Dark Night

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Description

Activities for a winter programme evening all played in the dark


Resources

Resources are included with each of the programme items

Instructions

Lego Blocks
Resources: bucket per six and ten brio blocks in each sixes colour
Sixes in corners, coloured lego blocks scattered around the room. Walking find as many as you can and return them to your base/bucket. Countdown last ten seconds and whistle. Count the blocks returned to each sixes base 2 points for right colour, minus 1 for wrong colours. Any not returned to base don’t count.

Murder in the Dark
Resources: Murderer, victim, detective cards
Resources: cards (one murderer, detective 1,2,3 rest victim)
Each cub gets a card and looks at it and returns it to the hat. There’s a murderer card, victim cards and detective cards. Detectives can be victims too! Lights out and wander round the hut. The murderer taps their victim three times on the arm/back/shoulder. The victim then dies “Aargh!” (don’t lie on the ground we don’t want you getting trodden on; stand still). Lights on at which point all the dead victims die properly. Detective 1 has to figure who the murder is. If detective 1 is dead, detective 2…3.

Dark Quiz
Resources: pencil, paper, torch per six
This is a quiz about what you can see around the hut: number of fire extinguishers, what's to the left of the door, what colour shoes am I wearing.

Know your neighbour
Resources: torch, chairs in a circle
One Cub is designated to be IT. He takes his place in the centre of the cubs, sitting in chairs in a circle in the dark. IT suddenly flashes his flashlight on one of the players and asks "Who are your next door neighbours?" He/she names the person on each side. IT then he flashes the light on the nearby neighbours to check. If he/she names them correctly, repeat. If the cub who was asked the question, can't name both neighbours correctly, he becomes IT.
From time to time a leader calls “all change” and everyone changes seat including IT. Lights on and whoever is left standing is IT.

Test your senses
Resources: three each of see, touch, taste, smell and see objects, twelve pencils/paper
The cubs sit in a circle so that objects may be easily passed in the dark from player to player. Only keep each item for five seconds before passing it on. You will get three sequences of five sense tests always in the same order Taste, Hear, Feel, Smell, Sight. We won’t pass the sounds, you’ll hear it, YLs take taste and smell to each cub. The food is all vegetarian so you shouldn’t need to worry about dietary. Sight comes round with a torch. At the end of the game you will need to remember all the objects and the order you tasted, heard, felt, smelt and saw them.
Pass them in this order
• Banana, doorbell, cork, marmite, Harry Potter (+torch)
• S&V crisps, horn, pencil, chocolate, poppy (+torch)
• Cucumber, whistle, teaspoon, vinegar, 10p (+torch)
This is a silent game!
When all 15 objects have been passed, assign each cub a partner and together they must write a list of the 15 objects passed in their exact order. The pair that prepares the best list is the winner.
Taste: banana, S&V crisps, cucumber
Hear: doorbell, horn, whistle
Feel: cork, pencil, teaspoon
Smell: marmite, chocolate, vinegar
See: Harry Potter & the Chamber of Secrets, poppy, 10p

Darkball
Resources: 2 buckets, ball, 2 torches
Two teams, two sixes per team. A bucket at each end of the hall. Cubs spread out around the hall and try to remember their team mates and locations. Nobody is allowed to move, pass the ball around your team mates and try to score goals by getting the ball in your opponents bucket. Two leaders (try to) follow the ball with torches.


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Badge Links

  • Teamwork - Team game
  • Teamwork - Team-building