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Saltney Ferry Challenges & Games

Index  Challenges  Circle Games  Contests  Observation Games  Relay Games  Sense Training Games  Team Games  Wide Games


Challenges

Egg Dropping
Equipment :-(per team)
 - a raw egg
 - a sheet of newspaper
 - adhesive tape
 - three balloons
Rules of Game :-
 - the egg must remain unbroken to win the challenge
 - the egg is to be thrown into the air by a leader
 -  the winning team is the first one to complete the challenge
  successfully
 - a maximum time should be set, but this may vary from 15 to
  30 minutes depending on age groups
Description of Game :-
 Teams must invent a way of keeping the egg unbroken when it is
 thrown in the air by a leader, and left to land on the ground. Each
 team can only use the equipment provided.
Noses
Equipment :-
 - a dozen darkened bottles each containing a different smell,
  and a cloth over the opening
  e.g. coffee, bleach, wine, talcum powder, onion, mint sauce
Rules of Game :-
 - Each child has at most 20 seconds to smell the contents of
  the bottle
 - children must not touch the bottle
 - a point is awarded for each correct identification
Description of Game :-
 The bottles are placed on a table at one end of the hall. Each child
 in turn walks up to the first bottle and smells the contents. After 20
 seconds the child returns to the other end of the hall, and writes the
 possible contents on there answer sheet. The next child then does
 the same. The process continues for the remaining bottles until all
 the children have completed there list of contents. After which the
 points are calculated by the leaders.
Mousetrap Heist
Equipment :-(per team)
 - one mousetrap
 - bamboo canes
 - string
 - paper clips
Rules of Game :-
 - Challenge must be completed within 30 minutes.
 - Teams must not cross the baseline.
 - If the mousetrap goes off it must be returned to its starting
  position, and equipment pulled behind the baseline.
 - Failed attempts result in extra time being added to the
  offending team.
Description of Game :-
 A mousetrap is armed and placed on an upended brick. Six metres
 away from the baseline, behind which all team members and
 equipment must reside. Each team must retrieve the mousetrap
 without it going off. The winning team is the team who take the
 least time, allowing for penalties.
Object Collect
Rules of Game :-
 - all objects collected must be different
 - objects must be collected outside the headquarters
 - each team has fifteen minutes to collect as many letters as
  they can
Description of Game :-
 The object of the game is for each team to collect objects from
 around the headquarters. Each object starts with a letter relating to a
 word chosen by a leader. e.g PATHFINDERS The winning team is
 the one with the most letters collected.
 Variation 1 :-
 Teams are given a list of objects to collect within a certain time.
 The teams collecting the most specified objects is the winner.
 Variation 2 :-
 Teams must fit as many objects in a matchbox as they can. The
 team with the greatest number of objects in the matchbox at the end
 is the winner.
Street Name Quiz
Equipment :-
 - A local street map with street names missing.
 - Envelope containing folded pieces of paper with a street
  name on each.
Rules of Game :-
 - Each player/team has 30 seconds to position the street name.
 - Incorrectly positioned streets are returned to the envelope.
 - One point is awarded for each correctly positioned street.
Description of Game :-
 The quiz can be played as a team or individually. The team format
 is better when younger Scouts are involved. Each team/individual
 takes it in turn to remove a street name from the envelope, and
 place it on the street map in the correct place. If correct the street is
 left on the map, and a point is added to the team or individual
 score. The winner is the team/individual with the highest score
 upon 20 minutes, or when all streets have been placed on the map.

Circle Games

Circle Soccer
Equipment :-
 - a plastic football
Rules of Game :-
 - children must remain in the circle at all times
 - misplaced balls from the leader are ignored
 - a child not performing the action requested by the leader
  looses a point
Description of Game :-
 The children are evenly spaced around a leader in a circular
 formation. The leader throws the ball towards a child requesting an
 action as it is released. If the ball is of a fair height for the action,
 and the correct action is not carried out the child looses a point. A
 leader outside the circle keeps a record of each childs score. After
 approximately five minutes the leader may ask for a volunteer to
 carry out the leaders role. The game can be played differently by
 eliminating children who loose three points, therefore eventually
 establishing a winner. A list of actions could be :- head, kick, chest,
 catch, knee
Farmer and the Orchard
Equipment :-
 - a number of apples(or sweets)
Rules of Game :-
 - the farmer must not move until the apple is touched
 - if the robber is touched before leaving the circle, the apple is
  returned to the centre.
 - only the farmer may stop the robber leaving the circle
Description of Game :-
 A "robber" is sent out of the room, a farmer is chosen, and an apple
 is placed in the centre of the circle of players. The robber enters the
 circle and tries to grab the apple and get out of the circle without
 being touched by the farmer, whom he does not know. If the robber
 is successful he keeps the apple.
 Variation :-
 The game is played with sweets in the centre of the circle. In which
 case whoever wins gets to eat the sweet. (farmer or robber)
Flour Game
Equipment :-
 - large bag of flour.
 - an object with a point that spins.
 - a large bar of chocolate.
 - a tray
 - a bowl approximately 15 cms in diameter and 15cms deep.
  (used to create a tower of flour)
 - a long knife.
Rules of Game :-
 - the pointer must turn at least one resolution
 - chairs must be evenly spaced throughout circle.
 - only the person pointed to may leave the chair.
 - when collecting the chocolate hand must be held behind the
  back.
Description of Game :-
 All children sit on a chair around in a circle. In the middle of the
 circle is a pointer, and a tower of flour. On top of the flour is a
 piece of chocolate. The leader spins the pointer and whoever it
 points to, must use a knife to cut from the top to the bottom of the
 flour. If the chocolate falls the child, with hands behind back, must
 remove the chocolate with there teeth. If it doesn't fall the pointer is
 spun by the child. The game continues until all the chocolate has
 gone, or the required time has been completed. It is advisable to get
 the next tower of flour ready while the previous game is running.
In the Pond, On the Bank
Equipment :-
 - a circle on the floor large enough to allow all participants to
  stand around.
Rules of Game :-
 - children must only move when 'on the bank' or 'in the pond'
  are shouted. Otherwise the child goes out.
 - children must not push other children.
 - a child who is slow to move is out.
Description of Game :-
 All children stand around a circle that is shown on the floor.
 Outside the circle signifies the bank, inside the circle the pond. On
 the commands in the pond, and on the bank, the child moves
 accordingly. But if the leader shouts in the bank, or on the pond
 and a child moves, they are out. The game continues until one
 player remains. The last player remaining is the winner.
Ring Game
Equipment :-
 - a piece of string long enough to stretch between all
  participants when in a circle.
 - a ring
Rules of Game :-
 - the one player must remain in the centre until correctly
  naming the person with the ring, or the end of the game.
Description of Game :-
 A piece of string in a circle with a ring on it, players holding the
 string. One in the centre tries to catch the ring which is passed to
 and fro about the circle. The player whose hands it is caught goes to
 the centre.

Contests

Duel
Equipment :-
 - Two strong canes with heavy padding on either end.
 - Two platforms approximately 1 ft high and 75cm square.
 - A padded area around each platform.
Rules of Game :-
 - Participants must not jab with the pole.
 - Players must not move onto the opposite platform.
 - Players must only hit with the pole.
 - Players must not grab hold of the other childs pole
Description of Game :-
 The two payers stand on there own platform, approximately 1 metre
 from each other. Upon staring each player must attempt to knock
 the other player of the platform. The match consists of three
 contests. A league of winners and losers is established to create a
 contest, in order to find the ultimate winner.
Progressive Push
Equipment :-
 - chalk
Rules of Game :-
 - once pushed into a lower scoring square you may only move
  to even lower scoring squares
 - each game lasts at most five minutes
Description of Game :-
 The hall is divided into eight equal sized rectangles. The rectangles
 are labelled from one end down one side 8, 7, 6, 5 and then accross
 to 4 continuing with 3, 2, 1.(as shown below)
 

8

7

6

5

1

2

3

4

 All members start in rectangle 8 and once started endeavor to
 remove all other people from the rectangle. Once any part of a
 member crosses into the next rectangle, that member must continue
 in the game from the rectangle entered. The winning child is the
 one left in the highest scoring square at the end.
 Variation :-
 This game can be played as a team. With each team trying to
 remove the other team members from there rectangle. The team
 score should be based on the average score for each team.
Quarter-decks
Equipment :-
 - a hall approximately 40ft x 20ft with a baseline marked at
   either end.
Rules of Game :-
 - last player to complete command is out.
 - no physical contact with other players is allowed.
 - Blocks coming over - all children lie as close to the floor as
  possible.
 - Clear the decks - children must clear the floor.
 - Captain's coming - children must stand still and salute.
 - Freeze - children must stop immediately.
Description of Game :-
                         Positions within hall                        Commands
   

 All children start behind the baseline in on the Quarter Decks. The
 leader will shout out a command to obey, or a position of the hall to
 move to. The last child to obey the instruction is out. The last
 person in is the winner.
Stations
Equipment :-
 - chalk
Rules of Game :-
 - children must not move once told to remain in stations
 - children remain out when there station is called, for the
  duration of the game.
 - children must not influence which station is shouted out.
Description of Game :-
 A number of circles(usually five) is marked on the floor, with
 station names written in them. One child is chosen as the caller and
 is told to stand outside the room. The remaining children have
 approximately 20 seconds to stand on a station. The children are
 told to stop, and the caller is asked for there choice of station. The
 station is shouted out, and whoever is standing on it is out. The
 winner is the last person in the game. The winner then leaves the
 room and is the caller for the next game.

Observation Games

First Aid Kims Game
Equipment :-
 - A large first aid kit
 - A groundsheet
 - Pens and paper
Rules of Game :-
 - A point is awarded for each item remembered.
 - Children are given 4 minutes to observe the objects.
 - Objects must not be touched, or removed.
Description of Game :-
 Approximately 25 first aid elements are placed on a table in the
 centre of the hall. All children are then given 4 minutes to
 remember the objects. After which they return to there corner, and
 the table is covered with the groundsheet. Each team must write a
 list of the objects remembered, and the team with the greatest
 number of correct objects is the winner.
Hidden Stamp
Equipment :-
 - a stamp
 - a hall of reasonable size 40ft x 20ft
Rules of Game :-
 - children must not cover the stamp
 - clues must not be given to children still looking for the
  stamp.
 - the game lasts a maximum of 15 minutes
Description of Game :-
 Before the meeting begins a stamp is stuck to part of the hall. Each
 child must find the stamp. Once a child finds it they must sit down
 on the floor facing the stamp, but a reasonable distance away. The
 first child to spot the stamp is the winner, but the game continues
 until the last person finds it, or fifteen minutes has elapsed.
Job Mime
Rules of Game :-
 - children acting out jobs are not allowed to talk, or write clues
  down
 - children can point to indicate to someone they are close or
  correct
 - each mime lasts a maximum of five minutes
 - a game is won when the job concerned has been whispered
  to the nominated leader
Description of Game :-
 The group is split into teams of similar age and experience. The
 first member of each team is shown a piece of paper containing a
 job. e.g. brick layer, bar maid, parachutist, stunt man
 The object of the game is for the person concerned to mime out the
 actions of the job, in order for his other team members to identify
 it. Once a member thinks of a possible answer the nominated team
 member, must tell a leader. The round continues until 5 minutes
 have passed, or the job is guessed correctly. The game continues
 with the next team member who has a different job to mime.
Letter Spotting 
Equipment :-
 - seven copies of a letter/story
Description of Game :-
 Seven identical letters (not too wordy) are produced on seven
 identical sheets of paper.
 - All except Number 1 are printed in the same typeface.
 - All except Number 3 contain the same mis-type.
 - All except Number 4 have comma's in the text.
 - All except Number 5 are signed in the same way.
 - All except Number 7 are spaced in the same way(e.g. one
  line may be indented one space)
 The seven letters are numbered, and passed to each team. The
 object of the game is for each team, by the process of elimination,
 to find the identical text(Numbers 2 and 6). If the teams are young
 it might be a good idea to give out some hints, ensuring that the
 same hints are given to either side.
Master Map
Equipment :-
 - a master-map similar to the one shown below is drawn on a
  large piece of card.
 - each team has a grid containing the same number of grids.
 - coloured felt tip pens per team

Rules of Game :-
 - every time the whistle blows a new team member must
  observe the map.
 - one point is awarded for each item shown correctly
 - two points are deducted for items not shown on the map
 - each member is given between 20/30 seconds to view the
  map
 - Scouts may ask leaders questions about objects on the map
 - only one team member may look at the map at any one time
 - all team members must take turns in observing the map
 - no instructions must be shouted to the Scout observing the
  map
 - items crossed out do not count
Description of Game :-
 Each team has a number of coloured felt tipped pens, and a piece of
 card with only grid lines on it. On the first whistle the first member
 of each team runs to the master-map and examines it. After
 approximately 25 seconds the whistle is blown again. Upon which
 the first team member is replaced by the second member. At which
 time the first team member draws on the empty grid the information
 remembered. The whistle is then blown again after 25 seconds, and
 the second team member draws the information remembered. This
 process continues until approximately 20 minutes has elapsed, or a
 map of reasonable likeness has been drawn by a team. Incorrectly
 shown items can be crossed out during the game, upon which
 points are not deducted.
Picture Quiz
Equipment :-
 - lots of pictures of personalities cut out from newspapers
  (approximately 20)
Rules of Game :-
 - a point is awarded for each correct answer
 - the answers must be written in the correct order
Description of Game :-
 Situated around the hall are pictures of a number of personalities.
 Alongside each personality is a numbered question. Each team
 must try to correctly answer as many questions on the answer sheet
 as possible. Teams should be encouraged to answer the questions in
 any order, to reduce the chances of answers being passed to other
 teams.

Relay Games

Hammer and Nails Relay
Equipment :-
 - 60 x 1.5inch nails per team
 - A block of wood approximately 24inch x 4inch x 2inch per
  team.(not hardwood)
 - A hammer per team
Rules of Game :-
 - One point is awarded for each nail knocked in correctly.
 - Two points are deducted for each nail bent over.
Description of Game :-
 Each team stands in relay formation behind the baseline. On the
 blowing of the whistle the first member of each team runs to the
 block of wood and begins to hammer nails into one face of the
 wood. After 25 seconds the whistle is blown, and the next team
 member runs out and takes over the hammer. The game continues
 until three minutes has passed.
Massing the Aircraft
Equipment :-
 - A piece of A4 card per team
 - A piece of A4 paper each
Rules of Game :-
 - After each turn all paper planes must remain in the circle.
 - Only one player from each team must be beyond the
  baseline.
 - Planes can be of any size.
Description of Game :-
 Teams stand in relay formation behind the baseline. At the far end
 of the room, opposite each team is a circle one foot in diameter.
 Each Scout in turn has to fan with a piece of card a small paper
 plane from the baseline to finish inside the circle. Once complete
 the next player does the same, but must ensure all other players
 planes remain in the circle. It continues until all planes for the team
 are placed in the circle.
Numbers Relay
Equipment :-
 - A sheet of paper per team with a grid of numbers 10x10 with
  numbers 1 to 100 randomly positioned within the grid
  squares.
 - Whistle.

Rules of Game :-
 - Only one child may update the sheet at a time.
 - Teams incorrectly marking the sheets are disqualified.
 - The game lasts from 5 to 10 minutes.
Description of Game :-
 On the start whistle the first member of each team runs out to his
 sheet and looks for number 1. When found he returns to his team,
 and tells the next child the next number in the sequence to mark
 off. The winning team is the team reaching the highest number
 when the whistle is blown.
 Variations :-
 1. Numbers are marked from 100 to 1
 2. Children are asked questions relating to a number, of which
  they have to mark off first.
 3. Each player stays at the sheet until the whistle is blown after
  20 seconds.
Nut Push 
Equipment :-
 - a bag of peanuts, or brazill nuts
Rules of Game :-
 - the nut must only be pushed with the nose
 - the whole nut must cross the line at the other end of the hall
 - all other members of the team must remain behind the line
 - the first team to transfer there nuts to the other end of the hall
  is the winner
 - only one child in each team competes at a time
Description of Game :-
 The group is devided into two teams, one child may go twice to
 balance numbers. Each team is given the same number of nuts. The
 game is started and the first child uses there nose to push the nut
 beyond a line marked at the far end of the hall. Upon doing so the
 child returns to the next member, who must then do the same. The
 first team to transfer there nuts is the winner. Peanuts or Brazill
 nuts can be used depending on how cruel you want to be.

Sense Training Games

Circle in the Dark
Equipment :-
 - chalk
Rules of Game :-
 - children must stay behind the baseline until the lights are
  turned off
 - children must not move as the lights are turned on
 - both feet must be completely in the circle to stay in
 - if all players are left out of the circle, the winning child is the
  one nearest
Description of Game :-
 All the children stand behind the baseline at the far end of the hall.
 In full view of all the children at the opposite end of the hall a circle
 is drawn, large enough for all the children to stand in. The lights are
 then turned off, and the children walk to a position they think will
 be inside the circle. The lights are turned on and any children partly
 out of the circle are eliminated. The winning player is the last
 player in, or the nearest player to the circle when all players have
 missed. It is not necessary to always draw circles, and different
 shapes may make it more interesting.
Light Catch
Equipment :-
 - a torch with a direct beam and on/off switch
 - blindfold
Rules of Game :-
 - if the torch is pointed directly at the participant they are out
 - the catcher must be blindfolded throughout each game
 - other children must remain quiet throughout the game
 - running is not allowed
 - the torch must not stay on longer than five seconds
Description of Game :-
 One child is chosen to be the catcher. The catcher sits down on a
 chair in the middle of a baseline at one end of the hall. The catcher
 is blindfolded and is holding a torch. All the other children stand
 quietly at the other end of the hall with a leader. The leader
 indicates to one of the children to start. After which the child must
 proceed as quietly as possible to the other end of the hall. However
 if the catcher points the torch directly at the child they are out. The
 leader will start each child in turn until all children have had a go.
 The game continues with a new catcher usually the quietest of the
 children.

Team Games

Balloon Basketball 
Equipment :-
 - Balloons
Rules of Game :-
 - Balloon must only be hit with the hand, offending team
  looses control of the balloon.
 - The catcher must remain standing on the seat at all times.
 - Physical contact with other players is not allowed.
 - No player must keep hold of the balloon, offending player
  looses control of the balloon.
Description of Game :-
 At either end of the hall a chair is situated, on which one child from
 each side stands.  Players start by standing in the opposite end of
 the headquarters from there catcher. The game is started by
 throwing the balloon between the two teams in the centre of the
 hall. Each team attempts to knock the balloon to there catcher using
 the palm of there hands. The catcher must collect the balloon with
 both hands to score a goal. The game restarts from the centre.
Key Race
Equipment :-
 - a piece of string per team to stretch from one end of the hall
  to the other.
 - a key to open an object at the end of the hall.
Rules of Game :-
 - No clothes must be removed
 - The key and string must be threading down participants tops,
  and inside the trouser leg.
 - The string must not be broken.
Description of game :-
 At least two teams of identical numbers line up down the length of
 the hall. A string per team is attached to a fixed object at one end of
 the hall, and at the other end of the hall is an object to be unlocked.
 (e.g. door) Tied to the end of each piece of string is a key to the
 object. Upon a whistle the first member of the team threads the key
 with the string down their top, and down one trouser leg. The key is
 then threaded in a similar manner by the next member. This
 continues throughout the team, but the last member also unlocks the
 object to win the game.
Kick and Run 
Equipment :-
 - a football
Rules of Game :-
 - each team member must be the kicker once
 - the kicker must run around all the other members of there
  team to score a point
 - the ball must remain within the limits of the field
 - the ball must pass through all of the collecting teams legs
 - the last person in the collecting team must hold the ball in the
  air to stop the kicker running
 - the highest team score wins
Description of Game :-
 The children are split into two teams. One team is chosen to be the
 kickers, and the other team the collectors. The first member of the
 kicking team must kick the ball, and then run round the rest of his
 team. Each time scoring one point. Meanwhile the collecting team
 must line up behind the person collecting the ball first, and then roll
 the ball between the other team members legs to the last member.
 The last member holds the ball in the air, and the number of points
 made by the kicker at that point is added to the kicking teams score.
 The next members of the kicking team then have there go, until all
 team members have scored. After which the teams swap roles.
Newspaper Hockey
Equipment :-
 - A rolled up newspaper approximately 1 metre in length per
  player(Hockey Stick).
 - Two bench's(Goals) placed at either end of the hall. With an
  area marked around it.(dimensions depend on hall)
 - Tennis Ball.(Puck)
 - A rectangular hall at least 30ft in length
Rules of Game :-
 - The puck must only be touched by the Hockey stick, a free
  kick is awarded against the offending team.
 - All players must remain standing at all times, offending
  players are placed in the sin bin for 30 seconds.
 - No players must enter the marked area in front of each goal.
  If a defender breaks this rule, a penalty shot is awarded.
  When an attacker breaks the rule a defender is awarded
  control of the puck.
 - There are no goalkeepers.
 - The ball must remain below waste height, the offending team
  looses control of the puck.
 -  The game should last approximately 20 minutes. 10 minutes
  each way.
Description of Game :-
 Both teams start either side of the centre line. The puck is dropped,
 upon which, each team can compete for it. The object of the game
 is to hit the puck in the oppositions goal. Once a goal is scored, the
 game is restarted from the centre line. The winners are the team
 who scores five goals first, or is winning upon the completed time
 period.
Prisoner's Base
Equipment :-
 - a hall approximately 40ft x 20ft divided into four by three
  lines.
 - beanbag(or soft ball if not available)
Rules of Game :-
 - children must only collect the beanbag if it is within the own
  area.
 - when a child is hit by the beanbag they are captured.
Description of Game :-
 The troop room is divided into four equal sections as below.
 

A

B

C

D

 
 Half of the children start in section B, the other half start in section
 C.  A beanbag is thrown from a member of team B, in an attempt to
 hit a player in team C, below the waste. If a player in team C is hit,
 the player is captured and continues the game in section A. The
 beanbag is then thrown by team C, in an attempt to hit a member of
 team B. If successful the hit member continues in section D, the B
 teams captured area. The game continues until one team no longer
 has a player in section B, or C. Players must not leave there section
 unless to enter sections A, or D in the early stages when no
 opposition player is captured.
Push the Rag
Equipment :-
 - two staves or broom handles approximately 5 ft long
 - a rag or a piece of sack tied in a not
Rules of Game :-
 - only the stave may touch the rag
 - no competing member may be obstructed
 - no swinging of the stave is allowed
 - the rag must completely cross the baseline to score a point
 - each player in a team is given a sequential number from 1
  onwards
 - one member may have two numbers to balance the numbers
  in each team
Description of Game :-
 The chiildren are split into two teams and are situated behind
 opposite baselines at either end of the hall. In the middle of each
 baseline is the teams stave, and in the centre of the hall is the rag.
 Each team member has a nominated number corresponding to an
 opposing team member in the other team. The leader chooses one
 of the numbers at random. The two children who are nominated the
 number must pick up the stave, and attempt to push the rag over the
 oppositions baseline. The successful child wins a point for the
 team. The team with the most points at the end of the game are the
 winners. Sometimes a leader may shout the same number twice to
 keep children involved.
Quarters
Equipment :-
 - A sponge football
 - chalk
Rules of Game :-
 - Players must remain in there own area at all times.
 - One point is marked against the team within whose quarter
  the ball is when the whistle is blown.
 - The whistle is blown by a leader any time between 15 and 30
  seconds.
 - If a player handles the ball half a point is marked against that
  team.
Description of Game :-
 The hall is marked into four equal quarters. A sponge ball is thrown
 up in the hall, and it is the object of each team to expel the ball
 from there area as quickly as possible. The whistle is blown
 anytime between 15 and 30 seconds by a leader facing away from
 play. The team within which quarter the ball is when the whistle is
 blown has a point marked against. Each team collecting five
 penalty points are  eliminated, leaving the team alongside to cover
 there area. Eventually two teams are left protecting two halves. The
 winner is the last remaining team.
Target Ball
Equipment :-
 - a number of tennis balls evenly separated between the two
  teams.
 - 1 larger ball (e.g. a sponge ball, or plastic football)
Rules of Game :-
 - no team member may cross the baseline.
 - the larger ball must not be touched by any team members.
 - no tennis balls must be thrown at the other team.
 - both teams start with the same number of tennis balls.
 - the larger ball starts in the centre.
Description of Game :-
 Two teams are situated behind the baseline at opposite ends of the
 hall. The larger ball is placed on the floor between the two
 baselines. When the whistle is blown both teams attempt to knock
 the larger ball, with the tennis balls over the other teams line. The
 leaders collect the balls between the baselines, and return them to a
 team. When this happens a point is awarded to the successful team,
 and the larger ball is returned to the centre.

Wide Games

Castle Attack
Equipment :-
 - a wooded area containing a number of possible paths, at the
  end of which is a castle.
 - a whistle
 - two balls of different coloured wool
Rules of Game :-
 - all children must remain within the boundaries set.
 - children are removed from the game for dangerous play, or
  pulling of clothes.
 - each team has 20 minutes to storm the castle
 - children are not allowed within a nominated distance around
  the castle
 - lives must only be removed from the arm of the attackers by
  leaders, or the defending team
Description of Game :-
 The children are split into two teams, attackers and defenders. The
 attacking team each have a life tied around there left arm.(piece of
 wool) The attackers are led away by a leader to an area a reasonable
 distance from the castle. The defenders stay around the castle.
 Upon a whistle from the leader with the attacking team the game
 commences. The object of the game is for the attacking team to get
 to the castle without there life being removed. On loosing there life
 the attackers may obtain a new one from the leader at the castle.
 However if they reach the castle successfully another life is passed
 to the child. Each time a child collects a new life they are led a
 reasonable distance away from the castle by a leader. The child then
 resumes the attack on the castle. The game finishes after 20 minutes
 when the whistle is blown. After which the attackers and defending
 teams wool is counted. The roles are then reversed, and the game
 continues. The team having the most number of lives at the end of
 the sessions is the winner.
Wool Collection
Equipment :-
 - a wooded area containing a number of possible paths.
 - four balls of different coloured wool
 - a whistle
Rules of Game :-
 - once a child has lost the lifeline, they must return to the start
  to collect a new one before collecting further wool.
 - only the nominated team can remove lives(patrol leaders and
  leaders)
 - different coloured wool has different points value.
  - i.e  1 foot of white wool = 1 point
  -  1 foot of red wool = 2 points
  -  1 foot of green wool = 3 points
Description of Game :-
 The two collecting teams are started from one end of a wooded area
 upon a whistle. Each member of a collecting team has a piece of
 wool(life) tied around there left arm. There aim is to collect wool of
 greater total value than the other team. However if a players life is
 broken by the catching team, the player must return to the start to
 collect a new life from the leader. The catching team starts from the
 opposite end of the wood upon the same starting whistle. Upon the
 nominated time a whistle is blown to signal the end of the game.
 The wool is then collected from each team, and the team collecting
 the greatest number of points is the winner.

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