SCOUT'S FUN ACTIVITY PAGE
Scout Songs Click this link to go to web page full of Scout Songs.
Scout Vespers:
(In a circle, arms crossed right over
left holding the Scouts next to you)

Softly falls the light of day,
While our campfire fades away.
Silently each scout should ask:
"Have I done my daily task?
Have I kept my honor bright?
Can I guiltless sleep tonight?
Have I done and have I dared
Everything to be prepared.?"
And now may the great master of all
good scouts be with us until
we meet again.
(finish with a clap)
GAMES
Play Boy Scouts Bowling.
Play White Water Rafting.

Learn Morse Code or Semaphores Flag Code even Sign Language and more.

Great help for you Den Chiefs for helping those up coming Webelo's & Cub Scouts, building Pine Wood Derby Cars.

OUTDOOR GAMES

You Can't See Me !
*Nature game, outdoors
*Equipment: A nature trail.
* Formation: Scatter


The object of this game is to allow the players the opportunity to pretend they are animals, trying to hide from Man. The group walks a given distance down a nature trail, while the leader explains the rules:

Each player is given time to hide along the trail. They may travel no more than 15 feet from either side of the trail, and may use anything in the natural environment to provide camouflage.

The leader waits about five minutes until all players are hidden. He walks the distance of the trail ONCE ONLY, and tries to find as many players as possible.

After his walk, he calls out, and watches to see where all the successful 'animals' hid. This game can be repeated many times, with different players taking the role of the searcher. It is fun to talk about the hiding places that were the most successful, and how animals might protect themselves from predators.

The Stalker.
*Nature game, outdoors.
*Equipment: Blindfolds, stones.
*Formation: scatter.


Half the group is given blindfolds to wear. These players are placed in scatter formation within the boundaries of the playing area. A stone is placed between their fee, but not touching them.

The other half of the group (the ones that can see) begin to stalk the blindfolded players in an effort to obtain the stone from between their feet. In an attempt to pinpoint a stalker, the blindfolded players may point to a sound. If a stalker is there, the two players switch positions.

Stalkers try to collect as many stones as possible without being caught.

The Stalker (Variation)
*Nature game, indoors
*Equipment: blindfolds, flashlight.
*Formation: scatter.


This is a terrific evening program variation to the original Stalker game. The players protecting the stone between their feet are given flashlights.

When they think they know the location of a stalker, instead of pointing to him, they flash the light in the direction from where they hear the noise. Each player is given three separate 'flashes' of light before losing his stone to the nearest stalker

North by Northeast
*Nature game, outdoors/indoors
*Equipment: 1 compass
*Formation: scatter


The leader gathers the group together. Using the compass, they all learn how to determine which direction is north. Someone from the group is asked to select an object that lies directly north, (e.g., a tree, or a doorstep, or a post).

Then the group decides on an object that lies directly south, one that lies directly east, and one that lies directly west. Everyone assembles in the center of the playing area.

The leader calls out one of 'North', 'South', 'East' or 'West', and everyone runs to touch the object that lies in that direction. The last one to touch the object is eliminated.
After a new rounds of the game, play can stop, and objects for the inter cardinal points (Northeast, Northwest, Southeast and Southwest) can be added. Everyone can begin the game again, as all eight points are used.

A great game to introduce the skill of orienteering !

Capture the Flag
*Evening game, outdoors
*Equipment: 2 handmade flags on staffs 2' long; 2 different colored sets of arm or headbands made of crepe paper.
* Formation: teams.
*Formation: Divide the group into two teams. Identify each by a set of arm or headbands.


Set up a jail area (3-4 square yards) and a separate hiding spot for each flag. Jails are set up at opposite ends of a 5-20 acre area.

The object of the game is to penetrate the other team's area and capture their flag. A flag is 'captured' after it has been returned to the captor's jail area.

Prisoners are taken by having their arm or headbands removed by an opponent. Prisoners are taken to the jail of their captor's; then they wait there quietly until they are released. Prisoners can only be released when a member of their team (with arm or headband intact) runs through the jail in which they are being held captive. After their release, prisoners are given free escort back to a central spot near their end of the area. Here, they are issued a new arm or headband. The game continues until a flag is captured, or time is up.

Note: Supervision at the jails and 'new arm or headband area' is important. Encourage teams to plan elaborate strategies of defense and offence.

Variation: try playing the game with three or four teams, each with its own jail area and hiding spot for their flag.

Smugglers and Spies
*Evening game, outdoors
*Equipment: Tiny pieces of paper with the following smuggled items and point values written on each:
Chocolate - 50 points. Quantity: 10
Sugar - 75 points. Quantity: 8
Animal pelts - 100 points. Quantity: 8
Gunpowder - 150 points. Quantity: 6
Designs for new secret weapon - 300 points. Quantity: 3
Map to buried treasure - 500 points. Quantity: 1
*Formation: teams

Divide the group into two teams. Have each team put on its armbands. One team becomes the smugglers - the other the spies. After the rules of the game are given, each team retreats to separate ends of the playing area (3-20 acres with open woods is ideal for the game.)

The smugglers each receive the tiny pieces of paper, which they are going to try to carry into enemy (spy) headquarters. The spies set up their headquarters inside a 10' by 10' square area that has its definite boundaries. The scorekeeper sits inside spy headquarters.

After each team has been given the opportunity to devise a strategy, play begins. The spies fan out away from their headquarters and try to intercept smugglers as they attempt to take their goods inside.

When a smuggler gets caught (tagged), he must stand still and permit a one minute search of his person by the spy who caught him. If the spy cannot find the piece of paper within one minute (paper has to be hidden in external clothing layers), the smuggler is free to try to advance again into the headquarters. If the spy does find the 'loot', he takes the piece of paper into spy headquarters and gives it to the scorekeeper, while the smuggler returns to his headquarters to receive another piece of paper.

If a smuggler penetrates inside the spy headquarters, he gives his goods to the scorekeeper, and is escorted back to his own headquarters by a staff person or leader supervising the game. The game continues for a set period of time. When it ends, goods (points) are totaled, and a winner is declared.

Whistle tag
*Evening game, outdoors
*Equipment: one whistle for each 'hunted' leader or staff member.
*Formation: teams.


The group is divided into teams of 6-8 players. The leaders or staff members who are to be 'hunted' are given a two-minute head start into the playing area (5 acre wooded area is ideal). Teams have to stay together during the entire game. Each team begins to 'hunt' the staff members, who are required to blow their whistles at one minute intervals (or variations which you may want to work out).

Leaders may remain mobile, or seek a hiding place. Teams try to touch as many staff members as possible within the time limit of the game. Captured staff are immediately freed to run and whistle again. The team who tags the most wins.

Variation:
as a night game, using flashlights instead of whistles. Same rules apply.

Light - No light
*Evening game, outdoors
*Equipment: flashlight
*Formation: scatter


The game is best in a large open wooded area. Players line up at one end of the playing area, while one player, holding a flashlight, stands at the other end. The object of the game is to move from one end of the playing area to the other, past the person holding the flashlight. The player with the flashlight stands with his back to the other players. Every five seconds, he turns around, turns on the light and scans the area for three seconds. If a moving player gets caught by the flashlight beam, he has to return to the starting end. Stationary players may remain where they are. The first person to successfully move past the 'flasher' becomes the light for the next round.

Variation: The player with the flashlight keeps the flashlight on, and continuously scans the playing area. Stalking players dress in dark clothes. If stalking players are caught, they must return to the starting end.

Find the Bell
*Evening game, outdoors/indoors.
*Equipment: a little bell that rings easily.
*Formation: circle.


Have the group sit in a circle. Choose one person to sit in the center of the circle. The leader gives the bell to one of the players, who begins to pass it around the circle. The object of the game is to pass the bell quietly so that the person in the middle cannot guess who is holding the bell. Players may not silence the bell by holding the clapper - they have to try to pass it carefully enough so that it does not ring.

Switch
*Nature game, outdoors.
*Equipment: None.
*Formation: scatter, in a wooded area with several varieties of trees.


Players are divided into three or four groups such as Sugar Maple, Beeches, Yellow birches, ironwoods. In an appropriate and defined area, players stand touching their trees - only one per tree. 'It' stands at the center spot and calls the name of a group. 'Beeches' for example. At this signal, the designated group changes place with on another, running from one beech tree to another. 'It' tries to claim a tree of his own during the interchange. If 'It' is successful in claiming a tree, the player who is left without a tree becomes the new 'It'.

If 'it' calls 'FOREST', everyone is required to change to another tree of his team's name. To end the game, it is fun to have 'it be it' for four or five rounds of the game calling 'FOREST' every time. As 'it' beats a player to a tree, that player is eliminated. In this way, some trees may be altogether wiped out from the forest, as could happen in our natural environment.

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