Re: Scout Games
Barb Stephens (bsteph@CREIGHTON.EDU)
Fri, 21 Jun 1996 07:58:24 -0500
I remember getting some files from SCOUTS-L archive that were
great - indoor, outdoor, relay, theme, knots, etc. I downloaded these,
re-formatted them and have added some more games that I've picked up along
the way: Non-Competitive Games & "Old" Games. The first I got from a Pow
Wow and the second my mother sent me from the Des Moines Register last
summer. Hope you and others can use them and will enjoy them. Our Cubs
in Pack 114 sure enjoy them! Good luck!!!
TIPS ON FORMING A CIRCLE:
Ask participants to form a fingertip circle. Bend the arms, putting the
hands at shoulder height, then turn the palms away from the shoulders. Join
fingertips with the two participants on either side. This puts just the right
amount of space between players!
COOPERATIVE MUSICAL HOOPS
This has the same basic rules as the traditional game of musical chairs
except no one is ever out. Spread hula-hoops on the floor and play lively, fun
music. As you remove the hoops, let the group know that no one is out. Let
them figure out that they may share the hoops in order to remain playing. It's
fun to see how many people can share a hoop.
PEOPLE TO PEOPLE
Everyone has a partner except for the leader. The leader chants body
parts for partners to touch. For example: "head to head" or "elbow to elbow."
After doing a few of these the leader calls out "people to people," at which
time everyone, including the leader, must find a new partner (thus there's a
new leader). The game continues in this fashion.
Players form a circle. The leader gives each member a number.
Consecutively numbered people should not be near each other, but across the
circle from each other. The players must then toss a ball starting with person
#1 up to the last numbered person who returns the ball to person #1. As the
players get used to the pattern with one ball, add another, and another, etc.
For smaller children, whose coordination is still developing, use stuffed
animals to toss. Lower elementary children can use medium to large nerf balls,
while junior high and above can use tennis balls.
Have players form a circle and join hands. The leader has a hula-hoop
resting on his arm (and is holding hands with those beside him/her). Without
breaking hands, the leader must pass the hoop to the next person and it
continues around the circle with each player stepping into the hoop and then
over his/her head and on to the next person.
Once this concept is learned, see if you can get two players through the
hoop together, then three and so on. Some little kids have actually gotten five
in at a time!
Players begin by forming a circle. Toss a beach ball or balloon ball
(balloon with cloth cover) into the circle and see how long the group can keep
the ball in the air (count number of hits). If the ball hits the ground, start
and try to improve your record.
Help teach problem solving: When the ball hits the ground, ask the group
what they think will help them do better. Then try their suggestions.
Have players form a circle. Players must get in the zoom position
(leaning into the circle, one foot in front of the other, both hands on the fron
knee) - "assume the zoom." Begin by passing the word "zoom" around the
circle (verbally). You can't "pass" the "zoom" until you've received "it."
Record the time it takes to get the word all the way around the circle. Ask for
suggestions on how to improve your time. Try to beat your previous time.
Incorporate any reasonable suggestions.
Ask a group of ten or thirteen people to form a tight circle. Have each
person extend both hands into the center, and grasp the hand of two different
people. When this is completed, the group must then untangle the knot they
Physical hand-to-hand contact may not be broken to untangle the knot.
Grips may change and palms may pivot on one another, but contact must be
maintained. If time is running out, the problem can be simplified by breaking
one grip and asking the group to form a single line instead of a circle.
The goal is to get a group of twelve to sixteen people on a two-foot
square platform without anyone touching the ground. Rules:
1) Each person must have both feet off the ground.
2) Everyone in the group must remain on the platform for at least
3) Participants can not lay on top of each other, forming a dog pile,
as a solution to this activity.
Variation: use hula-hoops instead of platforms.
BLIND HEIGHT ALIGNMENT
Blindfold each member of the group, and instruct them to align
themselves according to height. The group is not allowed to talk to each other,
and blindfolds must remain in place throughout this activity.
The object of this game is to have a group of at least eight participants
form a perfect square while blindfolded. After participants have put on
blindfolds, place a rope that is tied in a circle, in each person's hands.
Participants must then form the rope into the shape of a square. When they
believe the square has been formed, the participants place the rope carefully on
the ground and remove their blindfolds. All participants must have at least on
hand on the rope at all times.
Variation: after successfully forming a square, try a triangle, or anothe
The Des Moines Register, Saturday, July 1, 1995 edition had a feature article
titled "Games people play - generation after generation."
The list of longtime favorite childhood games includes:
Ring Around the Rosie London Bridge
Pease Porridge Hot This Little Piggie
Tag Hide & Seek
Kick the Can Drop the Handkerchief
Hide the Thimble Ringer (& other marble games)
Musical Chairs Dodgeball
Hokeypokey Throwing Tops
WHERE IS THUMBKIN?
Where is Thumbkin? Where is Thumbkin?
Here I am. Here I am.
How are you today, sir?
Very well, I thank you.
Run away. Run away.
Where is Pointer?
Where is Tall Man?
Where is Ring Man?
Where is Baby?
To play: On the question "Where is ...", first one thumb, then the other is
brought up. At the lines "How are you ..." and its answer, the thumbs each
make a circle as if speaking to each other. On the "Run away ..." lines, first
one, then the other hand disappears behind the singer's back. The same is
done for each successive finger.
HERE IS THE CHURCH
Here is the Church
And here is the steeple
Open the door
And see all the people.
To play: Lock the fingers, knuckle to knuckle, with fingers pointing down. That
is the Church. Place pinkies together in an arch. That is the steeple. Now
open thumbs wide as if opening a door while simultaneously turning hands and
pointing locked fingers upward. On the phrase, "See all ...," wiggle the finger
THE EENSY WEENSY SPIDER
The eensy weensy spider went up the water spout
Down came the rain and washed the spider out.
Out came the sun and dried up all the rain and
The eensy weensy spider went up the spout again.
To play: Touch thumb of left hand to forefinger of right hand; reverse by
touching forefinger of left hand to thumb of right hand to make climbing
motion. Repeat throughout the first line of song. Lower arms slowly for rain.
Make a circle with thumbs and forefingers and raise it slowly for sun. Repeat
climbing motion during last line.
Patty-cake, patty-cake, baker's man.
Bake me a cake as fast as you can.
Roll it and prick it and mark it with a T
Put it in the oven for baby and me.
To play: The child sits on your lap facing you. Clap hands with child for first
two lines. Then, miming a baker making dough balls, "roll it and prick it," and
as if writing on it, mark it with a T (or B for Baby, or the child's initial).
"Put it in ...," turn palms upward and gently poke into the child's tummy, as if
putting dough into the oven.
Several players scamper around the room trying to escape the player
who is blindfolded. The blindfolded player tries to catch and identify one of t
players. Buff is a short form of the word "buffet," which means a blow with
the hand or fist. The blindfolded player may be teased by bumping into him and
slipping away. Silent Blindman's Buff requires players to remain quiet and
remain in one place while the blindfolded player attempts to find and identify
One player is the leader and orders the other players to make motions
by saying "Simon says thumbs up" or "Simon says hands on your head." The
leader also makes all of these motions. If he omits "Simon says," however,
and just orders "Thumbs up," the players must not make the motion. Anyone
who does so is out of the game. The winner is the player who remains in the
game the longest.
This game involves string figures woven between the hands. The
simplest form is the one for which the craft was named. More complicated
figures include the wood carrier, breastbone with ribcage, two fighting men,
howling monkey and man in bed.
CIRCLE KEEP-AWAY (Hot Potato)
Players form a circle. A bean bag is passed from player to player while
one player sings, whistles or claps. When the music or clapping stops, the
player who has the bean bag is out and sits in the center. The last one out
wins. Stops should be made frequently so the games moves quickly and
players will not be out for a long period.
One player is "It" and leaves the group while the other players choose
an object in the room. "It" returns and tries to guess the object. He can ask
20 questions of the group members, all of which must be answered by yes or
no. He asks his questions of each person in turn so that all are asked at least
one question. If "It" guesses the object, someone else becomes "It"; otherwise
he is "It" again for the next game.
Players are divided into two teams and line up facing each other, about
25 to 50 feet apart. Each side takes turns calling "Red Rover, Red Rover, let
(name) come over." At that signal, the player called, runs from his line and
tries to break through the line of opponents, who have joined hands. If he
breaks through, he can take one opponent back with him to his team. If he
does not break through, he must join the other team. The team to add the
other players on its side first, or which has the most players at the end of a
designated time period, wins.
RED LIGHT, GREEN LIGHT
Two lines are established at opposite ends of the playing area. One line
is the goal line; the other is the starting line. One player is "It" and stands
the goal line. "It" shuts his eyes and counts to 10 a number of times. At the
end of the count to 10, he calls out "Green light" or any other color light.
While he is counting, the players advance toward the goal line. When "It" calls
"Red light," he opens his eyes and all of the players must stop moving. Any
player who "It" catches in motion must return to the starting line. Players can
continue moving if any color other than "Red light" is called. The suspense of
the game occurs as the players wonder what color will be called. The first
player to reach the goal wins. The last one is "It" for the next game.
CAPTAIN, MAY I?
This is one I remembered, and is similar to Red Light. There is a goal
line and a starting line, and the player who is "Captain" stands at the goal lin
The "Captain" addresses one player at a time to "Take one giant step" or "Take
5 baby steps" or "Skip three steps", etc. That player must remember to say
"Captain, May I?" and wait for permission before he can advance. If the player
forgets to ask permission first, he must return to the starting line. The Capta
then addresses another player on the line and continue until one player finally
reaches the goal line. That player then becomes the "Captain."
Barb Stephens firstname.lastname@example.org
Creighton University Phone: (402) 280-2263
Omaha, NE 68178 Fax: (402) 280-2573
Terry Howerton Sakima Group, Inc. SCOUTER Magazine Kansas City