Toss-a-Name-Game (Introductions)

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Toss-a-Name-Game (Introductions)

  • Circle about 10 to 12 people.

  • Leader passes ball to left and says “My name is _____”

  • Rest carry on passing ball and saying their names.

  • Ball returns to Leader.

  • Leader throws ball to someone shouting after their name.

  • Rest carry on tossing to someone and calling their name.

Carry on till shattered and everyone remembers names.

Mix Groups and try again so everyone has a change.


Everyone in a room

3 refs – one each end, chief ref one on side-line.

Chief ref throws about 30 tennis balls on floor

Object is for everyone to keep balls on the move by gently kicking

Just 6 balls allowed to become HECTIC – game over and timed.


  • RABID NUGGETT – moving ball – Every 15 secs chief ref adds another ball

  • HECTIC – a non-moving ball – Refs SCREAM so everyone notices

  • BERSERK – referee scream denoting a Hectic – Points at the static ball

  • FRENZY – elapsed time when a ball is stationery

  • LOGIC – ball that becomes lodged somewhere

  • PARANOIA – someone who thinks the ref is picking on them

Balloon Frantic

As above using balloons instead – each player blows one.

Touch the ground they are called HECTIC

BOOMERS - broken balloon – Chief ref has some spares.

String Eating – 5 meter (or aniseed string)

The string used is standard packaging string. The string should be a minimum of 1 millimetre thick.
This is a good event to start the evening. Break the group into two equal teams. Have them stand in two rows, opposite a partner. Take the pre-cut 5 metre lengths of string, and give one end to each partner. They put this end in their mouths, and put their hands behind their backs. On your call, they begin to "eat" the string, without the use of their hands. The winning couple is the first to touch lips, or nearly touch depending on their wishes.
Make sure that you have a bin or bag handy for the people to spit the string into at the end. It's pretty gross when it’s all chewed up!

Mine Field

Scatter a large quantity of tennis balls on a floor. Get each team of two, one blindfolded, to walk from one side of the room to the other without touching a ball. Commands from the sideline not near the blindfold person.
Time taken, and deduct 30 seconds for each ball touched.

Comet Balls – Horseshoe

Place two hoola hoops on ground some distance away. Players throw weighted sock (sand of tennis ball) to middle of hoop. Points = 10 completely inside – 5 just touching hoop – 2 6” outside – 1 12” outside; more than 12” forget it.

Ultimate comet balls

As above but throwing from behind back.


All group in large room or outside. One large ball or two – soft beach ball type best. Object is to hit the ball high and not let it fall to the ground; everyone takes part. Same person cannot hit it twice. Either one point for each hit or time the event till ball falls to the ground.

Beetle drive

1. The head
2. The Body
3. A Feeler
4. An Eye
5. A Wing
6. A Leg

The aim of this game is to be the first person to draw a whole 'Beetle'.

To do this, each player will need a pen and piece of paper ( or the proper gaming cards ).

When we play the game, we seat four at a table – two pairs.

Each table need a dice between the four.


The Beetle has 14 parts, which are designated to the following numbers of the dice (see diagram)

Each part must be drawn separately, for example, a "5" for each wing, a "6" for each leg etc.

Each part of the body scores 1 point.

You MUST throw a 2 to start (the body).

When a player draws a whole 'Beetle', they must shout 'Beetle'!

At this point everybody stops and adds up their score.

The pair with the highest score move to a different table.

After about ten or so rounds, stop and add up all your scores, and you should have a winner.

Parachute Cat & Mouse

Group kneels around perimeter and grasp edges.
Mouse crawls and hides underneath while cat crawls on top trying to pounce on mouse. Shaking parachute helps the mouse.

Parachute Partners

Parachute held up; everyone standing. Number opposite players.
Parachute flicked upwards, call a number and the two opposite have to let go and change places from under parachute before it descents.
Dodge Ball with Targets Game

Required: 20 or more Scouts + As many dodge balls as you can get.

6 plastic bottles or bowling pins.
Notes: It really works best in a gym with walls to keep the balls in the area.
It's good to mix up teams after every round or two if you are just playing for fun.
Instructions: Divide in 2 teams.
Use a basketball court or tennis court sized area.
At each end of the court, each team sets up 3 bottles as targets. Each target can have a guardian to protect the bottle, but does not need one. He must stand behind the bottle and can only reach in front of it to deflect thrown balls.
Line all balls up on the centre line and all Scouts on their end line.
On the whistle, Scouts run to the centre, grab a ball, and throw at opponents. If you are hit, you immediately drop your ball, run to the sideline and wait in line at the centre line. You may NOT deflect a hit with a ball held in your hands - that counts as getting hit.
If someone on your team catches a ball thrown at him before it bounces, then the first person waiting in line on the side gets to rejoin the game.
If a guardian is hit, he is not out of the game. He can take a hit instead of letting it hit the bottle. That is why it must be obvious who a guardian is by standing directly behind the bottle.
If a bottle is knocked down by any means (ball thrown, guardian touching it, rebounded ball from the back wall, ...) it stays down and that guardian runs to the sideline to wait in line.
The last team with a target standing wins the round.
Ping Pong Air Hockey

You need: card table and ping-pong ball - 2, 4, or 8 Scouts

Instructions: Put a Scout on each end of the table or 1 Scout on each side or 2 Scouts on each side.
Place the ping-pong ball in the centre of the table.
The object is to blow the ball off any side of the table but your own. (If only 2 Scouts, then you must blow it off the far end).
You may not touch the ball or table with any body part or clothing.
Score 2 points if the ball falls off your side of the table. Score 1 point if you touch the ball or table.
Scout or team with the lowest score after a time limit is the winner.

Rooster Fight

Two at a time fighting in a circle.

Each Scout hops on one leg, holding the other foot by the ankle up at the rear.

To win, he/she must force the opponent to lose balance and let go of their ankle, fall down, or step out of the circle.

The only contact allowed is bumping shoulders - no grabbing.
Spud - an outdoor game.

Any soft ball that won't hurt when it hits someone.

Every player is assigned a number from 1 to the number of players.
Players form a close circle with one Scout in the centre who has the ball.
The Scout throws the ball straight up as high as he can and yells out a number.
Everyone scatters except the Scout whose number was called. He catches or picks up the ball. As soon as he has the ball, he yells "SPUD" and everyone must freeze.
The Scout with the ball can then take up to 3 giant steps towards any Scout he wants. He then throws the ball at the Scout. The target Scout can move all parts of his body to dodge the throw - except his feet.
Everyone gets back in a circle and whichever Scout was hit and is a SPUD gets to throw the ball up for the next round.
Last Scout not being a SPUD wins.
T-Shirt Relay

Equal teams.

1 old extra large t-shirt for each team.
A judge for each team.
Notes: The judge should make sure the shirt is pulled all the way down on each Scout and no short cuts are taken in the heat of competition.

This works on teamwork and everyone is involved the whole time.

Teams line up in single file.
The shirt is given to the first Scout in each line.
On GO signal, the Scout puts the shirt on, turns round and then holds BOTH hands with the next Scout in line, facing the Scout.
All the other Scouts work the shirt from one Scout to the next so he is wearing it. He then turns and holds hands with the next Scout, and so on.

Smoke Stack

One or three tall carpet tubes in centre of room, say 8 foot high, balanced upright.

Barrier of chairs round tubes. No-one allowed to touch or get on chairs.

Ping Pong or tennis ball each.

Teams are given marked balls, 1 each and try to lob balls into top of tube.

First team to get rid of all balls wins.

Ball in a Bucket

2 buckets or pails

1 Tennis ball for each contestant
Split into two teams.

Split teams in half

One half of each team on one side of the room

Other half of each team on the other (facing their own team)

Place each bucket in the centre of the room in line with each team.
Team A….. o …..Team A

Team B….. o …..Team B

Give each team member one tennis ball. Starting from left side each first person tries to toss ball in bucket. Opposite team catch ball if misses and tries to lob ball in bucket.
When all one team’s balls in, they win. Give maximum time, say 10 minutes.

Traversing Game


Tie a tough rope both ends to make a circle.


Everyone forms a circle facing inwards and holds the rope in two hands leaning backwards as hard as they can to stretch the rope tight.


One person climbs on to the rope holding the head or shoulders of the person in front, and gently walks along the rope in a traversing manner.


Step on the rope and not people's hands.


 Have an adult ready to catch anyone who slips off.

Biting the Box


Take an empty cereal packet and place on floor, upright. (remove the top flaps.)


Challenge - Each in turn picks up the box with teeth without touching the floor with hands.


That’s the easy bit.


Now cut an inch or so off the top of the box and next one stoops over to pick box with teeth.


Carry on until not much box left - that's where people start falling over.

Untying Knots

  1. Take a long rope and tie one knot about every three feet. There should be one knot for each person. If you got more than six in the group, you might want to have two ropes.

  2. Lay the rope on the ground or a table in a straight line.

  3. Have each player stand by a knot on the rope.

  1. Have the players pick up the rope making sure each player has one hand on either side of the knot.

  2. They have to untie the knots without letting go of the rope.

Usually it will take some time to figure out how to untie the knots. Some groups end up with more knots before they figure it out! Give them time to solve the challenge.

Be aware that the players may end up in close physical contact with each other during the game.

Name Game

  1. Sit in a circle and the leader will start and finish the game.

  2. Ask everyone to pick a word that starts with the same sound as their first name. The word may or may not describe the person.

  3. The leader says the word he or she picked and then their own name. (Silly Susan )

  4. The person sitting on the leader's left goes second and says the leader's name and then adds their own (Silly Susan, Daring Darlene).

  5. Keep going around the circle until it gets back to the leader, who has to do the whole group!

This game is easier than it sounds and a lot of fun. Encourage the person whose turn it is to try to do it on their own, but people do offer help or clues if someone gets stuck.

By the time the leader has finished, a few of the kids on the left side of the circle may want to try to do the whole circle too!

Tied in Knots

  1. Have everyone stand in a circle.

  2. Reach out with their left hand, and grasp someone's hand.

  3. Reach out with the right hand, and grasp someone else's hand. Each player must be holding hands with two different people.

  4. Challenge them to undo themselves into a circle.

It can work with any size group, but small to medium size groups work best. Once you get over 9 people, split them into two groups.

The groups must always have an even number so the leader may have to get involved too.

Fill the Basket


Equipment: A pail or a large basket; as many tennis balls as possible.

Formation: Scatter

The leader has the basket and endeavours to keep it empty, throwing the balls as far away as possible, one by one only.

The Cubs do their best to fill the basket. See who wins at the end of five minutes !
Played in an open field where there is no cover.
A number of Scouts are blindfolded and placed in a line at one end of the field. Then a Scout Leader or Patrol leader goes to the other end, and blows his whistle every now and then.
The business of the blindfolded Scouts is to tag the whistle-blower.
The latter may stoop down, but must not move about. As soon as a Scout touches the person with the whistle he slips off his scarf and is out of the game.
The whistle-holder should see that no scouts run into hedges or ditches; if notices any of them straying, must blow whistle and so attract their attention in the right direction.

Dutch Football

Indoors or Outdoors

Equipment: Piece of chalk or 2 lengths of rope; 4 balls

Formation: Teams

The room is divided into four sections with chalked lines or rope.

The group is divided into four teams, one standing in each section with a ball.
On the word 'GO', all the Scouts must hop on one leg and endeavour to keep the balls out of their section by kicking them with the foot they are hopping on.
On the call ‘FREEZE’, they must all stop dead where they are and any section that has no balls gets a point.
The leader should be quick to notice where the balls are when ‘FREEZE’ is called, as the balls may easily roll into another section if using chalk. For this reason, sock balls are recommended instead of ordinary ones (rope barrier is recommended).

For this game you'll need 2 large cardboard or plastic funnels.

The opening in the narrow part of each funnel must not be larger than a coin.

The opening in the wide part must be large enough to put it on the player's face.

Beside the funnels you'll need 2 little wooden bricks and 4 chairs. To begin the game put 2 chairs in a line at a distance of 3-4 meters from each other (Goal posts).
Opposite each chair (at the distance of 10-12 meters) put one more chair.
Two players compete in this game. To begin with they sit on their chairs with the funnels in their hands. The bricks are at their feet on the floor. As the leader commands: "Begin!" the players put the funnels on their faces (so as to see the floor only thorough the little opening) and begin to drive their bricks to "the goal" (the space between the legs of the opposite chair).
The player who copes with the task the first becomes the winner. But it's rather difficult to cope with this task, because the players can see only the little space of the floor in the little opening of the funnel, while after each kick the brick drops out of the field of vision.
Advice for the leader:

  1. Watch that the players don't take off their funnels

  2. Watch that the players kick the brick and not drag it.


  • Required: a large bowl

  • A table

  • A drinking straw for each Scout

  • 20 x 2-inch coloured paper circles for each team - different colour for each team.

Preparation: Place the bowl in the centre of the table

Scatter all the paper circles around on top of the table, mixing them well.

Give each Scout a straw.

Instructions: Teams group at a starting line some 10 feet from the table.

On 'Go' signal, first Scout in each team runs to table, sucks up a circle of his colour with his straw and deposits it in the bowl. He then runs back and tags the next Scout.

Scouts can only touch their straw, nothing else.

First team to collect all their circles wins or most collected at the end of a time limit.

A 15th Cheltenham (SHURDINGTON) Scouts Resource

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