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SCOUT'S
FUN ACTIVITY PAGE |
Scout
Songs Click this link to go to web
page full of Scout Songs.
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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.
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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.
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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
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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 !
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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.
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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.
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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.
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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.
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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.
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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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TROOP PATROLS |
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MISC.
INFO. |
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TROOP
FORMS |
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COUNCIL |
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