Wide Games

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Description

An evening of wide games. Depending on numbers on the night, choose from the 4 activities provided. It is expected that 2 will be enough for the evening.

Resources

Whistles, Torches, First Aid Kit, Floating soft ball

Instructions

Email to parents:
- Meeting point.
- Wear warm clothes that can get muddy.
- No torches or mobile phones - these will be confiscated at the start of the meeting and there will not be a secure place to leave them.

Leaders to bring:
- Good torch with narrow beam
- First aid kit
- Whistle x2
- Floating soft ball (foam ball if no other options - but these will get wrecked)

Start of Meeting Notes:

'Fall-in' to patrols in a semi-circle near the car park for register.

Start the evening by walking around the 'perimeter' of the games area. Make sure that scouts understand not to cross the boundary.

If scouts hear the whistle blown three times in quick succession - this means the game is over or there has been an accident, and everyone returns to the leaders ASAP.

Other rules - no climbing trees, no walking in the big pools of water, and no throwing fir cones etc.

Games:

Option 1: Man-hunt

One leader takes the whistle and runs away, taking care to stay within the boundaries. Meanwhile, explain the rules to the scouts:
- Once the remaining leader gives the word, the scouts are to run after and find the leader.
- The first three scouts to find the leader win, at which point the leader will blow the whistle three times to end the game and everyone returns to base.
- The leader 'on the run' must blow the whistle, once, every 30 seconds or so.
- The leader can choose to keep moving to outpace the scouts, or can find a hiding place and wait.
- Play 2-3 times, adding rule variations as below if required.

Alternative rules:
1. Once a scout finds the leader, they become part of the hunted party and must stay, quietly with the leader. The last few scouts NOT to find the party become the losers! This only works if the scouts are well behaved once they find the leader and stay quiet (either hide or run around stealthily with the leader).
2. Choose 2 scouts to be the 'hunted' parties - give them whistles and tell them they must blow the whistle every 30 seconds. They are on opposite teams. Follow the rules for alternative 1 above, where scouts who find the hunted party stay with them until the end of the game. The game lasts X minutes, and the winning team is the hunted party with the least followers.

Option 2: Spotlight

You will need a small clearing with plenty of cover around the edges. It also needs to be very dark - so this game is often played after one of the other options.

- One scout is selected to sit in the middle of the clearing with the torch. This is the 'watchman'. An area is marked out (drawn with a stick in the sand?) for them to 'guard'.
- The goal for the rest of the scouts is to get to this area without being 'killed'.
- The watchman can kill the scouts by shining his torch at them and calling their name. If the name is correct, the scout has been killed and must quietly walk over to the leaders. They must now be silent to avoid distracting the watchman or giving 'hints'.
- If the watchman shouts the wrong name, the scout is not out.
- The watchman must not 'pan' the torch, and must count quickly to 5 before turning the torch back on again to avoid rapid-fire!
- Any scouts who get back to the guarded area 'win' - and the first winner takes the torch in the next round.

Option 3: Rug-Ball

- Scouts are divided into 2 or 4 teams depending on numbers and bases are marked out about 50M apart. If there are 4 teams, arrange the bases in a cross shape so they are equally spaced.
- Scouts start at their base. A ball is placed in the middle of the field.
- The goal is for scouts to get the ball back to their own base to win.
- Scouts can run with the ball, throw it, kick it etc.
- Scouts have to drop the ball if they are tackled, which (at the leaders discretion) can either be through touching both hips as in touch rugby or through flooring them. They have to just drop the ball - they can't throw to a team mate.
- The game ends at leaders discretion.

Option 4: Escalator

- On the slope in the sandpits, mark out a big oblong, divided into sections. This should look like a bit like a ladder. Each box should be about 4M by 2M.
- Pick one end to be the start. All of the scouts start in the box at this end.
- When the game starts, the goal is to be the only remaining scouts on the ladder. Therefore they need to shove their fellow scouts 'down' the ladder into the boxes below.
- Thee scouts should not punch, kick, poke, etc, but can push, pull and 'tackle'.
- Repeat. If you need to call an ambulance, you have not explained the rules properly.
- The box edges might get blurred with time, so 'pause' the game to re-draw the lines when required.
NB: Have a word with any older or bigger scouts about fun and fair play, so they don't use excessive force with smaller scouts.

Tags

  • group activity
  • Group Games
  • wide game

Badge Links

  • Outdoors - Game