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By Cheley-Baker
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Jump the Shot: Have the boys form a circle,
and the leader in the center swings a rope with a ball attached to the end close
to the ground and each player jumps over it as it passes. If a player stops the
moving rope, he is required to drop out of the game. The leader increases the
rapidity of the rope, and continually raises it a little from the ground. To
fasten the ball on the end of the rope, place the ball in a towel and then tie.
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Last Couple Out : The boys form in a double file, each couple clasping hands. The
odd player who is called "It" stands at the head of the double column. He calls
"Last Couple Out," and the last two players in the column run on his
own side of the column and try to clasp hands again somewhere in front of "It" before
being tagged by him. If "It" tags one of the boys before this is done, he takes
that boy as his partner and the other boy is "It". Each couple, after having their
run, take places at the head of the line.
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Robbers and Soldiers: Camp games like these are best
played in a country camp, where there are woods in which the Robbers may hide. The
players are divided between Robbers and Soldiers, there being about ten Robbers
to fifty Soldiers. The larger and stronger players are usually selected for the
Robbers. The Soldiers have one General who directs their movements, and the
Robbers a Captain. |
The Robbers are given five or ten minutes' start from the
prison. The Soldiers stand at this place marked as
their fort or prison until the General gives the command for the search to
begin. The object of the Robbers is to hide so that the Soldiers may not find
them, and when found, to resist capture if possible. They may hide by climbing
trees or dodging behind them, conceal themselves in underbrush, under dead
leaves, etc.
If played right, these camp games should be very strenuous, the
resistance offered by the Robbers requiring several Soldiers to overcome. A
Robber may resist all the way to prison. A Guard is appointed by the General for
the prison, and Prisoners may run away at any time if not prevented by the
Guard. The Soldiers, in attempting to locate the Robbers, will use many devices
besides a simple hunt. For instance, they will form a large circle and gradually
work in toward the center, thus surrounding any Robbers who may be hidden within
the territory of the camp so covered. The game is won when all of the Robbers have been made
prisoners. Old clothes are required for these camp games. The Soldiers will find
whistles an advantage for signaling each other for help. Camp games that are played over large areas of a camp are called wide games.
Be sure to check out our collection of 84
Wide Camp Games!
| Sham Battles: Great fun
may be had with Sham Battle camp games if the arrangements are made several days before
the real fight. Make a large number of shells by tying a teaspoonful of white
flour in a sheet of tissue paper. |
Divide your camp into two sides in the ratio
of four to one, the smaller group to have the advantage of building a fort at
any place they may choose. Give each Soldier a certain number of shells, then
place a flag so it can be reached from the ground any place on the wall of the
fort. Place an Umpire inside the fort and one outside the fort, and allow the
attacking army to approach the fort from any three sides.
At a given signal the
battle begins. Any man hit above the waist except on the arms, is dead, and can
fight no more. He may be wounded three times on the arms or legs before he is
dead.
The object of the battle is the flag. If a Soldier gets the flag in his
hands he is immune from shells until ten feet from the fort, when he may be
fired upon and killed. The flag must be taken fifty feet from the fort before it
is really captured. If wisdom is used in the choice of captains, this game will
be a great success. Pinecones may be used for
ammunition, but if they are chosen, the attacking army should be allowed to use
shields. The ammunition left by a dead
Soldier can be used by his comrades but not by the opposite side.
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Chain Tag: The base line of these camp games is at one end of the
field of play. One player is appointed to be "It" and the two endeavor
to tag another player. The player when tagged joins hands with "It"
and the two endeavor to tag other players. Every player tagged Must join hands
with the others in a line between "It" and the player first tagged by
"It." These two players at the end of the line are the only ones who
can tag other players. If any of the other players succeed in breaking the line
by breaking the grasp of players in the line, the men who are not in the line
have the privilege of chasing those who made up the line back across the base
line, slapping them below the belt as they run. Behind the base line the chain
is again formed and the game is continued.
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| Bombardment: The ground in these camp games is divided
into two equal fields by a line drawn across the center. At the rear of each
section an Indian Club for each player is placed, the player standing in front
of the club. The object of the game is to knock down the opponent's clubs, each
player, therefore, serving as guard to protect his club and as a thrower. He may
throw whenever he can secure a ball. The balls are placed at the beginning of
this camp game in the center of the field. None of the players of either team is
allowed to pass over this center line. The score is taken at a given time, the
side knocking down the largest number of pins winning. |
These camp games may also be
played by using a straight elimination play, that is, as soon as a player's club
is knocked down, he picks it up, and leaves the floor, the games proceeding until
either one of the teams is eliminated. Another variation is to have each player
go over to the opposite side when his club is knocked down until one side gets
all of the opponents' players.
See Also:
Wide Camp Games
Camp Games for
Boy Scouts
Camp Games for All Seasons
Additional Winter Games
Winter Activities
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