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Welcome to the Wide Games Pages.
All of the Games have been taken from Scoutbase.org.uk's Games Database

Hunt the Leader

Description

The Leaders disguise themselves as well as possible and hide somewhere in the locality (a friendly town is ideal). Eg Elderly lady at hairdressers, tramp in park, punks in phone box etc. (All been done before!). Scouts have to find leaders and obtain password. I would suggest in small groups of 3-4 depending on age etc. Works best when children are unaccompanied so older children are better. Best bit is listening to the children debate who is to approach elderly lady/tramp/punk and ask if they are really a Scout Leader!! Lots of preparation needed!! Takes several hours, but combines well with a shopping trip. Also long periods of boredom for leaders, punctuated by short periods of stiffling giggles!

The Bomb Mission

Equipment

* Ballons
* Whistles
* Torches

Description

This game needs to be played in an area with hiding places such as a wood. Create a number of equal teams, each team will be sent off to a different part of the playing area. A number of Leaders (or PL's) are given the task of either handing out the Bombs (ballons) or discarging them (popping). Each ballon is marked by the team who is carrying it so it can be identified later. The thing that makes this game harder is that the Leaders hide themselves so that the Scouts have to use there sense of hearing and sight to find them. The disopsal units have a whistle and the people who hand the ballons have torches. These are sounded at 1 minute intervals so that they can be found. At the end of the game the team who has disposed of the most ballons are the winners. To add a new element into the ga you can have extra Scouts who can pop the ballons in transit. Before starting define a game over signal.

Water Ferrying Wide Game

Equipment

* Food dye coloured water in old squash bottles
* Plastic cups
* 2 Whistles
* Empty Squash bottles with lids

Description

Two leaders roam an outdoor area (preferably woods). Each blows whistle blasts at 3 minute intervals (staggered). They should try to remain in hearing of each other. One leader blows 2 blasts, the other leader 3 blasts. One leader has a large squash bottle of coloured water and a supply of plastic cups. The other leader starts with one empty squash bottle per team, with the each team?s name written on their bottle. Teams ferry water between the two leaders, at the end of the game (signalled by long whistle blasts) the team with the most water is the winner. To encourage teamwork it is a good idea to rule that water will only be given to or received from complete teams. Teams are allowed to break each other?s cups, but are not allowed to lurk around either of the two leaders.

Whistle Chase

Description

A variation on foxes and hounds where a few set off and hide then the rest find them. The foxes must blow a whistle every 50 paces / 30 seconds. All it means is that the foxes can't simply sit in a bush. No torches allowed. Variations:
-Several separate groups of foxes & hounds where each group of hounds may only catch its own fox.
-Fox whistles whenever hounds shout him to. Can they catch him within 10, 20, etc shouts? - depends on terrain.

Vampires

Equipment

* two pieces of cutlery
* 2 CB Radios
* Dark Clothing
* Candles
* A snappable stick about 1 metre long

Description

This game is proven to work because I have played it with members of the County PLC. The game must be organised by the Leaders and the older Scouts before the other Scouts are informed of playing the game. Someone, preferably somebody that the Scouts do not know (perhaps a Leader from another Troop), takes the role of "the Old Wise Man". The wise man has one of the CB Radios and the pieces of cutlery. The older Scouts who are going to be organising the game with the leaders are "Vampires/Werewolves". They hide somewhere in the woods (preferably a clearing), and they set the candles up in a circle, with the stick in the middle, one of them has the other CB Radio. The "Vampires" then wait in that area until the game has started. The Scouts, who are not aware, are told to walk into the woods. They are jumped by the wise old man who only gives them a fright. He then tells them that there are Vampires in the woods, and that the Scouts are the only ones who can stop them. He tells them that there is only one way to kill them and that is to get the sceptre of evil (the metre long stick) and snap it in half. There is one drawback, if the vampires catch someone from their team, that person will become a Vampire him/herself. The wise man then tells them that two of the team (picked by him at random) are religious, and must stay here, he gives two other Scouts pieces of cutlery and tells them that if the cutlery touches the vampire, it will burn him, and he will run away. He advises that one of the Scouts holding the cutlery stays with the two religious people, because if the vampires catch the two religious people, the vampires have won and the whole team lose. NOTE: THE RELIGIOUS PEOPLE CANNOT BE THE ONES WHO HOLD THE CUTLERY. He then gets the CB radio out and speaks to the Vampire on the end of the line, who takes the role of someone trying to find the Vampires while he is on the line. The "Vampire" then screams and the line goes dead. The old man then leaves them to carry out the game.

Smugglers

In two teams, one team are smugglers, the other are customs, inland revenue or whatever. Best played in thick woods, the smugglers must try to sneak a single item such as can of plutonium or a bag of diamonds, etc through a particular area of woods where the other team lie in wait, to a finishing line. Tactics include sending off decoys, guarding the courier, having 'scouts' going up ahead of the cargo, caches, etc. The game finishes when the cargo is captured or succesfully smuggled, then swap team roles and start again. Points to note: -Clearly define the bounds for the game -It's better to have a finishing line - eg edge of the wood, than a finishing point as the customs team will just 'goal hang' at the end otherwise. -No torches -Don't run in dense woodland at night because of the dangers - holes, branches and 'bogeymen' - leaders

Attack the Lamp

A team of leaders is to set out into woods and set up a position where the lamp is going to be. Another leader is to stationed at base and to give everybody playing the game a life ( a piece of string around the rist). The scouts are sent out to retrieve the lamp but there are leaders who try to take the lives of the scouts. Only scouts with lives can retrieve the lamp. If a scout looses his life he or she must return to base and answer a question before they can recieve another life. The winning team is the one who returns with the lamp and there life's.

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