Indoor Games. 3rd Poole Sea Scouts

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3rd Poole Sea Scouts Indoor Games 1) Rolling bomb 2) Crab football 3) Rodeo 4) Dodge ball 5) Shark 6) Compass points 7) Murder ball 8) Sumo 9) Chief bunnies 10) Poison 11) Prisoners ball 12) Penfold 13) Torpedo 14) Below the knees 15) Chalk circles 16) Rope jump 17) Single stick 18) Prince of Wales Slipper 19) Wink murder 20) Slam 21) Indoor baseball 22) Indoor cricket 23) Six square 24) Postit note game 25) Wacky Races 26) Piggy back knights 27) Chase the rabbit 28) Snatch 29) Four corner pickup 30) Octopus 31) Kangaroo sumo 32) Bench ball 33) Target 34) Four square hockey 35) Skittles 36) Snow balls 37) Ladder 38) Cat and mouse 39) Catch 40) The great escape

1 Rolling bomb Mark out an end zone at the each end of the hall. Split the players into 2 teams, each team then goes to either end of the hall. The football is placed in the middle and each team is given half of the tennis balls. The object of the game is for each team to try and hit the football into the opponents' end zone using only the tennis balls. The Leaders or Patrol Leaders recover any dead ball from the middle of the hall. 2 Crab football Put two bricks at each end as goals or use chairs etc. Place the ball in the middle. Then all the children get into a crab position - hand and feet on the floor with their backs to the floor - and play football like that. Remember crabs move sideways! 3 Rodeo One person is selected to be on. That person stands in the middle of the hall, every one else stands at one side of the hall. The idea is for every one to get from one side of the hall to the other without being out. To be caught the person who is on has to 'tag' the others as they pass. Once somebody is out they are on with the person in the middle. The game ends when everybody is out. To be caught the person who is on has to 'tag' the others as they pass. Once somebody is out they are on with the person in the middle. The game ends when everybody is out. There are various versions of this game and certain (more 'rigorous') versions are not encouraged on grounds of safety. Traditionally this has been played where the player in the middle picks the player up off the ground once they have caught them. This can lead to dangerous situations developing and this game should be properly supervised to ensure that it doesn't get too rough 4 Dodge ball A game that can be run anytime as a filler or to wear them out. It will improve co-operation skills since it works best when people pass the ball. Basics: All the Scouts spread out around the hall or playing area. Once they have chosen their position they are not allowed to move. One player is called out and becomes the runner. He must avoid being hit by the ball, which is thrown by the other players. He can run, duck, dive etc., but must stay within the boundary of play and cannot hit / knock the other players. The other players try to hit the runner with the ball. They must not move their feet and can only hold the ball a couple of seconds before they throw it. Whoever throws the ball that hits the runner is then up and they must start running. Throwers are not allowed to trip / hit the runner. A Leader or two will be needed to collect the ball if played out of the hut. Variations can be made - Throwers can only use one hand - must stand on one leg - cannot talk / shout. The game continues until everyone is shattered or you need to move on 5 Sharks Lay out a few hoops (or draw chalk circles), these are the islands. The area around the hoops is sharkinfested sea. The Scouts must walk around the hoops, no standing still, hanging around one hoop etc. A leader shouts 'Sharks' and all the scouts should take refuge in a hoop, as many as possible in each hoop. Any scouts caught by the shark (the leader) are out. Leader shouts 'all clear' and the scouts walk around again. Repeat, but remove some hoops so that the scouts really have to crowd into a few hoops 6 Compass points This is a great instant game based on compass points and ideal for wearing Cubs and Scouts out at the start of a meeting, or at the end, or indeed whenever the whim takes you. You can even get a Patrol Leader or Sixer to do the shouting for you...one wall of the hall is designated as North, and the players are lined up at the opposite end (South). The Leader then shouts out a compass point (North, East etc) and the players must race to the corresponding wall of the hall. Another compass point is given, and the players race there, and so on. After a couple of practice runs, the last player to get to the (correct) point each time is knocked out of the game. The number of compass points used is generally determined by the level of compass knowledge of the players, but also by the number of players participating (you try getting 30 Scouts to rush to ESE without any of them breaking limbs in the ruck to avoid overflowing into E and SE!). The game finishes when a) there is only one player left, or when b) the Leader loses his or her voice. It can be played outside, but the boundaries of the playing area need to be clearly defined to stop your Scouts disappearing into the sunset at high speed amidst all the frantic excitement.

7 Murder ball Divide troop into two teams and the ball is placed in the middle of the pitch. Each team to get the medicine ball onto the opponent teams mat at either end of the pitch. The rules are, there are "no" rules but look out for undue rough play. 8 Sumo As per Sumo wrestling on the TV, but slightly gentler. Make a circle on the group and line the group up in height, strength and build order. The smallest two enter the ring. First they pounce around a bit acting hard, then on the cry 'yoshi!' from the judge, they must try to push the other player onto their backs / out of the ring. Winner stays on and plays the next biggest challenger. 9 Chief bunnies All sit in a circle. One player is the chief bunny and places their two thumbs against either side of their head (like antlers) and waves their fingers up and down. The two players on each side are half bunnies and have one hand (nearest to the chief) against their head. To pass the 'bunny' the chief bunny must point at another player with both hands, ensuring that their hands leave the side of their head. The new chief must be quick to assume the necessary position, as do the new half bunnies. A 'dummy bunny' is where the chief points, but his hands do not leave his head. If a player falls for a 'dummy bunny' or is too slow then they are out. 10 Poison A traffic cone or similar object is placed in the middle of the hall. All the players then form a large ring around it. The idea is to make all the other players out by making them touch the cone. If anyone does touch it, then they are out. The winner is the last person still in. This can also be played all holding on to a rope tied into a large circle. Anyone touching the cone or letting go of the rope is out. 11 Prisoners ball A player is only allowed to defend him/herself by using straightened arms with balled fists to deflect the ball being thrown at them (French Cricket style). Be mindful of the more sensitive youngsters and be vigorous in the control of the game until the rules are well known. Be mindful of the more sensitive youngsters and be vigorous in the control of the game until the rules are well known. Over aggressive play should be controlled by use of the 'SIN BIN' or just send them to 'prison'. To keep playing time to a minimum then the game is won by all the opposing team being in your prison. However with older players a certain strategic emphasis can be introduced by allowing a further rule. Players can therefore, in this longer version get out of prison by making a 'clean catch' of the ball. They may at this point choose to throw the ball at the enemy or pass it back to their own side. Once they have made the catch, however there is no free passage home and they must ensure that their legs are not hit by the ball, on the way back to their home area. 12 Penfold Split the players into two equal teams and split the playing area in half. Each team has their own half and must stay in it. Use up to 4 balls. Each team has to try and hit a member of the other team without being hit themselves. When someone is hit they sit on the floor. To get back into the game they have to catch the ball, when the other team tries to hit somebody. Then, and only then they can stand up, and join back in! 13 Torpedo The Cubs form a circle with legs apart and with their feet touching their neighbour s feet. They place one hand behind their back. A ball (a light, soft sponge ball is ideal) is thrown into the circle and the Cubs use their free hand to try and knock the ball between the legs of the other players. They are allowed to defend themselves with their free hand. If the ball passes through some ones legs, that person is out. They come out of the circle and the circle moves in to close the gap so that the game can continue. The first Cubs who are out can help to retrieve the ball, and once enough Cubs are out, a second game can be started to keep them occupied. As the number of Cubs in the circle gets fewer the game becomes more frenetic.

14 Below the knees Leaders stand in each corner of the room. Players start in the centre of the room and are able to move around. Object of the game is to avoid being hit "Below The Knees" by the football. Leaders throw the ball into the centre of the room aiming to hit the players below the knees. When a player is "out" they move away from the play area Last one left is the winner Variations:- more than one football players who are out join the throwers Leaders stand in the centre and the players round around the outside 15 Chalk circles All Scouts line up at one end of hall - touching the wall. A circle is drawn on the floor some way down the hall. When the lights go out, Scouts charge to get in the circle (in the dark!). The lights come back on. Any Scout outside the circle is out. Those left in return to the end wall. The circle is re-drawn (smaller this time) and the game continues until one Scout remains. Usual safety rules about jumping on-top etc., should be applied 16 Rope jump The game requires a circle on the floor of your HQ, which you can draw in chalk. Get yourself a rope and tie a fist-sized knot in the end. The rope should be just over the radius of the circle. The game operates with someone in the centre holding the un-knotted end of the rope and spinning around. Gradually pick up speed and the rope lifts up, as you turn round. The players standing on the circle, then need to jump to avoid touching the rope as it spins. A player is out if they fail to jump to avoid the rope and it touches them. Players who go beyond the end of rope's reach (i.e. off circle) should also be given out. The winner of the game is the player who is left. Note that this game can lead the person in the middle feeling rather disoriented, and that the rope should not be spun too high. A possible problem to be aware of is the rope looping round a foot and pulling them over as you spin it. Watch carefully that it does not get caught on someone or stopped suddenly or you could be pulled over. 17 Single stick A game of speed and dexterity as much as strength. Two players enter the ring and both hold the stick with both hands, one in between the other player s hands. The aim of the game is to push the other player out of the ring or make them let go of the stick with both hands. You may let go of the stick with one hand at a time. No biting, kicking, head butting etc! If there are a lot of players, start with the two smallest, winner stays on to play the next biggest etc. 18 The Prince of Wales slipper The Scouts sit in a circle and are numbered. The Leader chants: "the Prince of Wales has lost his slipper and Number (e.g., 5) has seen it" Number 5 responds: "me sir?" All reply: "Yes, you sir!" Number 5 chants: "not I sir!" All reply: "Then who sir?" Number 5 replies: "Number (e.g. 12)!" 19 Wink murder 1. Everyone sits in a circle, and covers their eyes and the Leader chooses a murderer (unknown to the others) by tapping that person on the head. 2. Everyone uncovers their eyes and the murderer may kill anybody in the group by winking at them. (No one but the murderer can wink). 3. If a person receives a wink he must count 5 and fall forward and say aaahh! (He is dead and cannot participate for the rest of the game), 4. If a person spots another person winking at someone he may accuse that person of being the murderer. 5. To accuse a murderer, a person must raise his hand and wait until he is asked to speak. He may then accuse the person who winked, by saying " I think... is the murderer. 6. After the accusation has been made, the accuser must have someone to back up his accusation. If not, the accuser must die. 7. A murderer is dead if two people accuse him, correctly. 8. If an accuser and a witness are wrong, they both must die. 9. The game ends when the murderer is caught.

20 Slam When the game starts the leader of the game throws half of the balls in to the pitch then blows the whistle. All the players run to pick up the balls (one per person) and then run to the opponent s cone and drops them into it. At the end of the game, the leader lifts the cone and counts all the balls. The one with the most in the cone looses. 21 Indoor baseball This Idea has been developed in various ways. The following rules have worked out very well wherever they have been played: A list of questions is made up beforehand and is divided into three columns for the three ranks in Scouting. Four chairs are placed to represent four bases, also a chair for a pitcher's box if desired. Of course the players' benches must not be forgotten. The fielders are placed as In baseball and a Scout comes up to bat. The pitcher asks him a question according to his rank. If he fails and the catcher answers it, it is a strike. If the catcher fails also, it is a ball. If he answers correctly he is allowed to ask a question to the baseman. These questions to basemen start at first and go right around the diamond in order as different men come up, but start at the first baseman every inning. If the baseman "muffs" the Scout goes to the first if he answers correctly it constitutes a put out. Scouts advance around the bases by being forced, but if a man wants to steal he can obtain permission from the umpire to put a question to the next baseman. If the baseman fails the runner takes one base, but if he answers correctly the runner is out. In like manner if a baseman wants to try a put out on a runner who has an imaginary "lead" he can put a question to the runner. If the runner answers correctly he advances one base, if not he is out. The Scoutmaster will act as umpire. 22 Indoor cricket This is played the same as normal cricket but with a few differences. It can be played indoors or outdoors you set up stumps as normal as both ends of the hall but you also set up a 3rd set adjacent to the batters stumps. The bowler bowls and the batter has to run regardless of weather he hits the ball or not. The batter runs to the 3rd set of stumps. 23 Six square The hall is split into 6 squares. All the scouts start in the first square and try to get each other into the next square. If a scout is got out of the last square they are out. The object of the game is to be the last person in one of the squares. 24 The postit note game This is a game of guess who. All the scouts form a circle and one person is on it. A postit note is placed on there head with the name of a famous person on it. They are allowed to ask each scout a question, which they can answer with either yes or no. The object of the game is to guess who you are. 25 Wacky Races Start off with 4 scouts who will race in a variety of stupid ways from one end of the hall to the other. The scouts bet on who they think will win. 26 Piggy back knights The scouts are paired up and go piggyback. The object of the game is to knock off an opponent s knight. This is a game of tag. 27 Chase the rabbit The scouts are placed in a circle and are told to close their eyes. A leader goes round and places a piece of foam pipe flagging in one of their hands. When the scouts are told now. The person with the foam chases the person on there left around the circle. The object of the game is to now get hit. 28 Snatch The scouts are placed in a large circle. A chair is placed in the centre of the circle. One of the scouts is nominated to be on it and sits on the chair. That scout is blindfolded. The leader chooses a scout, that scout has to quietly creep around the circle to his starting place then enter the circle and retrieve an object from beneath the chair. The person on the chair has to point to where the person creeping is. If he points to that person they are out.

29 Four corner pickup Split the scouts into 4 equal groups and put them into the 4 corners of the room. Place 1 chair in each corner in front of the teams. You put 6 pegs in the centre of the room. Ensure that the teams are numbered. The leader calls out a number that person from each team comes forward and tries to collect pegs from the middle of the room and place them on there teams chair. Once all the pegs from the centre of the room have been taken they may go to the chair of one of the other teams and take a peg. They must place all pegs on there chair and not throw them if that happens the peg is places in the middle of the room as a free for all by a leader. Once all team members have had a go the game is ended and the team with the most pegs wins 30 Octopuses One person is the 'Octopus'. Everyone else stands at once end of the room and they are the fishes. The Octopus shouts 'swim little fishes swim' everyone must run past the octopus without being tagged. If they are caught then they must sit on the floor where they were caught and they cannot move except for their arms, which they can use to tag people as they run past, acting as the Octopus' tentacles. This continues until everyone is out except one who is the winner. Can also be played with the Octopus using a ball the throw at people and catch them out instead of tagging them. 31 Kangaroo Sumo A rope is placed in a circle about 4m diameter (depending on the number of Scouts) to form the ring. The Scouts are numbered off and the leader calls 2 numbers. Those 2 Scouts cross their arms and hop to the middle of the ring. The object of the game is to either knock the opponent over or knock them from the ring, without putting the other foot on the floor or uncrossing the arms. Towards the end it is entertaining to call out more than 2 numbers. This sounds rough, and can be, so a close watch and preferably a soft surface are required. However it is great to watch a small 11 year old hopping like a mad thing to avoid a great hulking 15 year old who then falls from exhaustion! 32 Bench ball Place two chairs at opposite ends of the playing area. Define/mark off goal areas in which no player is allowed to go. Select two teams. Each team has to elect a "goal". (Now for the bit that always causes confusion) The elected "goal" has to go and stand on the chair behind the opposition team (don't know why but however you explain this it never seems to sink in!) Rules: No player must go into the goal area. Physical contact must be kept to a minimum, and no "snatching" the ball out of player's hands. No player is allowed to take more than 2 steps with the ball. The ball must be thrown (without bouncing) to your keeper for a goal to be scored. Team with the highest score at the end wins. Optional Rules: Once a goal is scored the "goal" must change -AND/OR-When the referee shouts "Change Goals" the "goal" must change. Notes: This game benefits from a "sin-bin" With a large number of players you may wish to complicate the issue by introducing more than one ball or even more than two goals (if you are playing in a large hall or outside) If you are playing with Beavers you may wish to place Helpers/Leaders on or besides the chairs. Suggested maximum team sizes are about 10. If you have more you could split them up and have a team "sitting out", cheering on the opposition. 33 Target This requires a suitable hall or trees if played outdoors. Secure the rope across the hall between two suitable secure points. Mark out a number of drop zones and assign a number of points to each, normally 10, 20, 30, 40, 50, and 75, 100. Each Scout climbs to the start of the rope, usually by the use of a ladder, and crawls along the rope. Where they drop is the points they score. The points are summed up on a patrol basis. This can be played whilst other Patrols are occupied in their Patrol Corner.

34 Four square hockey Divide the hall into 4 equal squares (best done with chalk, as this can be washed off easily afterwards). A player stands in each square with an old broom handle (or even a hockey stick). One player also has a plastic freezer ice block. On the starting signal the player with the freezer block hits it into another persons square. The idea of the game is to keep the freezer block out of your square. The player with the block in their square on the finishing signal loses. At this point you can either change all of the players - or play winners stay on. Idea: instead of just blowing a whistle or saying start or stop - why not play it along to music (i.e. when the music starts - so does the game and when the music stops, so does the game). You will find that the players get much more motivated. 35 Skittles Place 10 barrels at the far end of the hall. Each scout takes it in turns to knock over as many barrels as possible with a ball. The winner is the scout with the most knocked over if there is a draw then the drawers re-bowl until there is a winner. 36 Snowballs Divide the scout hut into quarters with the chalk, and split the group into four even teams. Hand out the pre-prepared snowballs evenly around the teams. On the leaders whistle the teams scatter the snowballs they have and then try to keep their own area clear of 'snow' by throwing any snowballs into another team s area. The winning team is the one with the least amount of snow in their area when the leader blows the whistle. (The snowballs do take a long time to make, by screwing sheets of newspaper into a ball and wrapping them with adhesive tape, but they do last an awfully long time, so are worth the effort!) Due to the throwing nature of this game the snowballs should only be replaced with similar soft objects, e.g. Sponge Balls. 37 Ladder Pair off the scouts. Get them to sit in 2 lines each pair facing one another with their legs out starched and touching. This should make a ladder on the floor. Call out a number and that pair race up and hop over the other pairs of legs to the end of the row run around the back of the 2 lines and back to where they started. Variations: Could use math problems like 2x2 or 8-4 etc. 38 Cat and mouse Cat and mouse is more of a relay race for 4 teams there are lots of mice but only 2 cats. At one end of the hall is the fridge where the mice get some cheese and at the other there is your mouse hole but to get to and from the fridge they have to get past the cats. The winning team is the team with the most cheese. If the cats catch you, you are out of the game and if you are carrying a cheese you lose it. 39 Catch Everyone forms a circle with some distance between each other. Everyone closes their eyes and one of the leaders comes round with a rolled up newspaper, quietly he gives it to one of the boys. When he says go the person with the newspaper has to chase the person on his left round the circle trying to beat him with the paper. The Idea is not to get hit. 40 The great escape The great escape as its name suggests is all to do with not being caught. One person is on it he is the guard and has to try and stop you from escaping. You have to escape. There are a number of circles on the floor these are safe ground all the rest of the floor is covered by shark infested custard if you fall in it you are out of the game. The guard also is affected by this and has to stay in the circles or he loses. If the guard touches you, you are caught and go back to the prison. The winner and guard for the next game is the one that got away. You could also use benches chairs swing ropes etc to enhance the game. Book Created By: Stuart Coates