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B2-6 Wide Games

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Description

To get children outside and playing adventurous outdoor games. Taken From the BB Junior Pro Pack Body B-2-6
Introduction:
‘Wide Games’ include any game in a large area of land. Provided you stick to a few simple rules they are very easy to set up, and great fun. Areas work best when there are places to hide, like in woodland or heath. However, they can equally be played in fields. Make sure everyone is aware of the size and type of playing area. Use natural boundaries to limit the size of the playing area like paths, streams, edges of woods or fields. Having several leaders in the area will help the children to make sure boundaries and game instructions are understood. It is also sensible that all games have a signal e.g. blasts of a whistle or horn to indicate that the game is over and all children should come back to a designated point

Resources

Cones
Flour
Whistles
Energy Cards Template
Potatoes
Elf, Giant, Wizard Cards
Flag
Envelope containing message
Treasure
Buckets

Instructions

Activity 1 Fed and Fugitives

Preparation:
Make sure that you check out the playing area before the game to ensure that it is suitable.

Instructions:
This is a simple wide game based on the game of ‘Tag’. Players are divided into two teams; a small team of ‘Teds” and everybody else playing the role of Fugitives”. The Feds should establish a base, using cones to mark out the area, which becomes the ‘jail’. Fugitives should then be given time to get away and hide.

Story:
A prison van has crashed whilst transporting some of America’s most dangerous criminals to prison. In the aftermath of the accident the prisoners escape, and flee. The Feds have to catch all the Fugitives before they commit any more crimes.

Object:
The aim of the game is for the Feds to catch all the Fugitives. In the event that this does not occur, points are given depending on the number of Fugitives in jail at the end of a time limit Feds capture Fugitives by being tagged (a tap/touch, you should emphasis that they should not hit or attempt to bring others down). Once caught they must go to Jail. Fugitives should try and remain uncaught, but once captured they can only be released from jail by a free Fugitive breaking them out Feds can guard the jail, but not within the jail compound itself, e.g. 2-3m distance.

At an appropriate point if all fugitives are not caught then you should end the game to avoid children who have been caught sitting around for long periods. You could have a signal to indicate that there is only 1 or 2 minutes left before the game ends, and a signal to notify all players the game has ended and everyone should come back in to the centre (the ‘jail’). You can then restart the game getting everybody back involved and changing the children’s roles around.

Activity 2 Fox & Hounds

Preparation:
Make sure that you check out the playing area before the game to ensure it is suitable.

Instructions:
Divide the group into two teams, the foxes’ (‘/4 of the players) and Thounds (¾ of the players).

Story:
Whilst on a fox hunt, hounds pick up the scent of some foxes. A chase ensues, but can the fox escape?

Object:
The foxes should seek to escape the capture of the hounds. Foxes are given a minute head start and told to lay flour every 20 seconds of their journey or blow the whistle every 20 seconds. The hounds should track and chase the foxes, until every fox is tagged. The foxes win if any of them are still active after 10 minutes and the hounds win if all have been caught.

It is sensible that you have a signal e.g. blasts of a whistle or horn to indicate that the game is over and all children should come back to a designated point.

Activity 3 Yeti

Instructions:
This game involves finding and capturing the Yeti. Begin setting the scene in a wooded area where you have found some footprints in the mud.

Story:
The Yeti for many years was believed to be a mythical creature. However, recently there has been an influx of sightings. Now, footprints have been found in the forest, providing evidence that it does exist. You must capture it, although be aware it’s going to be really dangerous. The Yeti is believed to have special powers, as people have been found here paralysed and frozen. Could this be the work of The Yeti?

Object:
In order to trap The Yeti you not only have to find it, but you’ll need to have enough energy to keep you warm, so as to avoid being frozen. To do this those catching The Yeti need more energy tokens than The Yeti itself.

Distribute out small cards with various amounts of energy on them (1 to 5). Any confrontation with the Yeti that results in the failure to capture it, will lead to the Yeti stealing their energy cards. To get a new one they must return to base.

What the group don't know is that one of the leaders with them at that moment is playing The Yeti. The Yeti is given a high energy rating of 15 to start with. At the start of the game, the leader playing The Yeti can get the game going, by waiting for an opportune moment to freeze the members of a small group. When challenged the leader playing the role of The Yeti must announce their identity, and find out the collective power of the hunters. If The Yeti has a 15 energy rating and a group of players challenge with a collective energy between them of 12, they would lose their power cards. The Yeti keeps these and would then have an energy rating of 27! In the event of a tie The Yeti wins.

Tips/Advice:
Rumours will quickly spread about who The Yeti is. However, The Yeti on meeting another leader can transfer their power tokens and the role of Yeti.

Activity 4 Gold Rush

Instructions:
Split into teams of rival gold miners (there can be more than two teams depending on numbers) and establish a base for each team. Place in each base 15 potatoes (the gold) in a pile. Set up a 2-3m no go zone around each base. This is now a safe zone that only the opposing team can enter. Get the children to slightly tuck into their clothing a football sock or band. Blow a whistle so that people know the game has started.

Story:
Two groups of rival gold miners have covered huge distances after they heard rumours of an area rich in gold. They are desperate to get their hands on it, and become the only gold miner in the area.

Object:
Players must infiltrate the other teams’ bases to steal their gold (potatoes). Players may only take one potato at a time. However, once out of the opposing base they may pass it to another player or can take it back to their base themselves, Players can defend their bases by removing other players’ bands and eliminating them from the game, but only if they themselves still have their band.

It is sensible that you have a signal e.g. blasts of a whistle or horn to indicate that the game is over and all children should come back to a designated point.

Activity 5 Giant, Elf Wizard

Instructions:
Create a central base, and give each player a piece of wool that acts as their life band. Ask them to tie it around their wrist. Then give them a Character Token of their choice (Elf, Wizard or Giant). Give some time for the children to disperse.

Story:
This area is infamous for its Giants. Elves, and Wizards. However, there is much jealousy between each group and they are known not to get on. You must prove which is the greatest.

Object
Players must go around challenging each other, by either tagging another player or as a mutual decision. They must show each other their token (this will avoid arguments), and work out who wins. Characters beat each other in the following way:

• Giant defeats Elf
• Elf defeats Wizard
• Wizard defeats Giant

If tokens are the same nothing happens and players go to find someone else. The winning player gets the others life band. The loser returns to their base to collect another life band. Players can return to base at any time and change their token if they wish. At the end of the game the winning player is the one with the most life bands.

Activity 6 Antarctica

Instructions:
Form a central base with a flag, and then two bases at equal distances from the flag. Get the children to slightly tuck into their clothing a football sock or band. A sealed envelope is given to each team. On the outside is written: “To be opened at (time) o’clock.” At the appointed time the team should tear open the envelope, which contains the following message:

Story:
You are in cold competition with another team in a race to be the first explorers to get to the South Pole. On the South Pole is a flag placed there by a Hot Air Balloon pilot This flag must be brought back to corroborate your claim.

Object:
Teams must bring the flag back to their base. Players can stop each other by removing other players’ bands, but only if they themselves still have their band. If a player carrying the flag has their band removed they must drop the flag immediately. Players tagged must return to the central base to collect a new life (band).

Score:
Flag returned 10 points
Opponent tagged = 2 points

Activity 7 Sherwood Forest

Instructions:
There are two teams — Robin Hood’s Men and the Sheriff of Nottingham’s Men. Each team has a base. All team members wear a band to indicate they are in the game. This is a band or football sock tucked into their waistband. The traders will be nominated leaders (2 or 3).

Each team is given a sealed envelope. On the outside is written: To be opened at (time) o’clock.” At the appointed time the team should tear open the envelope, which contains the following message:

Team One Story:
You are Robin Hood’s men and spend your time in Sherwood Forest living as freedom fighters, looking after the local people from the evil Sheriff of Nottingham and King John. A band of wealthy traders is travelling through Sherwood Forest. Every time you tag a wealthy trader you are given one piece of treasure which you must return to your base. The Sheriff’s men will try to stop you by stealing your band. If this happens you must return to your base for a new band. You can only be involved in the game whilst wearing a band. You can stop the Sheriffs men by stealing their bands. When the traders arrive in Nottingham, the game stops and each team’s treasure is counted.

Team Two Story:
You are The Sheriff of Nottingham’s men and a band of wealthy traders is travelling through Sherwood Forest. Robin Hood’s men are causing havoc in Nottingham stealing money. King John is really unhappy and demanding more money in tax. You must get to the wealthy traders before Robin Hood’s men do, to protect them from the outlaws. You stop the outlaws by stealing their bands. They cannot rob the wealthy traders without a band. The outlaws will be trying to steal your band to send you back to your base to get a new band. You can only be involved in the game whilst wearing a band. When the traders arrive in Nottingham, the game stops and each team’s treasure is counted.

Object:
The Traders have to go along a route to get to the safe base (Nottingham). Robin Hood’s men will try to tag them and win a piece of treasure. The Sheriff’s men will try to prevent this by stealing the outlaws bands. The traders carry 15 pieces of treasure between them and will have them stolen or give them to the Sheriff when reaching safety. The winning team is the one with most pieces of treasure (most points).

Score:
One piece of treasure = 1 point

Devotional Links:
• Paul the Adventurer — Being bold in faith (2 Corinthians 11)
• Abraham the Pioneer — Man of faith, bravery (Genesis 12-25)

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