • Number of players: 4 to 30
  • Material: Blindfold

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.

  • You can make it easier by making the player make some noise.
  • You can make it harder for the blindfolded player if he is only allowed to feel who is in front of him/her with a tablespoon.
  • Let the players in the circle put off their glasses or pass them on to another player and/or exchange a sweater quickly; Let long players sit down on their knees. All this to confuse the blindfolded player and make the game more exciting.

Sleeping game (7)

  • Game duration: 10 minutes
  • Setup: mixed up in the space
  • Number of players: 4 to 50
  • Material: watch

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.

  • A variant is to gently let all players sing or hum, rather than be quiet. The player who closest to the minute stops making noise and calls "yes" has won the game.

Game of knigths (8)

  • Game duration: 10 minutes
  • Installation: in pairs in a specified field of play
  • Number of players: 8 to 50
  • Material: old newspapers, tape

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)

  • Game duration: 10 minutes
  • Setup: in a darkened room
  • Number of players: 8 to 50
  • Material: cloth, strong light, objects, doorway

Darken the room and add a sheet hanging in front of the doorway. Place a strong lamp behind the sheet in the hall.
One of the youth members is sent to the hallway. He / she is instructed to represent something (such as an animal). The result is visible as a shadow on the silver screen (white sheet). The other players may guess what is depicted. The one who has guessed right as first is the next one who may portray.

Nota bene:

  • To expand the possibilities and make it easier to depict, there could be a number of objects such as spoons, knives, cups, etc. deposited in the hallway.
  • It is also possible to divide the group into two teams. One of the leaders then portrays things on the screen. The team that guesses the portrayed well or guesses the nearest earns one point. Who gathers the most points at the end of the game?

Exchange of correspondence with scouts overseas (10)

  • Game duration: 2 to 6 times 30 minutes
  • Setup: not applicable
  • Number of players: 8 to 50
  • Material: letter, camera, envloppe, advertisement of the scout shop, leader accquianted with foreign languages.

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:

  • Ask for their group when they are founded, and who or what they are named to.
  • What is the favorite game (or favorite activity at most 4) of your own group? And what is the game that they do most often overseas and whichone they enjoy most?
  • What do their uniforms look like? And what their badges? (send a catalog or advertisement of the scout shop)
  • Exchange a group photo from ones scouts unit.
  • What are their annual activities?
  • To conclude one might exchange badges form the scout shop, which are on a particular topic that you share in common.

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