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General Games

Passport, People and Party

Focus on a different country each week by looking at the clothes, food, buildings, language etc. Begin by designing a passport and at the end of each week put a sticker or stamp representing the country into the passport e.g. a pyramid for Egypt; pizza for Italy, chopsticks for Japan etc. Finish the series with an international fancy dress party for Founders/Thinking Day.

Paper, Plastic, Aluminium

The Cubs stand in a circle with one Cub in the centre. The Cub in the middle holds a beanbag and tosses it to one of the Cubs standing in the circle. While it’s in the air, the Cub in the centre shouts either "Paper!", "Plastic!", or "Aluminium!" The Cub who catches the beanbag must name an object made from paper, plastic, or aluminium in 5 seconds while the other Cubs count out loud. If the object’s name is duplicated, or if the Cub can’t think of an object, he’s out of the circle. When there is only one Cub left (the winner) he takes the place of the Cub in the middle of the circle.

International Shopping

To play:

The players are in patrols or sixes or lodges, grouped in various parts of the room. The game leader has a list of items that could be bought in a store. One person from each patrol, the "shopper" comes to the leader. All are given the same items (whisper so the rest can't hear). They return to their patrol which is the "shop" and act out what they want to buy, because the "shopkeepers" don't understand English. The first patrol to guess correctly wins, and new "shoppers" go to the game leader. Try these items: umbrella, pound of butter, jar of honey, wedding ring, bikini, ballet shoes, pencil sharpeners, bicycle pump, automobile tyre.

Time Zone Game

Make a set of Time Zone cards. Prop them against one wall in order. Call out a major world city and the scouts have to run to the correct time zone.

Near and Far

No equipment required

Write each persons name on a piece of paper and put them in a hat. Each member picks one name, once the game starts they must keep as close to this person as possible. They then pick a second name from the hat and keep as far from this person as possible. After a short time of moving around stop the game and discuss what it felt like to have people trying to get close to you and trying to avoid you. Encourage the discussion to develop into experiences they have at school or in scouts.

Africa

Nsikwi

Two players (or teams) site on the floor facing each other about 10 feet apart. An empty plastic bottle stands at the foot of each player. Each pair of players have a small rubber ball or bean bag. In turn, a player rolls his ball toward the other player trying to knock down his bottle. Each hit counts as one point.

 

Angola

Numbers Game

From the Mbundu tribe in Angolathis game is played by children as soon as they are old enough to count. The game is non-competitive and encourages cooperation among the players.

The numbers one, two, three, four, and five are called out in the Mbundu language as mosi, vali, tatu, swala, and talu. The children in East Africa, would use the language of Swahili to call the numbers as; moja (MO-jah), mbili (mm-BEE-lee) tatu (TAH-too), nne (NN-nay), and tano (TAH-no.)

One player is chosen to be the Caller. The remaining children gather in a circle. The Caller shouts out a number between one and five, then the players group themselves accordingly. For example, if the Caller calls out mbili (two), the players then scramble into groups of two. If there are leftover players, they form their own group and shout their number to the Caller. Play continues with the Caller calling out different numbers for three more games, then a new Caller is chosen.

For more of a challenge, play this game in several different languages.

Uganda

Hand push.

Two teams stand facing each other with their toes touching and their palms together at shoulder height. In this position each tries to push the other's hand until one in forced to step back. The person who forces his opponent backwards is the winner. Add up each team's points.

Pairs Pull

Two teams are numbered and stand opposite each other

When a number is called, competitors moved to stand facing each other, standing on their left foot and then clasp their opponent's right hand.

Each must try to pull the other over so that he touches the ground with his right foot or his left hand.

 

Canada

Ball Lose-all

The players are divided into two teams: scarves and no scarves or any other distinctive mark. There are no limitations to the ground to be covered. The object is for the players of each side to throw the ball to one another, without letting it fall to the ground, ten times in a row. The players count aloud. The opposite team tries to get the ball and, in turn, must throw it to one another ten times in a row. The ball may not be taken from the hands of an opposing player; it may only be intercepted in the air or picked up from the ground. The ball may not be thrown back to the same player who threw it, therefore you need at least three players on each team. A player may not run with the ball in her hands. At the start of the game the leader throws the ball high up in the air, and it goes to whichever team catches it. Each time the "referee" blows her whistle to signal a mistake (ball thrown back to the person who threw it, running with the ball etc.), the ball goes to the opposite team.

Squirrel and Fox

Pick one fox and one squirrel. The rest of the Beavers pair off and become trees by facing each other, holding hands and putting their arms in the air. The fox chases the squirrel, who is holding a 'nut' in his hands, in and out of the trees. The squirrel is safe when he stands inside a tree. The squirrel passes the 'nut' to half of the tree, who becomes the squirrel, and the squirrel becomes half of the tree. The fox continues to chase the squirrel. If touched by the fox, the fox and the squirrel may change places or they may choose two new Beavers.

The Mystery Number

The Pack forms a circle with the Sixers in the middle. The Sixers choose a mystery number known only to themselves. The Cubs march round in a circle chanting the number of each step they take. When they reach the secret number, the Sixers chase them. After ten seconds, the leader blows the whistle and the chase ends. Any Cubs who have been caught go into the centre and help the Sixers. The next number is decided upon and the game goes on until time is up and the Cubs who remain free are acclaimed as winners.

Note: As the chasers become more numerous, they must hold hands until the mystery number is reached. Set a limit to the mystery number. Anything over ten becomes tedious.

 

France

Famous Faces

Equipment per small group: 4 photographs of famous people covered with six pieces of paper (numbered 1-6); a die.

The object of the game is to guess who the famous people are by removing the least number of papers

Cover each photograph with six papers (size will vary according to size of picture). The numbers should not be in the same position on the different pictures.

Each group starts with points i.e. one point for each paper to be removed ( 4 pictures each with 6 papers = 24 points) The players take it in turn to throw the die. They choose which picture to remove that number paper from. Each paper removed the team lose 1 point. For guessing the famous person 10 points.

 

Germany

Balloon Game

- A balloon for each person; water–resistant pen; music.

Everyone blows up a balloon and writes their name on the balloon. As the music starts the balloons are knocked into the air and must be keep moving while the music is playing. When the music stops each player catches a balloon and reads the name on the balloon. They then stand on the right of that person. Everyone should be in a circle. Repeat the game several times. Variation might be to remove a balloon thus eliminating players.

 

Greece

Bean Game

From ancient Greece, the idea for this game is simple: correctly guess whether a player holds an odd or even number of beans in their hand.

Each player needs one partner.

Each player needs 5 or 6 dried beans.

The object of the game is to guess correctly whether a player holds an odd or even number of beans.

The first players hide several beans in their closed hands. They ask their opponents, odd or even?

The opponents make their guess and the other players must open their hands to show the beans.

If the opponent's guesses are right, they win one bean. If their guess is wrong, they must give up a bean. Now it is their turn to hide their beans and the other player's turn to guess.

Play continues until a player is out of beans.

When there are several pairs of children, the players can change partners after each game. At the end of a specified time (ten minutes, for example) everyone stops and counts their beans. They player who has the most beans is the winner.

 

India

Seed Chain

A pile of tamarind seeds or some other small seeds are put in the centre. Each child picks a handful and if the count is an even number, then they can have it for themselves and if it is odd, they have to return it back to the pile. In the end the child which gets the maximum number of seeds is the winner.

Walkathon

This game is ideal with 12 players or more.

Have numbers on the ground for as many players like (1 to 12) for e.g. seven players have numbers 1 to 7 written on the ground. The players keep walking on the numbers until the music stops. Each player is standing on a particular number. One person in charge of the game calls out a particular number. The person standing on the particular number called out is out. The last player is the winner.

Dress like Dad

This game can be played by the age group of 5 to 9 years.

No. of persons : 12 - 16

Requirement : A Shirt / Dress

Procedure :

Make two teams of 6 to 8 players. The children stand in a row one behind the other.

A buttoned up shirt / dress is placed in front of each team.

As soon as the music starts the first player from each team runs up to the shirt, unbuttons it puts it on and refastens the buttons. As soon as he finishes buttoning it, the second player runs to him, unbuttons the shirt and puts it on himself.

The first player then runs back to his place in the row.

The game ends when the last player puts on the shirt, buttons it and runs back to his original place in the row.

Lucky Colours


This game can be played by the age group of 4-12 years.

No. of persons : Unlimited

Requirements : Chalk of different colours / Different coloured papers

Procedure :

Draw six big circle in the middle of the room, on the floor in different colours.

When the music starts, the children start running around the coloured circles.

When the music stops, each child has to stand in a circle of his choice.

One person who is blind-folded calls one of the colour of the circle. The player standing in that colour is out.

The last player to stay in the game is the Winner.

 

Italy

Scout Ball

Preparation: You divide the players into two teams, which will play in a large rectangular field with two goals on the shortest sides. There will be two goalkeepers, too, who mustn't wear a scarf. Then the players will wear their scarves In the back of their trousers.

Aim of the game: You try to put the ball over the line of your opponent's goal. Rules: Your team can acquire the ball intercepting the passages or taking away the scarf of the player who is holding the ball. When you take it away, the player must go out of the play-ground; If you do that while he hasn't got the ball, he won't go out, but you will! When the score is kept, all expelled players can return to play and the game will restart from the centre of the field. The time will finish when the time you choose expires. Enjoy the game!

Courtesy of ARCISCOUT Rover Unit of Abano Terme 1st Group Italy.

 

Japan

Dahrumasan ga koronda

Starting the game

One person is chosen as the Oni or demon. All other participants act as common players. Before play begins, a starting line is drawn, and the demon stands at some distance away from the starting line, in front of a tree, wall, or other fixed object.

The game begins with the players shouting "hajime no ippo" (Taking the first step!) As this is shouted, the players on the starting line jump one step in any direction, but usually towards the demon.

The demon faces away from the other players towards the tree or the wall, so that he cannot see the other players. He then chants a spell: "Daruma san ga koronda" (the Daruma tumbled down). The other players approach the demon while this spell is spoken aloud, coming as near as possible .

When the demon is finished with the spell, he can then turn around and look at the players. The players should stop their actions immediately when the last word is spoken and try not to move while the demon is looking at them, or they can be called out. The demon checks to see if any player is moving. If nobody is moving, he turns around again, and repeats the spell.

When the demon does spot somebody moving he calls that player's name. The player whose name is called upon is caught. That player then has to go to the demon and stand holding one of his hands. This player may not run away or help the other players. If all the players are caught in this way by the demon (the captured players chain along, holding each other's hands), the person first caught is the next demon.

If a player reaches the demon or any caught players, he gets to free them from the demon. To free them he shouts "Kitta!" (I cut you loose) and makes a gesture of slicing between the clasped hands of two players or by touching the back of the demon. Players that freed run as fast as they can away from the demon. Players not freed may not run away. The demon then turns as soon as he can and shouts "Tomare!" (Stop!). The players should stop immediately at this point, but are not recaptured if the demon sees them move after his call.

After such a jailbreak, the demon then takes five steps from where he is standing and the player he touches becomes the next demon. He may not touch players who are still captured. If the he cannot reach any other player, then he remains the demon for the next round.

 

Russia

Giraffe, Skunk, Elephant

This is suitable for Cubs upwards and needs 8 or more players

Arrange children in a circle. When pointed to, the child must make the action of the animal named (giraffe, fingers for horns; skunk, turn and wave hand over backside; elephant, simulate trunk with arm). Also, the two children either side must make the appropriate action (giraffe, stand at attention; skunk, hold nose; elephant, simulate the ears either side of the elephant). The caller continues to pick children and animal at random. Mistakes and hesitation mean a child is removed until only two are left who are the winners.

 

Taiwan

Catch The Dragon’s Tail:

Two single lines are formed with each person’s hands on the shoulders of the person in front of him. Until the signal "Go" is given, the dragons must each remain in a straight line. The starter begins the countdown - "Em-Er-San-Ko!" or "1-2-3-GO!" The "fiery head" of each line then runs toward the "lashing tail" and tries to catch the last person. The whole dragon body must remain unbroken If anyone lets go, the dragon’s body is broken and the dragon dies. A new dragon must be formed with the head becoming the tail and the next in line having a turn at being the head. If, however, the head player touches the tail, he may continue to be the head.

 

USA

Aunts and Uncles

One Beaver stands alone on one side of the Meeting Place. The rest line up facing him on the other side to try and get across. The Beaver on his own calls out an aunt or uncle name e.g., Uncle Henry, and any Beaver who has an Uncle by that name moves a step forward. The same applies for aunts. If you have two uncles by that name, then you move two steps forward. You can include mothers and fathers, grandparents, etc. The game continues until someone passes the one Beaver.

Jiggle and Swiggle

A stick about 24 inches long and 1 inch thick is held parallel to the ground, supported between the waist of two partners. A string about 24 inches long hangs down from the centre of the stick, with a small rubber ball at the loose end. Adjust the length of the string so that the ball hangs free a few inches above the ground. The two Beavers work in unison to wind the string and ball around the stick and then to unwind it.

Telephone Number Game

Using the telephone dial as a key, convert a very short message into code. It’s tricky because there is a choice of three letters for each number. Here’s a sample message:

36 9687 2378 = DO YOUR BEST

Give each scout pencil and paper and make a short code message. Have the scouts exchange papers and try to decode each other’s messages.