Compass Games
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North, South, East and WestScouts are formed up in open formation. The four sides of the room are named North, East, South and West respectively. Whenever the Umpire names a direction the players immediately jump to face in that direction. Scouts who make a mistake, or who move too late, sit down in their places until only one remains standing. When the players have become thoroughly proficient the game should be stopped suddenly and another direction indicated as North.
Eight Point Compass GameScouts are formed up in open formation. The four sides of the room are named North, East, South and West respectively. The corners of the room are named to correspond with the intermediate compass directions. Whenever the Umpire names a direction the players jump to face in that direction. Scouts who make a mistake, or who move too late, sit down in their places and remain seated until only one player remains standing. To add variety and to increase alertness when the Umpire calls S.W. nobody may move. Any player moving sits down. When the players have become thoroughly proficient the Umpire should stop the game suddenly and indicate another direction as North.
Sixteen Point Compass GameSixteen players take part in this game. A circle is marked on the floor, and sixteen small cards are prepared each giving one of the sixteen compass points. These cards are placed back up on a table. Each player takes one of the cards at random. The Umpire finds the player who has picked up the North card and places him anywhere on the circle. On the words "This is North - Fall in," the others take up their appropriate places in the circle. After the players have become thoroughly proficient the Umpire should take any player (say E.S.E.), place him anywhere in the circle, and say "This is E.S.E.- Fall in."
Dutch Compass GameFifteen players take part in this game. The players stand in a circle, 10 to 12 feet in diameter. The Umpire stands in the center of the circle holding a scout staff upright with one end on the ground. On the words "Fall in" players take up positions on the circle (facing inwards) to represent the compass points, the Umpire indicating where a space is to be left to represent North. He commences by calling a compass direction, say E.S.E., and simultaneously releases his hold of the staff. The player occupying the E.S.E. position on the circle must catch the staff before it has fallen. If he succeeds he returns to his place and another direction is called. When a player fails he goes to the North space on the circle and the place he left becomes the new North, all of the players immediately picking up their new compass points. The Umpire calls a new direction. |
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Last modified: October 15, 2016.