Alligator Pit Crossing | |
| Intended for: | Boy Scouts |
| Required: | Per team: 4 15foot ropes, 3 10foot ropes, 3 6-8foot poles |
| Notes: | A member from each team needs to get across a foul pit teaming with starved alligators. |
| Instructions: | Each team assembles by their equipment. On 'GO' signal, the team lashes an A-frame stilt walker using. They then attach the 4 guide ropes to the top of it. One member boards the walker and tries to 'walk' it across the alligator pit while 4 other members steady it with the guide ropes. When the team crosses the pit, they disassemble the walker, stack the equipment, line up, and give their yell. Score for speed, teamwork, quality of walker, neatness of equipment. |
Anti-Gravity Tent Pole | |
| Intended for: | All Scouts |
| Required: | one long tent pole (or broomstick) |
| Instructions: | Divide team in half. Have each half line up facing the other half about 2 feet apart so everyone is across from someone else. Have everyone hold their hands out with index fingers extended like pretending to shoot a gun - have arms bent at elbows. Lay the tent pole on top of everyone's index fingers so they are supporting it. Tell the team that the challenge of the activity is to lower the pole to the ground, following 3 rules:
Reflect on how difficult a simple sounding task can be. What was difficult about this? Did anyone try to cheat? Who took over leadership? Were different ideas listened to and tried? What was required to solve the challenge? |
Arm Wrestle Co-op | |
| Intended for: | Boy Scouts |
| Required: | lots of M&Ms or Skittles |
| Instructions: | Have all participants choose a partner. Tell them to choose someone about their own size if possible. Once all partners are chosen, tell them that we are having an arm wrestling contest on the floor. Have each pair lie down facing each other and lock fingers of their left hands on the ground, then grasp right hands in the air with their elbows on the ground so they can arm wrestle. Place a pile of about 20 candies by each pair, or in a baggie if you want. Tell everyone that when someone wins a match, they get 2 candies. Then, tell everyone to start wrestling when they are ready. If partners are close in strength, they may work very hard for each candy. If one is overpowering, he will easily win each time, but he will still have to work for it. Pairs that think about it may just take turns winning and putting up no fight so they split the candy with no effort. Reflect at the end to see if anyone worked as a team rather than against each other. |
Around Town | |
| Intended for: | Boy Scouts |
| Required: | digital camera or video camera for each team. stuffed or plastic animal mascot for each team. adult driver for each team. |
| Preparation: | Arrange a driver for each team. Explain their role for the event. |
| Instructions: | This is sort of a scavenger hunt and can be a fun alternative to a normal meeting, taking about 1 or 1.5 hours. Get a mascot for each team - for example a stuffed panther or plastic alligator. Either deliver these mascots to various adult leader homes or bring them to the event. When the event starts, each team is either given their mascot or the address of where they can pick up their mascot. Explain that each team will take their mascot on a joy-ride around the community, accumulating points by having it participate in fun activities. Each activity needs to be recorded for lasting memories (and awarding points). Announce which team is with each driver. Explain the rules:
Hand out a list of activities that their mascot would love to take part in:
Have each activity worth some number of points, either randomly assigned without the players knowing until the event is finished, or set and published beforehand. When teams return, have impartial judges review their photos or video, award points, and then determine a winner. |
Ball Horde | |
| Intended for: | Boy Scouts |
| Required: | a hula hoop or circle of rope for each team. one extra hula hoop or circle of rope. as many tennis balls, softballs, nerf balls, ... as you can get - 40 or 60 |
| Preparation: | Lay out the play area of at least 30x30 feet. Put a circle in each corner and one in the center. Place other circles around the perimeter based on how many teams you have. Place all the balls in the center circle. |
| Notes: | The idea is team cooperation rather than competition. The only practical way to win is to have everyone win. |
| Instructions: | Objective: Have all the balls inside your circle when time runs out in 3 minutes. Rules:
Tell teams to stand in or behind their circles. Give 'GO' signal and start time. After 3 minutes, call 'Time!' and have all return to their circles. Give 2 minutes for each team to strategize before trying the game again. Return all balls to the center and do another round. There will be no winner again, so have all the teams return their balls to the center circle. Have the teams gather around the center circle and share ideas as one large group about what they've learned and how they might win. Answer questions that players may have and read the objective and rules once more if needed. Hopefully, someone will ask about moving their circle - and YES, you can. The only way to win is to have all the balls in the center and then put every team's circle on top of the circle that is there. Reflect: When did you discover that it was not possible for only one team to win? What did you do when you figured that out? Do you think people tend to be more competitive or cooperative? How can we apply the concept learned from this activity to other activities we do? |
Balloon Artists | |
| Intended for: | All Scouts |
| Required: | balloon for each player. marker that will write on balloon for each player. |
| Instructions: | Have each player draw a self-portrait on his balloon. Put all balloons in a pile and then have players guess who it is for each balloon you hold up. Have players draw a map of the world on their balloon. |
Balloon Bed | |
| Intended for: | All Scouts |
| Required: | lots of balloons |
| Instructions: | Objective: Support one of your team off the ground resting only on inflated balloons. Bonus Objective: Support your entire team on only balloons. Could give out points for first team done or give points for each successful team. |
Balloon Juggling | |
| Intended for: | All Scouts |
| Required: | lots of balloons |
| Notes: | Team cooperation and planning. |
| Instructions: | Objective: Keep as many balloons in the air as possible. Rules:
Pretty simple activity with potential to have team members cooperate and plan a system. But, with balloons, its mostly just fun. |
Balloon Olympics | |
| Intended for: | All Scouts |
| Required: | about 50 balloons not blown up about 100 balloons already blown up some string |
| Instructions: | Each team selects a contest for each of the events so that everyone gets to do an event. Award points for 1st, 2nd, 3rd in each event.
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Balloon Symphony | |
| Intended for: | All Scouts |
| Required: | a balloon for each scout |
| Instructions: | Simple, quick filler activity between balloon games. Have each team decide on a song to play on their balloons. Sound can be made by twisting, squeeking, letting air out, ... Maybe award extra bonus points for teams that also sing their song. |
Balsawood Airplanes | |
| Intended for: | Cub Scouts |
| Required: | balsawood airplane kit for each player - about 40 cents each. |
| Notes: | This is a good half hour activity for any meeting. |
| Instructions: | Before punching out the pieces of the plane, players can color them with markers to customize their plane. Have players carefully build the planes and then practice flying them. After enough practice flight time, have contests for distance, flight time, accuracy, loop-de-loop, and others. Contests could be set up so there is a winner or each player wins that accomplishes the task. Or, each player receives a token for accomplishing a task and the team with the most tokens gets a prize. |
Bid, Barter, Build | |
| Intended for: | Boy Scouts |
| Required: | monopoly money - $1,000 or so for each team various materials that people can stand on - paper plates, chairs, 2x4, rope, cardboard, garbage cans, garbage bags, tires, frisbees, whatever you can gather. |
| Preparation: | Give each team their money. Put all the materials in an area where all can be seen and inspected. |
| Notes: | Takes effort to get the materials together and cleaned up, but good planning, problem-solving, plan modification, and teamwork activity. Builds team unity. |
| Instructions: | Objective: Get your entire team across the toxic sludge river using only materials from the pile that you have purchased. Tell everyone that they will bid on materials and then use what they win to complete their goal. Describe each item from the materials pile and any special characteristic about it. For example, maybe paper plates get washed away if no foot is holding it down, or a 2x4 sinks if more than 5 scouts are on it - or keep it simple with no extras if you prefer. Give teams about 3-5 minutes to come up with a plan on how they will cross the sludge and what materials they will need to buy. Bid: Auction off each item (or group of items), accept bids from the teams until one team wins the bid. Exchange their money for the item. Continue until all items are sold or all teams have what they want. Barter: Give up to 5 minutes for teams to trade with each other for items they still need. Build: Using the materials they have, all teams approach the marked off river and get everyone across. No one on a team can touch the river or they start over. Reflect: How did your team reach a plan? Did everyone agree with and like the plan? How were disagreements handled? Who led the planning? Who led the bidding? Who led the building? Did you have the materials for your original plan or did you need to modify it? |
Blind Knots | |
| Intended for: | Boy Scouts |
| Required: | rope, pencil, paper for each player |
| Notes: | develop knot tying skills |
| Instructions: | Each player has a paper, pencil, and rope. Players sit in a line and put on blindfolds. Leader ties a knot in his rope and passes it down the line for each player to feel for 10 seconds to figure out what it is. Each player writes down what knot he thinks it is and then tries to tie that knot in his own rope. Leader checks tied knot versus written knot. |
Bomb Squad | |
| Intended for: | Boy Scouts |
| Required: | a bucket (bomb disposal unit). a tin can (bomb) with 4 dots painted on it or 4 short ropes tied to it. |
| Preparation: | Place the bomb disposal unit about 30 feet or so away from the bomb. |
| Notes: | Players will need to problem solve and figure out how to get two players to hold onto the bomb and not touch the ground so the bomb can be moved. |
| Instructions: | A mad bomber has placed a bomb by the flag pole and your team is the bomb squad called in to dispose of it. The bomb has 5 triggers:
If the bomb is lifted from the ground, it will explode. If the 4 side triggers are held all at the same time, then the bomb can be safely lifted. If someone holds a trigger and touches the ground, the bomb will short out and explode. Your bomb squad must deposit the bomb safely inside the bomb disposal unit so it can be detonated. |
Bombs and Shields | |
| Intended for: | All Scouts |
| Instructions: | Younger players will have fun just running around, but try this for a few minutes with a group of older players and then reflect about it after the activity. Everyone stands in a defined playing area. Leader explains that there is a bomb that will explode in 2 minutes and the only way to avoid the blast is to have a shield between you and the bomb. Each scout secretly chooses someone else that will be the Bomb and another scout that will be the Shield. On 'Go' signal, every player attempts to move so that his Shield is between himself and his Bomb. Since everyone has chosen different Bombs and Shields, everyone is constantly moving and no one ever 'wins'. Ask why it was so difficult to keep the shield in place. Is it possible to have a group succeed when everyone has their own personal goals rather than a goal for the group? |
Bowline Flood Rescue | |
| Intended for: | Boy Scouts |
| Required: | 30 foot rope per team |
| Notes: | knot tying speed |
| Instructions: | Your patrol was camping on a hill when a flood rolled in overnight. You are now stranded on a small island and none of you can swim. Except your fearless patrol leader! Have each patrol huddle together. Draw a circle around them to represent the island. Draw a line 20 feet away that is the shore and safety. This is the area over which the patrol must be rescued. Give each patrol leader a rope. On the signal, each patrol leader runs to the safe shore and throws the rope back to his patrol. One player ties a bowline around himself and is pulled across the flood. Once safe, he unties his knot, and rescues the next player. |
Bowline Race | |
| Intended for: | Boy Scouts |
| Required: | 6 foot rope for each scout |
| Instructions: | Scouts assemble at starting line in patrols. On 'GO' signal, each scout ties a bowline around his waist. The patrol leader ties another bowline in the other end of his rope. All scouts in his patrol tie their ropes to his bowline loop using two half hitches. When connected, they then run around a marker and back. All knots should be judged and time added for incorrect knots and more time for knots that have come undone. Patrol with fastest time wins. Alternate: Scouts line up single file at start line with patrol leader at the end of the line. On 'GO', all scouts tie a bowline around the waist of the scout in front of them. When their knot is done, they hold the end of the rope with one hand and raise the other. When the patrol leader sees all the hands up, he tells his patrol to GO. They run around the marker and back. First patrol back with correct knots and without dropping a rope, wins. (You may give a time penalty for dropping a rope instead of elimination.) |
Bowline Sheetbend Trust Lean | |
| Intended for: | Boy Scouts |
| Required: | 6 foot rope for each scout |
| Preparation: | Have each patrol stand in their own circle, facing inward, with the ropes in the center. |
| Instructions: | Have each scout choose a partner across the circle from him. If there is an odd number of scouts in a patrol, the patrol leader will stand out or pair up with a patrol leader from another odd-numbered patrol. On 'GO' signal, each scout grabs a rope and ties a bowline around his waist. He then joins his rope to his partner's using a Sheetbend. The partners then back apart until the rope is tight and then lean way back with hands stretched out above their heads. When all pairs in a patrol are finished, they give their patrol yell. A leader should check all the knots for correctness and then determine the fastest correct patrol. If a timer is used, time deductions can be added for incorrect knots. Another way of running the activity is to have all scouts choose partners and then line up in two lines, partners across from each other. As each pair finishes, check knots and give deductions. The fastest pair gets points for their patrol, and 2nd, 3rd, 4th place receive diminishing points. If partners are from different patrols, they split the points. |
Brain Bender - Water Jugs | |
| Intended for: | All Scouts |
| Required: | Optional - a 1, 3, and 5 gallon jugs and a hose. |
| Instructions: | Easier: You have 3 full jugs that hold 1, 3, and 5 gallons of water. Task 1: Give me a container holding exactly 2 gallons of water. Task 2: Give me a container holding exactly 4 gallons of water. More Difficult: You have 3 full jugs that hold 3, 5, and 8 gallons of water. Task 1: Give me a container holding exactly 4 gallons of water. Task 2: Give me a container holding exactly, 1, 2, 3, 5, 6, 7, 8 gallons - can you figure out how to solve each one? |
Bungee in the Bucket | |
| Intended for: | Boy Scouts, Webelos Scouts |
| Required: | 6 foot piece of elastic cord bucket |
| Preparation: | tie the ends of the elastic cord together to make a huge rubber band bungee. Instead of elastic cord, you can just hook a bunch of rubber bands together into a 6 foot length and make loop of that. |
| Instructions: | Goal: Put the bungee in the bucket. Have everyone hold onto the bungee and stretch it out into a big circle. Put the bucket on the ground in the center. Everyone lets go at the same time so the bungee plops into the bucket. Rules:
Reflect: Chances are that the group will never get this one to work. Don't go on with it for too long, but let them discuss and try new ways. Check for blaming, frustration, new ideas. Talk about people giving up too fast, listening to new ideas, encouraging rather than blaming. Alterations: Maybe try it with 3 or 2 scouts and see if that is easier - perhaps some tasks require smaller teams. Delegation of jobs is a good leadership skill to work on. |
Campsite Rescue | |
| Intended for: | Boy Scouts |
| Required: | 3 adult volunteers miscellaneous camp items |
| Preparation: | The 3 adults set up a campsite or define a smaller part of the troop campsite as the 'stage'. Set 3 place settings on the table and any other indications that there are 3 people here. |
| Instructions: | Take the troop out on a hike or other activity while the volunteers get set up. They will need about 10 minutes. Announce to the senior patrol leader that you heard gunshots in the direction of the campsite and he should organize his patrol or troop to investigate and act as they think best when they find out what has happened. The adults should take on these 3 roles, or others as their imaginations take them:
When the scouts arrive, they should figure out what has happened, apply first aid, and secure the area. The conscious adult may tell them that they were attacked by marauders or bears or whatever. There is a good chance the 3rd man in the woods will not be noticed without someone noticing that there are 3 place settings. You might have individual patrols go through the exercise at 15 minute intervals while the rest of the troop is doing another activity. |
Candle Duel | |
| Intended for: | Boy Scouts |
| Required: | candle and squirtgun for each scout (or at least 4 candles and guns) a lighter water supply |
| Instructions: | Position duelists about 10-15 feet apart, depending on the range of squirtguns. Stand a candle on the ground by each duelist and light it. On "Ready - Aim - Fire!", each scout shoots at his opponent's candle one time. Repeat until the first to extinguish the candle is the winner. You can have a competition within each patrol to determine the patrol champion and then have them represent their patrol in a troop championship. You can have duel winners advance to determine the troop champion in a single-elimination tournament. You can have each patrol duel every other patrol once and keep track of overall win-lose record to determine the champion patrol. A different scout in the patrol gets to do each duel so everyone gets a try. |
Candy Grab Bag | |
| Intended for: | All Scouts |
| Required: | a deep non-see-through container filled with a mixture of colored candies such as M&Ms, or Skittles. |
| Preparation: | Assign points to each color on a chart. For example, green=50 points, blue=100 points, red=75 points. |
| Notes: | simple filler for the end of a meeting or a fun way to distribute snacks. |
| Instructions: | Each scout reaches into the container and pulls out one candy. He keeps or eats the candy and gets that number of points added to his total. The first scout to reach 500 or 1000 is the winner and could receive some reward prize like a bag of M&Ms. Play another round if there is time and interest. |
Card Swap | |||||||||||||||||
| Intended for: | Boy Scouts | ||||||||||||||||
| Required: | 1 deck of playing cards for every 3 patrols | ||||||||||||||||
| Instructions: | Combine all the cards into one pile and mix them up. Divide the cards into a stack for each patrol. Give a stack to each patrol leader. The goal is to be the first patrol to have complete suit of 13 cards by trading with other patrols. Award 10 points, 6 points, 3 points for 1st, 2nd, 3rd finishes. There needs to be at least 3 patrols, 4 or more is better.
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Centipede Crawl | |
| Intended for: | Boy Scouts |
| Required: | 2 rope lengths per scout - 2 or 3 feet long. |
| Instructions: | Each scout is given his two ropes. Patrol lines up with patrol leader at front of line. On 'GO' signal, each scout ties a rope around his own right ankle and the ankle of the scout in front of him using clove hitches. He then ties the second rope on the left ankles using taut-line hitches. When all scouts are connected, the patrol leader leads the centipede around a marker and back. When they cross the finish line, scouts untie, line up, and give patrol yell. Fastest time wins. If you do not have enough rope, run just two patrols at a time. Use other knots for different practice. |
Chain Gang Escape | |
| Intended for: | Boy Scouts |
| Required: | 2 foot twine or small rope per scout 2 blindfolds per patrol 10 - 2foot paper circles per patrol |
| Notes: | Patrol members will need to communicate and support each other for success. Rather than going for speed, you might reward a patrol that makes it across in one, two, or three attempts with a prize or points. Reflect on how well patrols worked and how it felt to have handicaps and work together. |
| Instructions: | This is a teamwork activity. Each patrol lines up side-by-side and ties their left ankle tightly to the right ankle of the scout on their left. This should make a chain gang. The leader of each patrol chooses one member of a different patrol to be blindfolded. The leader of each patrol chooses one member of a different patrol to be blindfolded. There are now 2 blindfolded members on each patrol. Finally, choose one scout in each patrol that can not talk. The circles are distributed in a path from a start line to a finish line for each patrol to follow, spaced about 18 inches apart. Story: You have been held captive in prison by an evil [Dictator, or Aliens, or whatever] for the past 4 months. Every day, you are chained together and forced to [sing songs, clean toilets, whatever] all day. But, on this day, there is an earthquake which splits a crack in stone wall so your gang decides to make a break for it. All around the prison is a radioactive moat filled with toxic waste, leftovers from the school cafeteria, and mutant, rabid, swimming bunnies. If anyone in your gang touches the moat, their flesh will dissolve and the bunnies will be awakened to attack and devour the rest of your gang. Luckily, the earthquake upheaval caused many tiny islands to form. As long as you stay on those islands, you'll probably be ok. And, the islands do NOT move. Unfortunately, while going through the crack in the wall, part of it fell on your gang. Two of you were struck in the head by falling rock causing temporary blindness while a third was hit in the throat damaging his vocal chords. Now, your gang must work its way to escape and safety. |
Chair Building - Teamwork | |
| Intended for: | Boy Scouts |
| Required: | For each patrol: 8 - 2 foot long 2x4 10 - 8D or 10D nails pencil sheet of paper hammer safety goggles |
| Preparation: | Place materials for each patrol in work area, well separated from other patrols. Patrols line up about 30 feet away at start line. Give hammer and safety goggles to each patrol leader. |
| Notes: | Notice if patrols take time to plan their chair before starting to pound nails. See if they use the paper and pencil to communicate what is being built or if each scout makes a guess when they get to the work area. |
| Instructions: | Object: Be the first patrol to design and build a chair and have a patrol member sit on it for 2 minutes. Rules:
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Chariot Races | |
| Intended for: | All Scouts |
| Required: | plastic tarp or blanket for each team |
| Instructions: | This can be done inside or outside on grass, but not on rough ground. Each team of 3 players gets a tarp or blanket. One scout sits on the tarp while each of the other two hold a front corner. On 'GO!' signal, the teams race around a course and back to the start line. There, they switch positions and race another lap. Each scout pulls twice and sits once. If the chariot rider falls off, the chariot must stop and wait for him to get back on. Can add challenge by having riders keep their arms crossed in front of them and not grabbing the tarp. |
Chinese Numbers | |
| Intended for: | All Scouts |
| Required: | a few sticks or a few spoons. |
| Notes: | Also known as 'Spoons'. This is more of a trick that the group tries to figure out rather than an activity. |
| Instructions: | Have everyone gather in a circle or at a table. As the leader, tell how you have studied chaos and the meaning of the cosmos and have concluded that all random events have meaning. As an example, take a few sticks and drop them on the ground in front of you. Study the sticks and then ask the group if they can tell you what number the sticks represent. After a few guesses, announce the number. Repeat this a few times, and some in the group may figure it out. If they do, allow them to drop the sticks and you guess the number. The Trick: When you drop the sticks, you place your hands on your knees or on the ground in front of you. The number represented by the sticks is actually the number of fingers you have pointing out. You can make the placing of your hands more and more obvious until someone gets it if your goal is to teach the solution. Otherwise, just have fun with it. |
Clove Hitch on a Tree | |
| Intended for: | Boy Scouts, Webelos Scouts |
| Required: | 25 foot rope a tree |
| Notes: | If you have enough trees, you can have all patrols do it at once as a competition. Otherwise, do it as a teamwork exercise. |
| Instructions: | Patrol ties a clove hitch around a tree without coming within 5 feet of the tree. (If you just can't figure this out, send me an email) |
Collecting Sasquatch Fur | |
| Intended for: | Boy Scouts |
| Required: | wool or yarn, not too brightly colored, cut into 1 foot lengths. |
| Notes: | This is a good camp activity where there is a lot of terrain. It works well for 20 or less scouts to track one Sasquatch. If you have more scouts, have 2 Sasquatch go off in different directions and have 2 patrols track each one. Each Sasquatch should have a different color of fur. |
| Instructions: | A leader is Sasquatch (Bigfoot). He takes the wool and heads off into the woods while the rest of the troop is doing some other activity, possibly cleaning up after lunch. (He should take another person with him). Along the trail, about every 20 yards or so, Sasquatch should drop a length of wool, or tie it to a bush, or cling it to a tree trunk or on a branch. At the end of the trail, he should find a somewhat secluded place to rest and wait for the patrols to follow the trail to him. Silence is not that important so he can chat with his buddy while waiting. After Sasquatch has been gone for at least 15 minutes, the activity leader takes on the role of a nature scientist whose life work is to investigate Sasquatch sightings. He calls everyone together to explain that Sasquatch was recently sighted near camp and we believe he may still be in the area. Sasquatch fur is extremely rare and he will give out a handsome reward to anyone that can bring him some - a larger reward for more fur. The scientist then shows what Sasquatch fur looks like and points out a sample hanging nearby (or two samples if using two Sasquatch). The only rule to give the people is that when someone finds a piece of fur, he must immediately and loudly give his patrol yell. This tells his patrol leader to come to him to collect the fur and lets everyone else know where the trail was last seen. A patrol leader stealing another patrol 's fur would not be a good thing. When the patrols finally reach the Sasquatch, they should escort him back to camp to present him to the scientist. Patrols are given rewards or points based on the amount of fur their members have collected. |
Compass Point Exchange | |
| Intended for: | Boy Scouts |
| Required: | (optional) 8 staffs or straight poles |
| Preparation: | Lay staffs in a star shape radiating out from a center point, or draw lines in the dirt or with chalk. These are the N, NE, E, SE, S, SW, W, NW points of a compass. Mark one pointer as NORTH. |
| Instructions: | One scout stands at the end of each point, noticing his location. A leader calls out two points, such as NorthWest and South. The two scouts at those points must immediately leave their spot and run around the outside of the circle of scouts to their new location. A scout that does not move when he should or one that moves when he should not is out. The last two scouts win. You can run 3, 4, or more compasses at once, having one or two patrol members from each patrol on each compass. The last two scouts on a compass get points for their patrol. |
Count to 10 | |
| Intended for: | All Scouts |
| Instructions: | This may take up to 1 minute for every 3 scouts, so doing it with a group bigger than 15 scouts might get boring. Everyone gathers in a circle, facing inward. Leader starts by counting "1" or "1,2". Next scout counts the next 1 or 2 numbers. Everyone in sequence must say either 1 or 2 numbers. Whoever is forced to say "10" is eliminated and the next scout starts counting again at "1". The last scout is the winner. |
Coup Sticks | |
| Intended for: | Cub Scouts |
| Required: | a stick of any length for each scout - these can be used as walking sticks if you decide to make them that large. For consistency, a broom handle works. |
| Notes: | Counting Coup comes from native American history of touching an enemy and getting away. This showed bravery. We can count activities participation or advancement on these coup sticks. |
| Instructions: | Each scout decorates his stick how he wants. Before decorating, you should explain that they will be used to track activities and will probably be used for a few years. Drill a hole about an inch from the top of the stick and put a leather lace loop through it. Drill a few more holes as the scout wants below that hole - from these holes, leather lace can be tied and used to attach items, such as feathers or beads. We made medicine bags and they could be tied to the stick. The medicine bags are used to hold small trinkets from campfires and hikes, such as pebbles, feathers, bones, or anything memorable. Once the sticks are finished, you can use them however you'd like. Give out stick-on items at meetings. Attach patches from camp or other outings with thread to one of the leather laces. Add a bead for every meeting attended. On and on. |
Critter Creations | |
| Intended for: | Tiger Scouts, Wolf Scouts, Bear Scouts |
| Required: | craft supplies - scissors, colored paper, glue, ... |
| Instructions: | Team up in pairs or triples. Use your imagination to think up a new kind of animal. Decide on its name, where it lives, what it eats, how big it is. Use craft supplies to create a model of this new animal. When all teams are finished, have one person from each team give a short presentation about the animal to the rest of the group. |
Dark Walkers | |
| Intended for: | All Scouts |
| Notes: | An Indian game to build spacial awareness and direction skills. |
| Instructions: | Scouts gather at the starting point. Leader moves out about 50-70 feet. First scout closes his eyes. Leader calls out to scout to start walking. Scout walks directly towards where he believes the leader is standing. When scout believes he has walked the distance to the leader, he stops and raises his hand. When the scout raises his hand or when he is close to being in danger, the leader calls out to stop and the scout stops and stays where he is. He can open his eyes. After all scouts have gone, notice where they have gone. Have the majority veered to the right or left? Have they gone past the leader or not as far? What clues does this give us about getting lost at night when we can not see? (We will probably tend to go to the right and not far enough.) |
Deal or No Deal | |
| Intended for: | Boy Scouts |
| Required: | various prizes to give out |
| Instructions: | A participant chooses a number from 1 to 20. He wins whatever prize is hidden behind that number. He can stop or choose a different number if he hopes to improve his prize. Limit each participant to 3 choices to keep the game interesting. If you have the patrol leader of each patrol choose for his patrol, then the entire patrol can help with the choosing and decision to stop or go on - it can get quite loud! Of course, the entire patrol gets the prize. Use this little web page I created to print the random prizes - mix and print once for each team. You can even put in your own prizes if you want. See Deal or No Deal page |
Double Juggle | |
| Intended for: | Boy Scouts, Webelos Scouts |
| Required: | Large inflated beachball small ball - nerf ball or tennis ball |
| Notes: | More difficult than Group Juggling. |
| Instructions: | Stand in a circle. One scout starts with both balls. He hits the beachball high into the air and hands or tosses the small ball to another scout. Only the scout with the small ball can hit the beachball. Try for a Double Juggle team record. To make it a bit harder, the scout tossing the small ball needs to call out the name of who he is throwing it to. |
Electric Jail Break-Out | |
| Intended for: | Boy Scouts |
| Required: | 2x4 or similar sized log, 8 feet long 40 foot rope |
| Preparation: | Tie the rope in a triangular area between 3 trees - this is the electic fence. If inside, tie posts to the backs of chairs and tie the rope between them. Rope should be between 3 and 5 feet off the ground, depending on size and ability of players. |
| Instructions: | Your patrol was captured while scouting an enemy compound and locked in this electrified prison. You must escape. Goal: Have all the members of the patrol escape over the electric fence. Rules:
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Escaped Convicts | |
| Intended for: | Boy Scouts |
| Required: | can of confetti or small strips of colored yarn. a wristwatch. at least 10 scouts |
| Notes: | This is a good 'at camp' activity to get lots of exercise and practice at tracking. Everyone participating in this activity will get plenty of running exercise. You may alter the 'lead time' given to the convicts depending on space and abilities. |
| Instructions: | Two convicts have escaped from prison and are making their way cross country. The prison guards need to catch up to them, capture them, and return them to prison. Two scouts are chosen as the escaped convicts. Four other scouts are chosen as trackers. The rest of the patrol or troop are the prison guards, needed to capture the convicts. All scouts gather at the 'prison'. The two convicts take off together in any direction they choose - they must remain together as buddies. The four trackers take off after them, staying as close as they can. After the trackers have followed for some amount of time, such as 90 seconds, two of them return to the prison to gather the prison guards while the other two continue to track the convicts. From this point on, the trackers need to stay up with the convicts and leave markers designating their trail for the guards to follow. The guards are led by the other two trackers to the point where they stopped tracking and then pick up the trail from there. The objective of the convicts is to remain free as long as possible. The objective of the guards is to catch up to the convicts with at least half the guard force. Getting within 10 or 15 feet of the convicts counts as capturing them - they do not need to be physically held. The two trackers following the convicts can only track them, they can not capture them until a sufficient guard force arrives. Everyone should have a partner at all times. |
Everybody Up | |
| Intended for: | All Scouts |
| Notes: | Cooperation exercise. Reflect on how well it went, what leadership skills were used. |
| Instructions: | Goal: Have everybody in the group stand up. Break group into pairs. Have 2 scouts sit with soles of feet touching. Have each grasp the other scout's hands and lean back. Have them try to pull themselves into a standing position. Once pairs have done this, create groups of 3 and see if they can do it. Then, have each patrol try it as a single group. Make sure everyone starts with soles touching. Ask if the entire troop can do it. With a large group, sitting in a long line and holding one hand each of the two people across from you is one way to go. |
Evolution | |
| Intended for: | All Scouts |
| Instructions: | This is just a fun tournament of the Rock-Paper-Scissors game. Everyone starts out as an Egg and tries to evolve into a Butterfly by winning games.
To play, you find another player at your same level and challenge him. If you win, you move up a level and he moves down a level. If you tie, you stay the same level and look for someone else to play against. Over time, some players will evolve all the way to Butterflies. If a Butterfly beats another butterfly, the winner has completely evolved and moves to the side of the playing area. Eventually, there should be one player left at each level and the rest are evolved. It usually works best to call 'TIME!' when about half the players are out so they don't get bored just watching. Or, you can allow butterflies to continue playing and drop back to pupa if they lose. |
Falcon Island Rescue | |
| Intended for: | Boy Scouts |
| Required: | 4 sturdy milk crates or short, wide logs. 2 1-foot poles or broomsticks. Four 10-foot ropes. 14 4-foot ropes If using a 12 foot gap, Four 8-foot poles or six 6-foot poles If using a 20 foot gap, Six 8-foot poles |
| Preparation: | Mark off Falcon Island - a 10 foot circle. Mark off the mainland - another circle around the island, either 12 or 20 feet out from it. Place all the equipment on the island except for 2 10-foot ropes, half the long poles, 1 short pole, and 2 milk crates |
| Notes: | This activity promotes patrol problem solving, knot skills, and teamwork. |
| Instructions: | All patrol members except the patrol leader and assistant stand on the island. While on a hike without their patrol leader, the patrol crossed a rickety bridge to Falcon Island. Just as they stepped off, the bridge disintegrated and fell into Falcon Gap to be swept away by Falcon River. Now, the patrol is stranded and trying to figure out how to escape the island. Luckily, their patrol leader and assistant have come looking for them. Using only the materials provided, the team must rescue all the patrol members from Falcon Island and leave no trace that they were ever there. Rules:
Reflect:
One solution is to lash the poles together with a shear lashing to form two pieces long enough to bridge the gap. Then, lay each end of them on a milkcrate and people walk across the narrow walkway. There is danger of falling off this bridge, but it is fast. Another solution would be to lash the poles. Then, place on milkcrates and use the short poles to keep them a foot apart. Tie the end of a short rope to each long pole. Repeat, tying another rope every foot or so, making a bridge of ropes between the long poles. If the ends of the long poles are tied to the milkcrates, once everyone is across they can lift the bridge completely off the island. |
Family Feud | |
| Intended for: | Boy Scouts |
| Required: | 2 bells or buzzers Flipchart with one list written on each page |
| Notes: | This is a great review of basic scout information. |
| Instructions: | Use any common "Top 10" lists for this activity, such as:
Write each list on a separate sheet of flipchart paper in the order listed in the Scout Handbook. If no exact list exists, make a list and go with it. Patrol Leader or first person on each team comes to table where two bells and game leader are waiting. Leader reads statement - "Name one of the 10 Hiking Essentials." The first to ring their bell gets to answer. The position of their answer on the list is revealed. If it is not #1, then the other person gets to try and guess a higher answer. The team with the highest guess gets control. Each teammate in turn guesses until either all items are guessed or they get 3 strikes. If they get 3 strikes, the other team gets to collaborate and have one guess to win the round. Repeat the game as many rounds as you have interest, time, and lists. |
Feed Me | |
| Intended for: | All Scouts |
| Required: | plastic bowls full of snacks - raisins, peanuts, M&Ms, fish crackers, anything small like that. plastic spoon for each scout 1 foot ruler for each scout 3 foot strip of cloth for each scout |
| Preparation: | Set the bowls of snacks out on the table (preferably in a different room). Using a strip of cloth, tie a ruler to the top of each scout's right arm at the elbow - this is to make the arm stiff and straight so it can not bend. |
| Notes: | Good teamwork and problem solving activity. |
| Instructions: | Hand each scout a spoon in their right hand. Tell them it is time for snack, but there is a twist. All of them have broken their right arm and their left arm has been bitten off by a mad shark. Tell everyone to have a seat around the table and enjoy their snack. The ruler is just to remind them that their arm can not move - if a scout tries to bend his arm, remind him that the arm is broken and has to stay straight. What you would hope would happen is that the scouts realize they can not eat any of the food - alone! If no one figures out that they can feed the scout across from them after a few minutes, drop a hint or two to help them along. Once someone feeds someone else, make sure that spoon is only used for that person - have some extra spoons just in case. Reflect: How does this fit with our goal of teamwork? Did you need someone else to get food? Can you think of other situations where helping others is necessary in order to help yourself? |
Feet In | |
| Intended for: | Boy Scouts |
| Required: | 6-30 people. 2 foot circle or rope for each scout. |
| Preparation: | distribute the rope circles in the play area. |
| Notes: | Problem solving and creative thinking skills |
| Instructions: | Objective: Put both of your feet completely inside one circle. Rules:
Give the 'Go' signal and everyone should find a circle of his own. Yell 'Switch!' and see that everyone moves to a different circle. Now, when you yell 'Switch!', remove a circle before someone steps into it. This will leave one scout out. See what they do. If someone believes they are 'out', recite the Objective and Rules again. See if the team figures out that there is no rule about more than one scout per circle. As there are fewer and fewer circles, it will get more crowded until someone decides to sit down with just his feet in the circle. Reflect: Did someone take leadership or did people act independently? Did you assume rules that did not exist? Did you start out competing and then change to cooperating? Did you think ahead of better ways or was a change in plan forced on you with the removal of circles? To be a good team, we need to creatively search for better solutions to challenges and think of new things. |
Finding A to Z | |
| Intended for: | Cub Scouts |
| Notes: | Good time filler. |
| Instructions: | On a hike, car ride, or waiting for an event, the group can work together to find items that start with each letter of the alphabet. Start with 'A', and find items in order all the way to 'Z'. |
Fire Building, String Burning, Water Boiling | |
| Intended for: | Boy Scouts, Webelos Scouts |
| Required: | tinder, kindling, fuelwood matches string (optional) fire platform and wire hangers |
| Notes: | The scouts I've been involved with consistently make 'flat' fire lays which don't work very well. Learning to lay a fire up instead of out is important and this activity helps that understanding. |
| Instructions: | Each patrol collects fuel, builds a fire, and tries to be first to burn through a string suspended over the fire. Time deductions can be given for each match used, for adding more wood, for rearranging the original fire lay. For a more structured setup, make fire platforms.
You may also provide a set amount of tinder, kindling, and fuel to each group if you want to concentrate on the fire lay rather than the luck of finding good wood. Instead of burning through a string, a wire cup holder can be made and suspended between the hanger wires for a water boiling competition. A fast, hot fire is needed for string burning, while a hot, sustained fire is needed to boil water, so adding wood should not be a deduction. |
Fire Transfer | |
| Intended for: | Boy Scouts, Webelos Scouts |
| Required: | 3 staffs, broomsticks, or sticks 2 3foot ropes 2 feet of twine 3 wooden matches 2 candles |
| Preparation: | Put all materials except one candle at the starting line. Place the candle as far away from the starting line as the 3 staffs will reach when lashed together. Light this candle. Stand the unlit candle up by the starting line - this candle can not be moved. |
| Notes: | This can be a good teamwork activity or you may use it as a competition. |
| Instructions: | There is fire on the other side of a river. The group needs to transfer that fire to their side of the river. The team must transfer the flame from the lit candle to their unlit candle. They can not cross the line. They should lash the 3 staffs together using the rope and then tie a match to the end with the twine. Reflect: Discuss how ideas were brought up and discussed. Use Reflection Ideas for ideas. |
Follow the Light | |
| Intended for: | Boy Scouts |
| Required: | flashlight for each scout. optional flag. |
| Notes: | Emphasize that everyone needs to have a buddy. |
| Instructions: | All scouts gather at an open spot. There should be at least two flashlights on and easily visible from the surrounding country. Two scouts (as a buddy team) are given a small flag and sent out into the night with their flashlights turned off so they are more difficult to see. The two scouts go as far away from the rest of the group as they can in the alloted time but they must still be able to see the lit flashlights. After 4 or 5 minutes, the leader blows a whistle to signal to the hiding scouts to show themselves. The two scouts should light their flashlights and wave them around for at least 5 seconds while all the other scouts try to see them. As soon as the two scouts turn off their flashlights, they should get comfortably seated or stand and wait silently until they are found. Each of the other scouts makes his way as quickly as he can to where he believes the two scouts are located. The first two scouts to reach them get their flag. The two found scouts turn on their flashlights and wave them to signal that they have been found and they are now at the new gathering point. Meanwhile, the two scouts that found them head off in some direction to set up a new hiding spot. Once everyone has reached the new starting point, the whistle signals a new round. This can continue as long as interest and time allow. |
Frisbee Bridge | |
| Intended for: | Boy Scouts, Webelos Scouts |
| Required: | a frisbee for each scout |
| Preparation: | define a start line and finish line a little less than 4 feet times number of scouts apart (6 people = 22 feet, 10 people = 37 feet). |
| Notes: | Teams can throw their frisbees from the start line and hope they land close enough to step from one to the next. Better solution is to throw one, then someone steps on it and throws his, then returns. Continue one step at a time. |
| Instructions: | These frisbees have a special property in that they insulate a person from high voltages. In the ground over there live thousands of electric earthworms with 10,000 volt charges. If you touch the ground, you will become an instant crispy critter or if you disturb the worms they might just come up out of the ground and zap you anyway. But, its very important that your entire patrol reach the other side of that ground because there is an underground switch there that will turn off the worms if enough weight is stomped on it. Objective: Get all scouts from start to finish. Rules:
Reflect: Did different people share ideas about how to proceed? Were ideas considered? Did you jump to a conclusion without thinking of alternatives first? Who was the leader and what style of leadership was used? |
Get to Know You - Cover Up | |
| Intended for: | All Scouts |
| Required: | blanket |
| Notes: | Icebreaker activity. |
| Instructions: | Everyone mingles around the room until the leader calls 'Stop'. Everyone curls up into as small a ball as possible on the floor, covering their eyes. The leader covers one person completely with the blanket and then tells everyone else to stand. The object is to guess who is hidden under the blanket. |
Get to Know You - Nuts and Bolts | |
| Intended for: | All Scouts |
| Required: | various sets of matching nuts and bolts. two bags. |
| Preparation: | Separate each set of nut and bolt. Put all the nuts in one bag and all the bolts in another. Make sure there is a nut for every bolt. |
| Notes: | This activity is a good icebreaker for a new team. Learn about other people. |
| Instructions: | Each scout picks out either a nut or bolt. When everyone has one, each scout finds his partner with the matching nut or bolt. Once pairs are found, they should learn names and three other things about that scout. |
Get to Know You - Truth or Lie | |
| Intended for: | All Scouts |
| Required: | paper and pencil for each scout. |
| Notes: | Icebreaker activity to learn about other scouts in the patrol. |
| Instructions: | Give paper and pencil to each scout. Each scout writes down 3 three truths and one lie about himself. Using imagination and coming up with truths that seem farfetched make it more fun. Once everyone is done, take turns having a scout read off the 4 statements and others guess which is the lie. Could give 1 point to each scout that guesses the lie and 1 point to the speaker for each scout he fools. |
GillyWump Campsite | |
| Intended for: | Boy Scouts |
| Location: | This Activity should be done Outside. |
| Preparation: | Gather all the gear you want to use to set up the campsite. Make a list of things done wrong. Set up the gear following the list. |
| Instructions: | The GillyWump Patrol has left their campsite to go off on a hike. There are all sorts of things left in a sorry state. Each patrol should tour the campsite making a list of all the things they find wrong. The patrol that finds the most things, wins. Reflect on what was missed and how well we can manage our campsites on campouts. List of things that can be set up:
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Glued Feet Race | |
| Intended for: | Boy Scouts |
| Preparation: | Mark a start line and finish line about 40 feet away. |
| Notes: | Useful for teamwork session. |
| Instructions: | Objective: Have entire team cross finish line in shortest time. Rules:
Give the team time to come up with a plan and then time them as they try it. Reflect: Did someone take leadership? How were ideas considered and discussed? What different communication was tried and what worked best? How can this team improve its communication and cooperation? |
Going Camping | |
| Intended for: | All Scouts |
| Notes: | This is a good activity to fill some waiting time |
| Instructions: | First scout starts by saying where they will go, what pet they will take, and what they will eat - and those three things start with 'A'. Next scout comes up with three things that start with 'B' and so on through the alphabet. For example, 'I'm going camping in Argentina, with my pet Armadillo, and we will eat Asparagus.' Alternative: Instead of three things, just use WHERE, PET, or FOOD and have each scout list all those that were mentioned previously. For example, "I'm going camping with my pet Armadillo, Barracuda, Chameleon, Donkey, and Elephant." |
Gold Rush | |
| Intended for: | All Scouts |
| Required: | Big bag of gold spray-painted pebbles. At least 20 per scout. List of tasks to perform and reward for each task. List of equipment for rent and cost of each item. All equipment on list. Selection of prizes with a couple highly valued (like compass or pocketknife) |
| Preparation: | Gather other volunteers to check off completed tasks and hand out rewards, especially for tasks requiring teams and equipment. |
| Notes: | This scheme of collecting items based on performing tasks can turn a normal skills review meeting into a fun activity. Use it for any theme of tasks you need, such as pioneering, first aid, cooking, ... |
| Instructions: | Give each scout a list of tasks and rewards. Scouts can do any of the tasks they want, but only one time to receive their reward. Have some tasks that require more than one scout and make sure the reward is divisible by the number of scouts. Have some tasks that require materials which need to be rented. You may want to have a deposit for rented equipment to ensure it is returned promptly. At the end of the designated time, auction off the prizes to the highest bidders. Buddies or patrols can combine gold. |
Great Investments | |
| Intended for: | Cub Scouts |
| Required: | set of old Monopoly money a few leaders - 7 or more is better a bunch of candy or trinkets |
| Preparation: | Give one leader all the $1 bills, another leader all the $5s, and so on for the $10, $20, $50, $100, and $500 bills. |
| Instructions: | Gather all the scouts and tell them their job is to make great investments and increase their money so they can buy something at the Trading Post. First, they need to borrow some money from the bank. Once they have money to start, they need to find someone that will help them invest that money and exchange it for more money. They can continue this as long as they want until they have enough money to buy something. Unfortunately, we don't know where the bank is so you need to first find the banker. He is somewhere in this room and you just need to ask him for a loan. The leader with the $1 bills is the banker - make sure you tell him this. He should only give $1 to each scout that asks him for a loan. All other leaders with money should not show which bills they have. When a person asks to help him invest $5, he should say 'SURE!' if he has the $10 bills or 'NO, you don't have enough money' if he has something else. He takes the $5 and gives a $10 in exchange. When a scout reaches $500, he should bring his bill to the Trading Post where he can exchange it for some reward. You can reward those that finish first by having a few more popular items down to smaller things. For example, 5 bags of Skittles, 10 tootsie roll pops, and 50 tootsie rolls. The Trading Post should have a sign that says 'All Items On Sale - $500 each'. Scouts will probably run to the trading post to see what things cost and most of them will figure out they need to get to $500 to buy anything and they need to get there first to get the bigger prize. If you have enough leaders, its better to have 2 bankers and 2 people exchanging each denomination to minimize a huge mob at each exchange. This also means some investors will run out of bills to exchange and scouts waiting there will need to find the other investor. You could run it by patrol and have each patrol find investors as a group, each patrol having a single $1 bill to start. |
Group Counting | |
| Intended for: | All Scouts |
| Notes: | This is a simple activity to fill a few minutes |
| Instructions: | Gather the group together and have them sit down - NOT in a circle or other pattern. Ask everyone to close their eyes and keep them closed. Objective: Count to N, the number of scouts in the group. Rules:
After you stop them, they should restart immediately. It may take many turns, but they will work out a pattern through to the end. Reflect: Who took leadership? Was there a leader or was everyone equal? What teamwork was needed? What communication occurred? How did you rely on other people? |
Group Drawing | |
| Intended for: | Boy Scouts, Webelos Scouts |
| Required: | paper and pen per team |
| Instructions: | Hand out paper and pen to each patrol leader. Give Instructions:
Go to each team and give them their special rule - or have it written down on a slip of paper and hand it to their leader. Special Rules:
Once the drawings are complete, have each patrol leader show their drawing, explain what it is, and tell what their special rule was. Reflection: Did you do your best or did you give up? Was your team successful? Did your team use shared leadership or one boss doing all leading? |
Group Juggling | |
| Intended for: | All Scouts |
| Required: | one soft ball (Nerf) for each participant |
| Notes: | This activity builds team cooperation. |
| Instructions: | Have team form a standing circle. Explain that the group will juggle a ball around the circle with these rules:
Give the ball to the patrol leader and have him start. Once the ball has gone around, ask them to repeat the same pattern, throwing to the exact same scout from the first time. Now, explain that the pattern is set - all you have to do is remember who you throw to. We are now going to see how many balls we can successfully juggle. Stand by the patrol leader with your bucket of balls, ready to hand them to him as fast as he wants them. See how many balls they can get going before it breaks down. Now, give the group 1 minute to discuss strategy and improve their ball count. Do not give suggestions, but answer if you are asked if an idea is legal. For example, they may want to change places or roll the balls. Try again to see how well the team gets. Reflect on how well the team started and how much they improved. What caused the most improvement? Was there verbal communication during the juggling? Do you feel you could do even better? How? (teams tend to try and go fast, but that is not a goal. Tossing the balls in lock-step with a verbal command from the patrol leader gets a ball in the air for every participant.) |
Group Jump Rope | |
| Intended for: | All Scouts |
| Required: | a long rope, as long as two people can turn |
| Instructions: | Two strong scouts are needed to turn the rope for everyone else to jump. Everyone gathers on one side of the rope. The goal is to have all scouts go through the rope to the other side without getting hit. If someone is hit, the entire group needs to start over. Once the group gets through, toughen the challenge by seeing what the fewest number of turns of the rope it takes them to reach the other side. See if they can do it in just ONE turn of the rope. Reflect on what ideas, plans, suggestions were given. Who emerged as a leader and what style of leading was used? |
Group Morph | |
| Intended for: | Boy Scouts |
| Notes: | An interesting study in leadership, teamwork, and giving in for the good of the group. |
| Instructions: | Objective: The entire group becomes the same type of animal. Explain to everyone that from this point forward, no one can talk to anyone else. OK? Explain that each scout can choose to be one of three (or four or five) types of animals:
When I say 'Go!', assume your animal. When I say 'Stop!', stand straight up with your arms at your side and no talking. We will repeat this until the entire group does the same animal. Reflect: How was the group animal decided? How were different types of animals convinced to change? Is that the type of leadership we want to use? Was there a leader in a group of animals that decided to change and convince the rest of his fellow animals to change? Who demonstrated more team support rather than personal demands? Why? |
Group Push Up | |
| Intended for: | Boy Scouts, Webelos Scouts |
| Notes: | Develops teamwork and problem solving skills. |
| Instructions: | Objective: Entire team touching the ground with only hands. Bonus: If N is number of scouts in group, the group gets $10,000 for every hand less than 2xN touching the ground. And, $100,000 for every hand less than N touching the ground. For example, if 9 scouts then $10,000 if only 17 hands touching, $20,000 if only 16 hands, ..., $90,000 if only 9 hands. $190,000 if only 8 hands, $290,000 if only 7 hands. Give the team time to strategize and come up with solutions to try. There is no time limit. Notice how the group dynamics work out. Answer questions they may have. Reflect: Who took leadership? What sort of teamwork was required? Did everyone contribute? Was anyone more important than others? Why? Were all ideas considered and discussed? Did you support your team to your best ability? The 'best' solution is to have the team form a circle in the push-up position so they can place their feet on the shoulders of the scout behind them. This way, when someone does a push-up, he is lifting himself and the feet of his neighbor. Once up, many scouts should be able to lock their arm in a one-armed push up for the $10,000 bonuses. If there are a few light members and some strong members, they may try to give some scouts a free ride to get those $100,000 bonuses. |
Group Sculpture | |
| Intended for: | Boy Scouts |
| Required: | Assortment of items that can be stacked, tied, wrapped together to form a sculpture. Or, poles, sticks, and rope to make a structure. |
| Instructions: | Divide items up so each patrol has a fair assortment.
Did you do your part to the best of your abilities? How did your patrol interact in planning? How well did your patrol work together? Was style of leadership was used? |
Guess a Minute | |
| Intended for: | All Scouts |
| Required: | watch |
| Notes: | Good activity to prepare scouts for a presentation since everyone winds up sitting quietly. Some reward for the 'winner' might be first in line for snacks or first up for next game. |
| Instructions: | Everyone stands and closes their eyes. On 'GO' signal from the leader with a watch, everyone tries to estimate when a minute (60 seconds) has elapsed while keeping their eyes closed. When you think it has been a minute, you sit down. The scout that sits closest to a minute wins. An alternative is to have everyone do an activity for exactly one minute - jog in place, do jumping jacks, hop from foot to foot, turn in circles, ... |
Heads or Tails Hike | |
| Intended for: | Boy Scouts |
| Instructions: | Patrol starts off on a hike. At every intersection, a coin is flipped. If it is heads, we turn right. If tails, we turn left. Or, use best out of 3 to determine direction. And, if they are all 3 the same, then go straight ahead. |
Healing Ground | |
| Intended for: | Boy Scouts, Webelos Scouts |
| Preparation: | Mark out a 50 to 100 foot long play area. |
| Notes: | This activity promotes problem solving, teamwork, and trust. |
| Instructions: | Objective: Heal everyone in your patrol as fast as you can. Scenario: Your patrol has contracted a strange, paralyzing sickness from the food prepared for breakfast. This sickness causes paralysis from the shoulders down. Luckily, your patrol leader seems to be immune. He has found a mineral deposit that sucks the poison from your body and allows you to walk again. The patrol leader must transport someone across. Then, that scout can help bring others across. You may use an optional rule that the scout being transported must be completely off the ground to be moved - he cannot be dragged. Reflect:
Allow the scouts to try again this time choosing the first immune scout they want. |
Height, Width, Direction Estimation | |
| Intended for: | Boy Scouts |
| Required: | 50 colored or numbered flags or markers of some kind. A lashed pole or climbable tree at least 30 feet high. 10 buckets. |
| Notes: | Review how to estimate heights and distances |
| Instructions: | 1. Distance Draw a starting line in an open field. Place the flags in a line perpendicular to the line with the first one about 20 feet from the line and each one 5 feet further out. Scouts are asked to choose the flag color that is closest to 50 feet from the line. They could pace it out or you could add a rule that they can not step past the line. This would force them to use a method of measuring the width of a river. 2. Height Place markers on the pole about every foot. Stand the pole up. Or, climb a tree and place markers in it at height intervals. Scouts are asked to choose the marker that is at exactly 24 feet, or some specific height. You can give points for distance off target they are and the lowest score wins. 3. Direction Arrange markers in a circle about 50 feet across. Standing at a marked spot in the center, scouts are asked to choose the marker that is closest to NW or SE or some specific degree bearing. You can decide if a compass is allowed or if they need to tell direction by sun or stars. 4. Individual Reward Line the buckets up upside down in a line as in #1 above. Have all scouts stand next to the bucket they believe is exactly 42 feet from the starting line. If you placed treats under the correct bucket before hand, and maybe smaller treats under those close to it, they can see what they won when you tell them to look. |
Hidden Route | |
| Intended for: | Boy Scouts |
| Required: | 16 stepping stones, carpet squares, sheets of paper, or paper plates. two-sided tape bell or whistle |
| Preparation: | lay the 16 items in a 4x4 grid and tape them to the floor if inside |
| Instructions: | Goal: team crosses the grid following the hidden path through the stepping stones. This may take from 10 to 40 minutes. Teams try to accumulate the fewest points while solving the problem. Instructions:
The problem is solved when all team members have crossed the grid following the hidden route. Reflection:
Alternate Activity: Split the group in half and have each half working at the same time to find the route, one going 1-16 and the other going 16-1. Don't say they are working together, but don't say they are competing either. If they figure out they can cooperate, it should take half the time. Some example layouts:
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Hole in my Pack | |
| Intended for: | All Scouts |
| Required: | paper and pencil for each patrol or scout. Lots of camping items you might find in your pack. |
| Preparation: | Place items along one side of a trail. Make some obvious, others a bit more difficult to see, depending on the age of the scouts. Write a list of all the items in the correct order so none are forgotten. |
| Notes: | Emphasizes observation and memory. Can be used along with a Leave No Trace event or caring for the environment. |
| Instructions: | The activity leader tells everyone that he went for a hike and discovered he had a hole in his pack when he returned. All this stuff has fallen out along the trail and it needs to be found. The leader has everyone follow him in single file down the trail. Scouts stay on the trail, but search for items quietly. The leader should walk at a fairly slow pace. Scouts can only walk forward, they can't go back down the trail to check on missed items. At the end of the trail, each patrol leader is given paper and pencil. His patrol needs to make a list of all the items they saw and list them in the correct order seen, from first to last. When all patrols are finished, compare their lists with the correct one to find the winner. As an alternative, you can ask the patrols to arrange the items from most to least important for a backpacking trip. |
Human Bomb Squad | |
| Intended for: | Boy Scouts, Webelos Scouts |
| Required: | Two pieces of weak thread or string licorice per team. |
| Notes: | Two-man seat carries could be used to transport the bomb. |
| Instructions: | Goal: Transport your bomb to a safe place and defuse it. Two players stand close together, facing each other - they are the bomb. Give one player a piece of licorice in each hand. Once the other player grabs the other ends of the licorice, the bomb is set. If either piece of licorice breaks or is dropped, the bomb explodes. The rest of the team is the bomb squad called in to carefully remove the bomb and then defuse it by cutting both wires at exactly the same time. They must carry the bomb off the floor to the destination, about 20-30 feet away. Optional: Have a timed detonator that will go off in a set amount of time if the bomb is not defused by then. |
Human Ladder | |
| Intended for: | Boy Scouts, Webelos Scouts |
| Required: | 8-10 1/2inch dowels, 3 feet long 16 to 22 scouts |
| Notes: | Only one scout is climbing at a time, so there may be too much 'watching' time in a larger group. Takes about 8-10 minutes for 20 people to complete. |
| Instructions: | Pair up scouts and give each pair a dowel to hold. Line up pairs in a line close together so dowels form the rungs of a horizontal ladder. One of the scouts of the first pair in line climbs onto the ladder and climbs it to the end. Meanwhile, the other scout walks to the end of the ladder with the dowel and waits. When the climbing scout arrives, he joins back up with his partner to make another rung. The next pair of scouts in line do the same thing once the climbing scout is far enough along the ladder. When all pairs have gone through, the other scout in each pair gets to climb. |
Human Pyramid | |
| Intended for: | Boy Scouts |
| Notes: | This is sort of a trick activity. You might want to re-inforce listening to exact requirements. Be careful that activities like this do not teach scouts to look for loop-holes in rules or ways to 'cheat' by side-stepping requirements. |
| Instructions: | The only direction is 'The patrol that builds a human pyramid using all the scouts in their patrol fastest, wins.' It is not the tallest pyramid, just the fastest built. (The fastest way for 10 scouts is to have the first 4 lay face down side-by-side, then 3 lay on top of them, then 2, then 1. If they are all standing in place behind each other at the 'GO' command, it should only take 2 seconds to fall into place.) |
Human Rain Storm | |
| Intended for: | Cub Scouts |
| Notes: | This works great in a larger gathering. |
| Instructions: | The leader explains that a rain storm is coming but not to worry because it won't last long. If we listen, we can hear it come and go. Direct the scouts on the right side of the room to sit facing forward, but watch the scouts immediately to their left and do exactly what they do. Don't watch the leader or other scouts. Just watch that scout and listen to the sounds. Repeat the instructions across the room, having everyone watch the scouts immediately to their left, but keep sitting forward so the scouts on their right can see what they do. Then, the leader should stand at the left side of the room and tell those scouts on the far left to watch him. When the leader does an action, he should try to do it so scouts across the room can not see it. The leader does each of the following actions, and continues doing it until it has propagated across the room:
It sounds like a rain storm sweeping in and then passing by - pretty cool! |
Human Spring | |
| Intended for: | All Scouts |
| Notes: | Trust building, cooperative activity |
| Instructions: | Pair up with similarly sized scouts together. Each pair faces each other about two feet apart, with hands up, palms forward, feet shoulder width apart. The two scouts keep their bodies rigid and lean toward each other. Catch yourself by placing your palms against your partner's and pushing yourself back to an upright position. Once trust is in place and the pair is successful, have each pair take a small step apart. Continue springing against each other and stepping apart until they can go no further. As a competition, the team that has successfully sprung with the furthest distance between their feet, wins. But, this gives a big advantage to taller people. As a cooperative activity, add up everyone's distances for a grand total. Then, switch partners and see if a new record can be set. |
Ice Rescue | |
| Intended for: | Boy Scouts |
| Required: | For each patrol: 10foot rope, blanket, staff or pole |
| Preparation: | Place equipment in a pile for each patrol in the back of the room. |
| Notes: | Reinforcing ice rescue techniques, teamwork, and first aid. |
| Instructions: | Patrols form up in patrol lines on one end of the room. One scout from each patrol is volunteered to be the victim that has fallen through thin ice. He goes to the far end of the room to meet with a game leader. The game leader tells them the scenario, that they have fallen through the ice and are very cold. If they are rescued from the ice, they still need to act cold and weak - best acting gets 2 bonus points for their patrol. The victims lay down on their stomaches facing the rest of their patrols. Explain the situation to the patrols that some people have fallen through the ice and they need to each save one of them. They have about 2 minutes before it will be too late to save them. Judges will determine if any of the rescuers also become victims and if a victim is saved or not. (If someone walks out to the victim or gets too close, he falls through also.) The patrols should notice and use the equipment - staff to reach, rope to tie bowline and throw to victim, blanket to warm victim once recovered. As patrols walk or crawl out, judges should give indications such as "You hear the ice cracking." Patrols should lay flat and crawl out and then reach. Once recovered, patrol should warm with blanket, treat for shock, and call for medical help. If they do not get the victim out in time, does a person go in after him and then get rescued? Do they do artifical respiration if needed? |
Imagine That | |
| Intended for: | All Scouts |
| Required: | any item you want to use - a brick, paper towel roll, a banana, pop can, chair |
| Instructions: | This is simply an activity to stretch the imagination. It can be run as a competition between groups or individuals or as a cooperative exercise. Stand in front of the group and show them the item. Tell them their task is to come up with as many 'real' uses as possible for the item. By 'real', I mean you couldn't use a brick as a purse, but you could use it as ballast in a hot air balloon. You may need judges to dictate acceptability, but the group usually handles that. If this is an individual challenge, have each scout write their ideas down and then go around identifying all the unique ones and awarding points for each. If you challenge the group to come up with 20 or 40 uses, then have them shout out while you write them on a whiteboard. If its a challenge between groups, give them 5 minutes to brainstorm and write down ideas and award points only for those the other team does not have. Or, alternately call for an answer from each team, awarding higher points for answers that are given as the number of ideas gets bigger. For example, a brick could be used as a nut cracker, a dumbbell, a ruler, a step, an anchor. |
Indoor Miniature Golf | |
| Intended for: | All Scouts |