8th worthing port beavers games worthing games booklet.pdf · – 4 – october 10, 2008 4 rats and...

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8 th Worthing Port Beavers Games

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8th Worthing

Port Beavers

Games

– 2 – October 10, 2008

2

Active Games Tails.

Need; Fabric tails – sufficient for 2 per Beaver. Each Beaver (except the catcher) tucks a tail into his/her trouser top. The catcher chases the Beavers and tries to steal their tail. Two lives are given to each Beaver, after that they are out. Change the catcher frequently so that everyone has a turn.

Freeze.

Beavers jump, run, head-over-heels, handstands, cartwheels, etc. The leader shouts “Freeze”. All stop immediately and freeze mid position. Any one who moves is out.

Clumps (Teamwork)

Let the Beavers run around the Headquarters. When they hear a leader blow a whistle they must stop and listen. One blow on the whistle – stand still 2 “ “ “ “ -- Find a partner 3 “ “ “ “ -- Groups of three

Islands. Need: Carpet squares. Each Beaver has a carpet square. When told they run around the room. When a bell is rung they race to stand on a square. A mat is taken away each time, and the Beaver without a square is out. Continue until have a winner.

Fill a welly.

Need: Wellies, balls. Who can get the ball into the welly. Play as a team relay game.

Stuck In The Mud. One child is ‘IT’. He/she runs to catch as many as possible. When a child is caught they have to stand still with legs apart, until released by another child crawling between their legs.

Knives, Fork, Spoon.

Knife – child stands straight with arms by sides. Spoon – child crouches down. Fork – child stands with arms up in the air. Caller then calls out e.g. spoon, and all the children crouch down. Then calls e.g. knife and they all jump up with arms by sides. The caller then varies what’s called and gets faster.

Games

– 3 – October 10, 2008

3

Animals

Tiddlers.

Half the Beavers stand in a circle holding hands = the fishing net. The other half is the tiddlers, and they run in and out of the net. The leader shouts “Trap them”, and all those caught in the net join the others to become part of the net. When all are trapped the roles are reversed.

Fishes.

BS stand in a circle. They are named e.g. cod, salmon, crab, prawn. A name is called & all those with that name swim clockwise around the circle. When ‘Tide Turns’ is called they all go anticlockwise. When ‘Shark’ is called they all go back to their place.

Fishes in the net.

2 BS stand in the centre of the hall holding hands. The rest of the colony divides into 2 teams (1group at each end of the hall). The BS have to run to the other end of the hall without being caught in the net. If they are caught, they join the net.

Golden carp in a pond.

Need: 1 fan per BS Each player needs a fan. Mark a circle in the centre of the hall – this is the golden pond. Four teams, one in each corner (& outside the pond), each team has a pile of paper fish. In turn each BS must flap a fish into the pond, go back to the team & the next one goes.

Crab Scuttle relay.

Need: 1 chair per team. Teams line up (BS one behind the other) at end of hall. 1st BS runs up & round chair & back to team. Puts 1 hand through their legs and holds next BS’s hand & together they run up & round the chair & back. Next BS joins on, until whole team has completed the course. 1st team seated wins.

Yeti footsteps Need: Supply of Yeti footprints, approx 30cm x 20cm, with clues written on the back. Write a clue on each one that will tell the BS where the next clue is, e.g. on 4 legs (a chair), draw these in the evening (curtains). Make sure there is a suitable Yeti clue at the end. To add extra interest, you could include some tasks which need to be performed or something to be collected at each clue.

Bunny hop relay Hold a tri-hop-athon in which two or three relay teams compete rabbit - style. If playing this game outside choose 3 landmarks and conduct the race over this course changing hop at each point. Both teams line up at the same mark. When the game starts, the first player on each team must hop on one foot to the second mark, skip from there to the third mark, and then jump all the way back on two feet to tag the next teammate in line.

Fox and Rabbit

Need: carpet squares or sheets of paper. 1 Beaver is the fox and 1 Beaver is the rabbit. The rest of colony spread out around the hall and stand on a rabbit hole (carpet or paper). The fox chases the rabbit around the hall. The rabbit can ‘dive into a hole’ and the Beaver standing on that hole becomes the fox’s prey. If the fox catches the rabbit, 2 new players can be selected. Do not let the same fox keep chasing otherwise they will become tired and disinterested.

– 4 – October 10, 2008

4

Rats and rabbits

2 lines of BS back to back, one pace away from each other. One line = rabbits. One line = rats. A line is drawn across the room at each end, which is ‘home’ To play: The leader calls out R r r r r r r r r r rabbits or R r r r r r r r rats (rolling the r's to keep the BS in suspense). The BS on the side which has been called try to get home behind the line at their end of the room, while the other side chases them. Those who are caught join the chaser's side - repeat until exhaustion sets in!

March Hares.

Line the teams up, smallest to tallest, so that they face a partner in the opposite team. Number the pairs. Call out pairs numbers at random. The pairs must crouch down and hop towards each other with their arms folded. The aim is to knock the other over or make them put their hand on the floor.

Duck, duck, goose.

BS sit in a circle facing inwards. One BS walks around the outside tapping the head of each child in turn and calling ‘Duck, duck’, etc. At one child they will call out ‘Goose’ and run off round the circle. The child who is the Goose gets up and runs round trying to get home again before the first BS gets their place. If they fail they then become the one calling ‘Duck, duck’, etc. When BS had a go he/she then sits facing out of the circle.

Sheepdog trials.

Need: chairs, balls. Game (1) – Using the chairs at one end of the hall, make a ‘pen’ in front of each team (boxes can be used). The BS toss the balls (sheep) into the pen from behind a line. Points are awarded for each ‘sheep’ penned. After a given time tot up the points. Game (2) – three BS link hands & form the head, body & tail of a sheepdog. They have to catch the sheep. When caught they are put in a ‘pen’ by a Leader, when there are 3 in there they become a sheepdog & help catch the rest of the sheep.

Ducks Fly.

The leader stands in front of the others and says, ‘Ducks fly’ while she flaps her arms. Quickly the Beavers all flap their arms too. The leader calls out more activities at a good fast pace: Pigs grunt – all grunt Horses gallop – all gallop Sheep baa – all baa Now and again the leader tries to catch them out by saying ‘Mice growl’, and growling. Any Beaver who growls is either out or loses a life. A player who loses 3 lives is out of the game.

What’s The Time Mr Wolf.

A child or leader is chosen to be the Wolf, and faces a wall with their back to the children. The children call out “What’s the time Mr Wolf”, and the Wolf calls out a time e.g. One O’clock. The children then take a step forward, and repeat the question. At some point as the children get closer, the Wolf calls out “Dinner time”, and chases the children back to base. The one caught then becomes the Wolf. A variation is for any caught to become Wolves as well, and then join hands. When the leader gives a sign, then all the Wolves turn and chase the other children.

– 5 – October 10, 2008

5

Fish Gobbler

Leader is the ‘fish gobbler’. Calls out "Ship" - BS run toward the wall that the leader points to. "Shore" - BS quickly change direction and run toward the opposite wall "Crabs" - BS stand back to back with a partner, then bend over and reach under their legs to hold your partner's hands. Then try to move sideways in either direction. "Sardines" - BS run to the middle of the play area, sit down and safely squeeze as close together as possible like sardines a can. "Clams" - BS quickly find a partner. One BS sits with his/her knee up and the other partner sits on their knees. "Fish gobbler" - quickly lie down on the floor and link arms & legs together with other BS. The leader moves around the area trying to catch out any BS not linked together. "Rescue" – BS quickly jump up, join hands in a big circle and yell out "tuna”

Creeping caterpillars

Play in teams. The first BS in each team kneels down behind the starting line. The next BS kneels down behind and grasps the first BS’s ankles, and so on until the whole team forms a caterpillar. On the word "Go" the caterpillars start to creep forward towards the finishing post some 50m away. The caterpillar must not disintegrate on the way and must still be intact when it reaches the finishing line.

Animal Race.

The BS enter the race as different animals and are told how they should move: A crab scuttles sideways in a crouched position A frog hops along with knees bent using its hands A dog runs on all fours on hands and knees A baboon walks on 2 feet but with its knuckles touching the ground A spider runs along with hands and feet spread out as far as possible.

Trees and Snakes

2 teams in straight lines raise arms to form arches - these are trees. 2 other teams face them holding hands - to form a chain -these are the snakes. On "GO" the snakes wind in and out of the trees. The first back in position wins. If a tree is knocked over the snake is disqualified. To make in harder call "wind is blowing" and the trees wave their arms up and down.

Ball Games

Bash the Ball

Need: Balloons or beach balls, chairs or benches. 2 teams sit on chairs or benches facing each other, about 2m (6ft) apart. They bash the ball backwards and forwards, attempting to get it over their opponents’ defence (heads). When the ball drops behind one of the teams, the opposite side wins the point. Beavers may not stand or kick the ball.

– 6 – October 10, 2008

6

Tunnel Ball

Need: Ball. 2 teams line up, one behind the other, with legs astride. At the start the front children roll the ball backwards through the legs, until it reaches the last child. The other beavers in the line must help to pass it through. If it goes outside the tunnel it has to restart from that place. Once the last child has it, they pick it up and run to the front, and continue again. The winning team is the one who has all the team members over the line first.

Catch – No catch

Need: Ball BS stand in a circle, Leader in the middle. The Leader throws the ball to the 1st BS and calls out either “catch” or “head it”. The BS must do the opposite to the instruction. If they fail they have to kneel on one knee. The ball then continues round the circle with the leader varying the instructions. When it is the turn again of the BS on one knee, if he gets the action right the next time round he then stands up again. If he gets it wrong he goes onto both knees. If he fails for a 3rd time he is out.

Over Ball.

Need: Ball or object. Played the same as tunnel ball, but a ball, or other object is passed over the heads of the children to the last child. The object can be a bucket, hat etc.

Stick and Ball.

Need: Softball, hockey sticks and 2 chairs. Place a chair at each end of the room as goals. 2 teams (A & B) line up each side. In the middle is a soft ball and two ‘sticks’ (e.g. hockey sticks, or rolled up newspapers). The object is to score goals under the chair legs. The children in each team are given a number, so that they go from A1/B1 to e.g. A9/B9, with A1/B1 being closest to their goal. A leader then calls out a number, and those children with that number run & pick up their sticks, and try to be the first to score a goal. The winning team score a point.

Four Corner Football.

Need: Football. Divide the room into 4. Each lodge defends ¼. The object is to keep the ball OUT of the lodge area. When a bell is rung a point is given to the lodge where the ball is. The winner is the lodge with the least points.

Bash the ball.

Need: Beach ball, chairs or benches. 2 teams sit on chairs or benches facing each other, about 2m apart. They bash the ball backwards & forwards, attempting to get it over their opponents’ defence (heads). When the ball drops behind, the opposite team wins the point. BS must not stand or kick the ball.

Below Knee Ball.

Need: Large softball. One lodge stands in the middle, and the rest of the Beavers form a circle around them. They must try to hit the legs of the middle beavers with the soft ball. The children can kick the ball away, but if they are hit on the leg they go out and join the rest of the circle. Change and give each lodge a turn in the middle.

– 7 – October 10, 2008

7

Hot rice.

Need: Hoop, ball, bat. Place hoop in the centre & 1 BS stands in it with a bat. Rest form a circle around it. A soft ball is thrown at the legs of the child in the middle & they have to try to hit the ball away without leaving the hoop. If they are hit they are out & the ‘hitter’ takes their place.

Beaver games

Revolving beavers.

Need: Blindfold. Select a BS who stands in the centre of a circle formed by the remaining BS. The other BS move around him silently, until the BS in the centre calls ‘stop’. The blindfolded BS then moves forward & tries to identify which BS is closest. If they guess correct they change places.

Otters and Beavers.

Divide the BS into 2 teams and stand them in lines opposite each other. One team are otters, the others are beavers. One otter approaches the beaver line and taps 3 outstretched palms. The last person tapped chases the otter back to their line. If the otter makes it back the beaver is captured and sits behind the otter they were chasing, but if the beaver catches the otter they both return to the beaver line and the otter sits behind the beaver.

Beavers on the riverbank.

Beavers pair up and form a circle, with the pairs standing one behind the other. The Beavers in front sit on the floor, with large spaces between them. They have their legs crossed and arms folded and are the ‘rocks’. The leader calls “swim up river” and the BS that are standing run around the outside of the circle back to their places, in an anticlockwise direction. When the leader calls “swim down river” they run in a clockwise direction. When the leader calls “shoot the rapids” they weave their way among the ‘rocks’. After a while the running BS change places with those on the floor.

Beaver under a blanket.

Need: Blanket, music. BS’s move around to the music. When music stops, the BS’s crouch on the floor with their eyes shut. A Leader covers one of the BS with a blanket & then asks the colony to guess who is hidden. Repeat, choosing a different BS each time.

Beavers (using the rules for Port and Starboard) Gnaw a tree – crouch down & pretend to gnaw Build a dam in numbers – BS get into groups of that number Catch a fish – clap hands, with outstretched arms Go to sleep – curl up into a ball on the floor Swim – get into line in front of the leader Be a log – lie on the floor with one leg in the air

– 8 – October 10, 2008

8

Beaver Hunt.

Need: Blindfolds. Need a very quiet room. Have 1 beaver and 1 hunter. They are both blindfolded and at opposite ends of the room. They have to change ends of the room without being heard.

Beavers In A Lodge.

2 Beavers make an arch = Lodge 1 Beaver crouches under arch = Beaver 2 spare children = 1 Fox and 1 Beaver The fox chases the beaver, who must escape by ‘pushing’ another beaver out of a lodge, and taking their place. This new beaver is then chased by the fox, and so the game continues. After a while swap over the beavers making the arch, so that all the children have a go at being chased.

In the Pond, On The Bank.

Need: rope or chalk line. A line is drawn or represented by a rope or tape on the floor. One side is the bank, the other the pond. Leader calls ‘On the bank’ or In the pond’ and the Beavers have to jump to the correct side. Once they have had a few goes, the leader can confuse them by saying ‘In the bank’ or ‘On the pond’. Beavers are out if they get it wrong.

Leap the river.

Need: 2 ropes. The 2 ropes are laid on the floor a couple of feet apart. The BS jump from one side to the other. The leader then moves the ropes further apart and the BS jump again. The game continues with the 2 ropes being moved further apart each time. If the BS ‘fall into the river’ they are out. Continue until there is a winner.

Logs and Rapids.

Beavers pair up and form a circle, with the pairs standing one behind the other. When the leader calls one of the following instructions the BS’s on the outside then run round the circle and return to their place. Look for Logs = they run to their Left (clockwise) Ride the Rapids = they run to their Right (anticlockwise) Change Partners = the outer BS’s crawl through the legs of their partner, so that the inner BS are now the runners.

Hole In The Lodge

After a long winter the lodge is in a bad state of repair. Water is beginning to leak in and the beavers must repair it before the whole lodge collapses. Beavers pretend to have hammers and nails. The leader points and calls out “there’s a hole in the wall”. All the beavers run to where she has pointed and pretend to repair the hole. The leader keeps noticing more holes that need repairing.

Christmas games Christmas circle game.

Name the BS presents, cracker, balloon, tinsel. As their name is called they run round the circle – call ‘turkey’ run the other way – call ‘Christmas’ go back to place .

– 9 – October 10, 2008

9

Halloween Go to Sleep Mr Wizard

Need: A cauldron, and a chair. 1 beaver is the wizard sitting on a chair with their eyes covered by a hat or their hands. The rest are Gnomes and sit in a circle around him/her. There is a cauldron on the floor by the wizard. One of the beavers is chosen to be the thief, and whilst the rest of the children chant “Go to sleep Mr Wizard” he/she creeps up to the cauldron and steals it. At this point all the other beavers shout “Wake up Mr Wizard”. The thief has to run round the and back to his place before the Wizard catches him. If he is caught, the roles are reversed.

Giants, Wizards and Gnomes

Played as paper, scissors and stone. The children are divided into 2 teams at each end of the room. A leader is assigned to each team and another is a caller. The team leaders then tell the children which character they are going to be, and line them up. They all then take 3 steps forward each, and then act out their character. Wizards pose with their hands held out in front of them chanting a spell. Giants pose in a menacing lumbering position and roaring. Gnomes pose by bending down with their hands wiggling by their ears and making squeaking noises. The caller then shouts out and tells which character chases the other. Giants beat Gnomes – because they squash them. Wizards beat Giants – because they are magic. Gnomes beat Wizards – because they run up their skirts. Those caught then go over to the other team.

Wink Murder

One person goes out of the room and the rest form a circle. The leader walks around the outside of the circle and taps someone on the back. This person is the murderer. The person then comes back into the room and has to try and guess who the murderer is. To commit a murder the murderer must wink at someone. As soon as they see the wink they must fall to the ground screaming and moaning and stay there until the murderer is caught. Then the game starts again with a different murderer.

Fireworks

Fireworks.

One Leader as a caller;- Rocket – run to the wall; Fountain – star jump; Cracker – jump, feet together; Catherine wheel – spin round; Sparkler – windmill with arms; Bazooka – crouch down, jump up, shout ‘bang’

– 10 – October 10, 2008

10

Treasure Hunt

Need: 10 Halloween cut outs (hat, pumpkin, owl, cat) per lodge. The pictures are numbered from 1-10 and hidden around the room. The beavers work in lodges with a leader/helper sitting on a chair in their lodge corner. Each lodge is assigned one of the pictures. The object is for the whole lodge to search for the pictures in number order. When they find the correct number they must return together with it to their leader, and they will then be sent to find the next number. Winners are the quickest to find all their pictures.

Ghosts and Ghouls.

Have 2 teams and stand them back to back in the middle of the room. One team are Ghosts and the other Ghouls. The leader calls out either one of them and they become the chasers. The other team must run to the safety of the side of the room they are facing. Anyone caught joins the other team and they line up for the next go.

Tasting the Witches Brew.

Need: a cauldron, 2 bean bags per team. Line the Beavers in equal teams at one end of the room. Place a cauldron containing 1 bean bag per team at the end of the room. Give the first beaver in each team another beanbag. At the word ‘Go’ they run to the cauldron and swap the beanbags. They then run back to their team carrying the beanbag on their head. The next beaver continues. They must not use their hands while the bag is on their heads. The first team to complete jumps up in the air shouting “Witch’s brew”.

Full Moon.

All the children sit in a circle, leaving an entrance space. Name them Ghost, Werewolf and Witch in turn. Call out one group, e.g. ghosts, and all the ghosts stand up and run clockwise around the circle. If you call ‘Full moon’ they make the noise of their group. Ghosts Ooooo, Werewolves howl and Witches cackle. If you call ‘midnight’ they change direction and if you call ‘daybreak’ they run into the circle through the entrance and back to their places.

Medium Active Games

Grandmother’s Footsteps.

A leader is Grandmother, and faces a wall with her hands over her eyes. The beavers try and creep up as quietly as possible from base. When Grandmother turns round (at any time), all children have to freeze. Any seen moving go back to base and start again. The first child to reach Grandmother takes her place, and the game starts again.

Stepping Stones.

Need: Carpet mats. Scatter carpet mats around the room; the mats must be just far enough apart to reach with a big stride. Divide the children into 2 teams. One team stands on the mats, the other is in the water. The team on the mats must make their way from one side of the room to the other, without touching the water. The other team can try and make them lose balance, but must not touch them. Any that fall in the water are out for that crossing. Once the team have got across, they swap over, and start again.

– 11 – October 10, 2008

11

Magic Shoes

The Beavers all shout out “What have you got in the shop today?” Whatever the leader calls out the children have to mime, e.g. soldiers, racing cars, cows, mice, etc. When the leader calls out “Magic Shoes” the beavers run away, and the leader has to catch them. Those caught then help catch the next time.

Knights and Dragons.

The Beavers are divided into 2 teams and line up on each side of the room. One side of the room is labeled ‘Dragons’ and the other is labeled ‘Knights’. The leader then calls instructions, e.g.’ Knights 2 steps forward’, and the children follow the instructions. The leader continues calling instructions for each side until he/she calls for one side to catch the other. The Knights e.g. then chase the Dragons, and any captured then become Knights.

Hunt the nugget.

Need: Nuggets. Hide the ‘nuggets’ around the meeting place (outside if fine). BS search for the gold.

Beat the dog.

Beavers find a partner (1 is the postman, 1 is a dog). Sit in a circle in pairs. Each pair given a number. Parcel is put in the middle and a number called. Postman runs one way, and the dog the other, back to their places & into the circle to claim the parcel.

Queen’s Tag

1. Players pair up & stand in a circle. Each pair is arranged so that they are standing facing inwards, one of the pair behind the other. Space them out so that there is enough room to run between the pairs. 2. Choose a pair to be Chaser and Chased. Send one to opposite side of circle to start the game. 3. The Chaser then tries to catch the Chased. They must run in and out of the circle & not vanish off into the distance! 4. When the Chased is tired or nearly caught, he stands still in front of one of the pairs in the circle. When he does this, the one at the back of the pair now takes part in the chasing but becomes the CHASER, and the original Chaser becomes the Chased. It can become a quick, non-stop game if the Chased keep standing in front of the pairs in the circle. 5. If someone is caught, they just stand in front of a pair in the circle and the game goes on! Watch out for: - the circle getting smaller and smaller as the game goes on. When someone is caught, take the opportunity to move the pairs back out a pace or two. - the Chased must stand right in front of a pair. If it is not clear which pair he is standing in front of then the game can go wrong with two Chasers! - make sure everyone gets a go. The Chased do tend to pick their friends so some will get lots of turns & some will get none. Why do we call it Queens Tag? Film footage of the Queen as a child - shows her playing this game aboard Britannia, with some sailors and her sister.

– 12 – October 10, 2008

12

Frozen Bean Bag.

Need : One beanbag per Beaver. Each Beaver has a beanbag which they balance on their head and move around the room, slowly

and gently to get used to balancing. The leader then calls out actions such as hop, skip, walk forwards and walk backwards. If a Beaver drops the beanbag they ‘freeze’, which means they have to stand still. To be ‘defrosted’, another Beaver has to pick up the beanbag from the floor and place it onto the ‘frozen’ head, without dropping his or her own beanbag.

Battle of Hastings

Divide the Colony into 2 teams, Normans and English, at each end of the hall. The teams carry out these actions as directed. Knights – horse action Archers - bow and arrow firing action Infantry – sword action Prepare for battle – down on one knee.

In turn, each team is given an instruction e.g. English archers forward 2 paces; Norman knights forward 3 paces; Norman infantry back 1 pace, and so on. Repeat these until the teams are standing 1m apart in the centre of the hall. On the command ‘prepare for battle’ the Colony drops to one knee. When you call out the name of a team, that team chases the other back to their starting point, where

they are safe. Anyone caught must join the chasing side. Repeat several times.

Outdoor games Red Rover. Determine the boundaries of the play area, e.g. hedge, track markings. The children line up at one end, with 2 ‘catchers’ in the middle. The leader calls “Red Rover, Red Rover, if you have e.g. shorts on come over”. Those children must them run across to the other side, staying within the boundaries, and without getting caught. Anybody who is caught then becomes a catcher. The game continues until all except 2 are caught. The game then starts again, with these 2 as the catchers.

Outer space games.

Comets.

Need: Carpet squares BS move between the carpet squares (stars) as if they were walking on the moon. When a leader calls ‘Meteor Attack’ they must sit on a ‘star’. Remove a ‘star’ each time so that gradually the BS get ‘lost in space’. Continue until only 1 ‘star’ left.

– 13 – October 10, 2008

13

Moon walk.

Need: Blindfold. 4 walls are named; Sun, Moon, Earth, Stars. 1 BS stands blindfolded in the centre of the hall. The other BS run around until the leader shouts to stop. They must then run to a wall. The blindfolded BS calls out one of the wall names e.g. Sun. All on that wall are out. Change the caller regularly.

Star shine.

Need: Torches. Leaders stand at one end of the HQ with torches. With lights off, BS try to creep from 1 side of the HQ to the other. At each count of 10, Leaders will flash on their torches. Anyone caught in the ‘star shine’ must freeze. How many BS can make it across?

Dr Who & the Daleks.

Select a BS to be Dr Who & 2 other BS to be Daleks. They can be identified by wearing their scarves back to front. The remainder of the Colony are heroes. On the word ‘go’ the Daleks chase & touch the heroes saying ‘exterminate’. The exterminated heroes then freeze until they are set free by Dr Who crawling through their legs. Change the lead characters frequently.

Round the sun.

BS sit in a circle. Give each BS the name Star, Moon, Sun in turn. When name called they run round and back to their place.

Passport games

Travelling Light

Need: A list of cities

Leader stands in the middle of the circle, and one by one tells each Beaver a holiday destination and asks them for 3 items that they would like to take with them. Each of the items must begin with the same letter as the holiday destination and can be as silly as they wish, e.g. Edinburgh – eggs, earmuffs, elephants.

Destinations : Athens Brighton Canada Devon Egypt Florida Glasgow Hastings Italy Jamaica Kent London Malaga Norwich Oslo Paris Quebec Rome Spain Tunisia USA Venice Worthing Xabia York Zanzibar

Football around the world.

Divide BS into 2 teams. 1 team can be the catchers; other team to be the runners. Catchers stand in a circle with leader in centre. Leader throws ball to each BS in turn & counts number of successful catches the team makes. Runners form a line near to the circle & in turn run round the circle, to the back of the line. They shout stop when each BS has taken a turn. Teams swap over. Winning team is the one with the most catches.

Dutch Cheese To Market

Need: Large sheet of cardboard, and a ball. Two beavers race to the end of the room and back carrying a ball on a large sheet of cardboard.

– 14 – October 10, 2008

14

Post

Need: chairs for all but one person, and a list of towns. Arrange the chairs in a circle. Everybody but one sits down on a chair. Go around the circle dividing the group equally into towns, so that say, three people become Birmingham, 3 Manchester, 3 Liverpool, 3 London and so on. Don’t forget to include the Beaver without a chair. Then announce that you are going to send a letter from one town to another, say from Manchester to London. All the Beavers called either Manchester or London have to leave their chairs and walk to another chair. While they are doing this, the Beaver without a chair nips in and sits down on an empty chair, which will leave one Beaver without a chair in the middle of the circle, the game then starts again. To send a letter everybody must walk, for a postcard they must hop and for a parcel they must crawl.

Race to the pole.

Need: 1 ‘sledge’ and 1 set of ‘skis’ 2 teams. 1 BS pulls the sledge, 1 BS (on skis) pushes. Race to the ‘Pole’, plant a flag & race back to team. Next 2 go etc.

Chopstick relay.

Need: chopsticks, jelly, rice BS do a relay using chopsticks and rice, jelly cubes, etc.

West Indian Hop.

Need: carpet squares as islands The object of the game is for the Lodge to work together to get from one end of the room to the other using the islands. This will require some initiative and co-operation.

Ice hockey.

Need: 2 hockey sticks or rolled up newspapers and balls. 2 teams, sitting opposite each other in a line. Each numbered 1 to ? When number called, run to middle, grab a stick & try to putt into their team’s goal. Put a name on each goal e.g. Toronto Bears, Vancouver Whales.

Giant’s Causeway.

1 BS is Finn MacCool who stands in ‘Ireland’ at one end of the hall with his back to the rest of the colony & the money bag between his feet. All the others stand in ‘Scotland’ at the opposite end of the hall. The object is to get to Ireland & steal Finn’s money bag. Explain that giants are meant to be short-sighted so Finn will only catch BS who are actually moving when he turns round to look. If seen they must sit down where they are caught, or go back to the beginning and start again.

Joey Scout games

– 15 – October 10, 2008

15

HUNTERS AND HORSES

Divide Joey Scouts into 2 groups. Have the first group form a large circle facing toward the centre and then kneel down on all fours. These are the horses. The 2nd group then choose a mount and stand straddling their horse (must stand over and not sit on their horse for safety reasons). Leader will call one of two commands "HORSES" or "HUNTERS". If "HORSES" is called the horse backs out from under it's rider to run in a clockwise direction around the whole circle and back under the hunters legs. If "HUNTERS" is called, the hunter dismounts and runs in an anticlockwise direction around the outside of the circle. Give the Joey Scouts opportunity to be both horse and hunter.

Who's that?

Give a description of someone the Joey Scouts should know , from the clues they determine who the description matches . Try Superman , Batman , Banana's in Pyjamas , Eeyore , a tradesperson , Fireman , Nurse, native animal etc.

Hot or Cold

Need: An object to hide. One of the BS goes out of the room and the others hide an object. Then the child outside is called in and starts looking for it. The others say 'hot' when the child is getting very near, and 'warm', 'luke warm', 'cold', or 'freezing' depending on how close they are to it. When the object has been found it is the next child's turn.

Leaf Shape Hunt

Need: pictures of 4 or 5 leaves On a prepared sheet of paper have, say four or five different leaves. Plant more of the same leaves around the hall. Ask each Joey Scout to find one of each.

Bees, Beasties and Beetles

Need: cardboard pictures of flowers on the walls Make some flowers out of cardboard and attach them firmly to the walls of the hall. Draw a circle,

large enough for the Mob to stand around, on the floor. On the command "beasties" the Joey Scouts jump into the circle. On the command "beetles" they jump back outside the circle. One the command "bees" the Joey Scouts run and touch a flower and then run back too the circle. The game should e

fast moving so that the Joey Scouts have an opportunity to use up plenty of energy.

Buffalo Hunt Need : Balls Joey Scouts are buffalo, Leaders are hunters, the balls are Spears. As with dodgeball Joeys run from one end of the hall to the other trying to avoid being hunted by the hunters on either side of the hall.

Plate of feathers race

Need: Feathers , paper plates Races of groups of 4 -5 Joey Scouts, each with a plate with 4 feathers on. Object to run as fast as possible to the end of hall and back keeping all feathers on the plate. If a feather flies off the plate they must stop pick up the feather, do a mock Indian dance and continue. Plates and feathers are then passed to the next Joey Scout.

– 16 – October 10, 2008

16

Sock relay Need: socks, line, pegs Play in 2 teams. Put 1 basket of socks onto a table and on the word ‘GO’ the first Joey Scout takes a sock and pegs it onto the line. Then run back to end of team when the next Joey Scout has a go. This goes on till all the socks are on the line. Then the first Joey Scout must fetch a pair of socks from the line and bring back to the table. The game ends when all the socks are back at the table.

Spiders & Flies

Establish a home line or lines. Some distance away, place one Joey sitting on the ground as a spider. The others, the flies, skip about the spider in a circle clapping hands and buzzing. The spider sits still and waits, then suddenly leaps up and chases the flies who run for the home lines. Any flies caught become spiders. Continue until all are caught

Hula Hoop Relay

Need: 1 hula-hoop Get the Joey Scout to form a line by holding one hand only. Then give the first Joey Scout the hula-hoop and the Joey Scout must pass through the hula-hoop and not let go of the other Joey Scout hand this goes on till the end of the line

Quiet games

Scavenger Hunt

Need: List of objects to scavenge. Play as an observation game and collect e.g. info from signs, nature objects, objects hidden in the scout hut.

Descriptions

Need: List of items to describe. A description of a bird, fish, animal or object is read out, and the children have to guess what it is. Clues can be e.g. ‘has a face and 2 hands (clock); wheels for the ground and high doors (plane)’. Can also be done as charades.

Treasure Hunt

Need: 10 picture cut outs per lodge. The pictures are numbered from 1-10 and hidden around the room. The beavers work in lodges with a leader/helper sitting on a chair in their lodge corner. Each lodge is assigned one of the pictures. The object is for the whole lodge to search for the pictures in number order. When they find the correct number they must return together with it to their leader, and they will then be sent to find the next number. Winners are the quickest to find all their pictures.

Stick Game

Need: A stick. Beavers in turn are asked to mime with a stick something from a theme given by the leader e.g. sport (fishing, baseball, snooker), profession (cleaner, gardener), weapons (spear, arrow). The other beavers have to guess what they are doing.

Minute game.

Need: A stopwatch. Beavers have to take off their watches. The leader has a watch and tells the beavers when to start counting. The Beavers then have to sit down when they think 1 minute is up.

– 17 – October 10, 2008

17

3,5,7 Fizz.

BS sit in a circle. The 1st one says 1, the 2nd says 2 & so on, counting round the circle. Whenever the number contains a 3 they must say Fizz instead e.g. 11, 12, Fizz, 14. When they have understood this concept introduce the number 5 as well. Allow the game to progress & introduce the last number which is 7 e.g. 11, 12, Fizz, 14, Fizz, 16, Fizz, 18, 19, 20, 21, 22, Fizz, 24, etc. Leaders need to join in.

Stealing Apples.

Need : a pretend apple (ball).

Choose a thief, who is sent outside until you are ready for them. Everyone else sits in a wide circle with the ‘apple’ in the middle. Choose a farmer and keep quiet about who it is. Call the thief back in the room. The thief has to get into the circle, take the apple and get away without the farmer catching him/her. The thief must enter and leave the circle between the same two people. The farmer cannot move until the thief touches the ‘apple’. If the farmer catches the thief, he/she becomes the next thief. If the farmer fails to catch the thief, the thief goes out again and a new farmer is chosen.

Add an action.

BS in a circle. 1st BS performs an action (clapping), next BS has to repeat it & add one more action. BS need to be alert!

Straight Faces

Nobody can keep a straight face in this game! Players sit in a circle, fairly close together. The leader solemnly taps the knee of the person to his right, and each player in turn does the same. When that action gets back around to the leader, he then taps the cheek of the player to his right. And so on, with the nose, ear, eye, mouth, or until a player dissolves into laughter

Sea themed games Port And Starboard.

Label the room as Port, Starboard, Bow, Stern and Midship. The leader then calls out various instructions which the Beavers must follow. Climb the rigging – mock climbing action. Captains coming – stand and salute. Submarine – lie on floor with one leg in the air. Man the lifeboats – sit on floor and pretend to row. Scrub the decks – down on hands and knee and pretend to scrub.

Pirate’s gold.

Need: blindfold & bag of ‘gold’ The BS sit in a circle with one BS (pirate) sitting in the middle blindfolded & safeguarding a bag of gold. Select one BS who must creep to the centre of the circle without being pointed at by the ‘pirate’. Ensure there is a frequent change of ‘pirate’ . This game requires the BS to sit quietly.

Press Gang.

BS wander round the hall. Select 2 BS to be Press Gang who must hold hands whilst trying to touch 2 more BS. Any BS caught join the Press Gang. As soon as there are 4 in any gang, it divides into 2 pairs for the process to being again.

– 18 – October 10, 2008

18

Cannon balls. (Ball below the knee).

Pass the cannon ball.

Need: ball The BS play this as a relay in Lodges. BS in front passes the ‘cannon ball’ back down the line. Once it is passed that BS runs to the end of the line to receive the ball and continue the line.

Land, sea & air.

Need: ball BS in a circle. Throw ball to each BS, saying ‘land’, ‘sea’, or ‘air’. BS has to name an animal that lives in that habitat before leader counts to 5.

Up Periscope.

Need: periscope One BS is in the ‘harbour’ with a periscope & tries to spot other BS creeping up. If a BS gets to the harbour without being seen they have a go.

Sports Day Games

Sheepdog Trials.

Need: Several blindfolds, a watch with a second hand, an obstacle course. Design a path so that it runs between trees, along a track laid out with branches, etc. Players work in turns. One is the Sheepdog, the other the Sheep. Pairs take it in turns to complete against the clock. The sheep are blindfolded and turned around three times. The sheepdog stands at one end of the course and calls out instructions. The sheep must act only on the instructions of the sheepdog when it moves through the course and into the ‘pen’ at the end. Each pair is timed and the quickest wins.

Wheelbarrow Race.

Played in evenly matched pairs. The smaller one is the wheelbarrow, and kneels down and stretches her legs out behind her. The larger of the pair is the driver. She lifts up the legs of the wheelbarrow and holds them firmly on either side of her body. The wheelbarrow now moves forward on his hands. At the word ‘Go’ the wheelbarrows set off down the course, and the first one whose hands cross the line is the winner.

Ankle Race

The players in each team must bend down, grab their own ankles and then run the race in this silly position.

Potato Races.

Need: metal spoons, potatoes. Played the same as the egg and spoon race.

– 19 – October 10, 2008

19

Ball Sweep.

Need: Brooms, large rubber balls, cardboard boxes. Divide the children into teams with a ball, a broom and a box to sweep their ball into. Spread the players out in a line and on the word ‘Go’ they have to race while sweeping their balls down to their boxes. The first player sweeps the ball into the box, and the next player sweeps it out and back to the start and so on.

Tunnel Ball.

Need per team: ball. Teams stand with legs astride. Ball is rolled between them to last man. He then picks up the ball and runs to front and the game continues. Game is played over a set distance.

Over and Under.

Need per team: plate, softball. Each team stands in line and has a plate with a softball on it. The plate is passed over the head of the 1st Beaver and through the legs of the next. It continues over and under to the end of the row. The last man then runs to the front and the game continues. Game is played over a set distance.

Potato wheel-barrow race

Need per team: potato Organize a wheel-barrow race with a team of two BS-one on the floor walking on hands and the other holding up his/her feet. Put a potato on the back of each 'wheel barrow'. Listen to the shrieks of glee! If the spud falls off, the team must return to the starting line.

Backward Race.

Teams line up and walk backwards round obstacles. Game is played over a set distance.

Waddling Race.

Need: at least 6 people for this race in 2 teams. The players line up behind each other, knees fully bent with each person holding on to the waist of the person in front. At the word ‘Go’ the teams start off. All parts of the line have to keep in step or else they all fall down. The player at the end of the line can call out ‘Left, right, left’ to keep the team in order. The first team cross the line is the winner.

Bean bag race.

Need: Bean bags, hoops, cones. Team stands in line, front BS has to throw a bean bag into a hoop. Once they succeed they run to a marker & back to team. Next BS then goes.

Sports Evening for Beavers vs Parents.

Fire Fire.

Need per team: bucket of water, egg cup, empty bucket. Bucket of water on the ground. Teams line up and sit down behind it. Front man fills up egg cup and passes it to person behind. Passes down the line to last person, who tips it into a container and returns it. Time limit = 3 minutes. Winners are the team with the most water.

– 20 – October 10, 2008

20

Water Relay.

Need per team: large plastic beaker (adult’s have holes in it), cup, bucket, obstacles. Teams standing. Have a large plastic beaker each (adults’ have holes in it). Fill cups from bucket at front, and carry them to end of course. Have to go from hoop to hoop, or round obstacles. Run back, and sit at back. Finish when all team have run. Winners are the team with the most water.

Bean Bag Race.

Need per team: bean bag, hoop. Team stands in line, and front member has to throw a bean bag into a hoop. Once successful they race to a marker and return. The next person continues. Game is played over a set distance.

Tortoise Race.

Need per team: pillow. Team stands in line, with the front person on all fours with a pillow on their back. They race to a marker and back, when the next person continues. If the pillow falls off they must put it back on before continuing. Game is played over a set distance.

Obstacle Race.

Some outdoor obstacles can be:- Run up and down a hill Cross a stream Crawl under a low branch Walk along a fallen tree Run 3 times round a tree Throw a softball to hit a target. Some indoor obstacles can be:- Blow up a balloon Dress up in a hat, jacket, shoes, etc and run to an agreed point before undressing Drink a glass of water Eat a dry biscuit and then whistle Take a bite from a hanging apple.

Orange rolling.

Need per team: orange Team stands in line, with the front person on all fours with an orange or soft ball in front of them. They have to roll the orange along with their nose and race to a marker and back. The next person continues. Game is played over a set distance.

Team Games

Forehead Squeeze

Need: Tennis balls. The idea is for 2 players in each team to carry a ball from one end of the room to the other and back again by holding it between their foreheads. If dropped, they start again. Beavers need to be of similar height.

– 21 – October 10, 2008

21

Grab a Bone

Need : Pretend bone (rubber dog’s bone) 2 teams – sit cross-legged in a line, facing each other – make sure they are at least 2m apart. Number the beavers, so that nobody sitting has the same number. 6 1 5 2 4 3 3 4 2 5 1 6 Call out a number e.g. 4 – both number 4’s jump up and try to retrieve the bone and return to their place without getting caught by the opposite number.

Boat Race.

The players line up in 2 teams of equal numbers and name them Oxford and Cambridge. They sit on the floor close to each other with legs either side of the person in front. On the word ‘Go’ as a team they shuffle the length of the hall making a rowing action, shouting ‘In, out, in, out’. The first team with all Beavers over the finishing line is the winner.

Bottle flap.

Need: 4 plastic bottles, newspapers 4 teams, with a bottle on its side in front of each BS. They move the bottle along by flapping with a newspaper to cause a draught. When they reach a line, they pick up the bottle, run back & the next BS goes.

Scarecrow.

Need: 2/3 sets of large clothes. Divide children into teams of 5 or 6, and choose 1 scarecrow per team. The scarecrows stand at one end of the hall with a pile of clothes at their feet – the piles should be identical, e.g. Trousers, shirt, jacket, scarf, hat, gloves, etc. At the word ‘Go’ a player from each team races up to their scarecrow and dresses him in one garment. When he/she returns to his team, the next beaver goes – the scarecrow must not help the dressers. First team to dress their scarecrow is the winner.

Poison Pool.

Need: Hoop. Play in lodges and have a hoop on the ground, which is the ‘poison pool’. The children join hands to form a circle. The object is to pull each other towards the poison pool. Hold wrists for best grip. If a child is pulled into the pool they are out.

Balloon Row Need: Balloon. The Colony sits in two rows, with their legs stretched out in front of them so that their soles touch. Each player holds one hand behind their back. A balloon is tossed in between the two rows. The players have to try to keep it in the air. If it goes behind the backs of one team, the other team scores a point. The balloon is tossed in again and the game continues.

– 22 – October 10, 2008

22

Balloon football.

Need: balloon. Divide the Joey Scouts into 2 even teams and have them sit on the floor with their legs outstretched to touch the other team members feet - each Joey Scout has a partner to "feet touch" from the other team which they must keep connected for the whole game. A balloon is thrown up by the referee into the middle of the kids and the aim is to hit the balloon with their hands over the other team's heads to score a goal which is a chalk line on the floor approximately 1/2 a metre from the kid’s backs. Have an "out of bounds" line drawn up on the sides as well. The team scoring up to 10 are the winners. If they disconnect their feet the other team scores a point.

Pancake tossing.

Need: 4 cardboard pancakes. Cut 4 large circles of card. Mark ‘Downside up’ on one side & ‘Upside down’ on the other. Teams try in turn to toss the pancake their way up. Point for each correct way.

Pack your bag.

Need: sets of clothes for each team. Team race – which lodge can collect the clothes & pack them in the bag the quickest.

Transport games Flying Formations

The BS run around the hall in circles with their arms outstretched. The corners of the hall are: Control tower; Hangar; Runway; Refueling depot. A leader calls out instructions - while the 'planes' are in the air the leader can 'change flight path' and the BS should turn and run in the opposite direction.

Traffic Lights.

Need: Large traffic light. Red light = stand still. Amber “ = rev up engine. Green “ = Go (clockwise). Make up a large traffic light and uncover one colour at a time. The Beavers have to watch for the lights to change.

– 23 – October 10, 2008

23

Island Relay Beaver Scout sit in teams in relay formation. The leader tells the 1st team member how to travel to the island (to the end of the room and back): Plane – run with arms outstretched Speedboat – run Helicopter – twist around a few times whilst moving forward Ferry – crawl on all fours Canoe- hop

Car park crush.

Need: Mats as car parks Place the car parks on the floor & let the BS ‘drive’ around them. When the Leader calls out ‘parking’ the BS park themselves on a car park. Gradually remove the car parks until all the BS are standing on the same car park.

Memory motorway. Need: Set of large bingo cards for each Lodge plus small cards to match up with them. Give each Lodge a large card & place the small cards face down in the centre of the hall. The 1st BS in each Lodge runs to the centre picks up a card & runs back to match it to a sign on the Lodge card. If it doesn’t match, the card is returned & another BS repeats the process. Continue until all the signs are covered.

Wide games Birds and beetles.

You need 4 bases. These are birds nests, and each bird nest has a baby bird in depending on your numbers. One parent bird. The rest are beetles. The parent bird has to catch a beetle, take it back to the nest to feed the baby bird. The beetle then becomes the baby bird. Once fed the baby bird can fledge the nest and also catch beetles. This means that only 4 Beavers are in nests at any one time, and then for only a short time.

Sun and Ice.

The Ice beaver (have 2 or 3 depending on numbers) runs round and tags people who have to freeze, they stand with legs spread. The rest are sunshine who have to go through the legs to unfreeze the frozen Beavers.

Ball hunt.

Need: a bag of small plastic balls, torches. In advance the Leaders hide the balls outside. The BS must find the balls using their torches.

– 24 – October 10, 2008

24

Bug hunt.

Need: a selection of laminated bug pictures, torches. In advance the Leaders hide the pictures outside, including hanging some from trees. The BS must find them using their torches.

Hunt the Beavers.

Need: Fluorescent tags / arm bands. 1 for each BS. Torches. The BS have a fluorescent tag on them. The Leaders have torches and must find the BS in their hiding places, using the tags to locate them easily.