pg. 0
NOTE
This book has been compiled from every available source by the Training Team of the Scout Movement. To all their helpers, animate and inanimate, conscious and unconscious, they offer their grateful thanks. Copyrights are tricky things, but it is believed that none have been infringed, for it is the description that counts; no one can copyright a game that was played before the flood, although be may copyright his own pet description of the way he himself plays it. Instances are common of some one who thinks he has invented a game finding that that game has been played for centuries in another part of the globe. All Scouts who have re-read their copy of Scouting for Boys have realized that to the full.
This is a compilation of Games for Scouts, although some games published as "Cub Games" are included in it, and these and others may be quite suitable for Cubs.
It is hoped that the collection will form a foundation on which it will be possible to build further books of games -general or specialized--in the future. Time alone will show if this is possible I
"GILCRAFT. "
pg. 5
CONTENTS
INTRODUCTION
BIBLIOGRAPHY
EXPLANATION,
SENSE TRAINING GAMES
QUICKNESS OF THOUCHT
TASTE
SMELL
TOUCH
HEARING
OBSERVATION
OBSERVATION AND DEDUCTION
SELF-ASSURANCE
GENERAL CIRCLE GAMES
CIRCLE TEAM GAMES
GENERAL TEAM GAMES
TEAM RACES AND RELAY RACES
MISCELLANEOUS GAMES
GAMES FOR SCOUT TESTS
A CATALOGUE OR INDEX OF GAMES
page · 9 · 13 · 15 · 17 · 17 · 25 · 25 26 26 28 · 33 36 · 44 · 55 · 59 · 77 · 106 · 112 · 119
pg. 7
<%>INTRODUCTION
the value of Games in Scout training is now too well known to need any emphasis, but, despite that, there still exists a very great ignorance on the subject. Many Scouters have not realized that the introduction of new games from time to time is in itself an education, whether the game proves successful or not. Many Scouters insist on playing a game exactly as it is described, or as they have seen it played elsewhere, without previous thought or subsequent experiment to see whether some small change or other might not make it more suitable for their particular Troop.
The object of this book is to bring the maximum number of games into the smallest possible space. It is intended to be a Games Record Book which may help the Scouter to make up his programs for the Troop. It makes no claim to contain anything original in the way of material.
A very large number of the games contained herein are old favorites in their original, or a slightly varied, form. But that slight variation may just make all the difference as suggesting ways in which other games can be varied to make them more interesting to the particular Scouts concerned.
Generally speaking all the games have been tried out on a particular Troop-still alive, despite it all, by the way and the names of the games and method of playing them are those adopted in that Troop. That is an important Point for the user of the book to keep in mind.
Broad classifications only have been used (vide p. 119) owing to difficulties of cross-indexing, and, as a matter of fact, the book has been printed direct from the card-index used Scoutmasters will find that a card-index is the most suitable form in which to keep their games record,
since cards can be added or removed at will without disturbing the general arrangement.
The descriptions of games have been cut down to a minimum in' order to save space and expense, but in a number of cases a reference has been made to some book Of games where a fuller, though not necessarily precisely similar, description of that particular game is given. Even in the usual games books descriptions are given which need elaboration--when the game is actually played--according to the needs and types of the players.
In this book the skeleton only is given, and it is left to the Scouter to clothe that skeleton in solid flesh and respectable skin so that his Scouts can welcome it and not turn with loathing from it. In games, as in everything else in Scouting, local conditions play a very important part, and the Scouter who is using games as a key to the padlock of the boys' characters, must realize this to the full, and be prepared to make alterations in rules and conditions, to drop out conditions which are unsuitable, to combine games together in one, and to suit his programme of games to his programme of other Scout activities. To play a game merely for the sake of playing a game is not good Scout training. The Scouter must have something else upon which to base his choice.
A perusal of the Introduction to The Book of Cub Games will well repay every Scoutmaster.
A few practical hints may not come amiss to the Scouter. Make absolutely certain that everyone thoroughly understands the game before it starts, even if this does, as has been known, entail the rendering of the description and rules in four different languages.
Games should start with Patrols in some recognized formation and at " The Alert " or " At Ease," and should finish in a similar manner. P.L.'s and others not actually engaged in the game should be used as referees, helpers, and so on, so that everyone is connected with it.
Frequently the Scoutmaster will do well to hand the actual control of the game over to one of his A.S.M.'s or P.L.'s. As a looker-on he can pick up valuable points about individual boys he might otherwise miss.
All gear should be collected and made ready before the game is announced and its description given.
Games should be varied as much as possible, so note down the dates on which any game is played. There is room on the margin of the pages of this book for these and other notes.
Finally remember that games are only useful when they are subordinate to the general scheme of Scouting. If they overshadow other Scouting, then they become a menace, It is the spirit of the game that counts.
pg. 9
<%>BIBLIOGRAPHY
This list by no means exhausts the number of books that have been consulted in compiling this Record Book, but merely illustrates the number and variety of books that are in the market. Of those named here some have been found of great use, while others may only have provided one or two suggestions for inclusion in the record. In this respect a great deal depends on the personal taste of the compiler.
Scouting for Boys, Baden-Powell. Pearson, 2s. 6d.
Scouting Games , Basin-Powell Pearson. Is. 6d.
The Book of Cub Games, Barclay. Brown, 2s.
Games for Scouts, Mackenzie. Brown, 2s. 6d.
Handbook of Games, Goss. Y.M.C.A., Is.
60 Indoor Games, Collyns. Brown, 6d.
Suggestions in regard to Games. Board of Education, 4d.
Training in Tracking, " Gilcraft Pearson: 5s.
Book of Games for Guides and Rangers. Tyake, Is.
50 New Games, Taylor. Knopf, 3s. 6d.
Games and Recreational Methods, Smith. Dodd, Mead & Co., Ios. 6d.
Games for Playground, Home, School and Gym, Bancroft. MacMillan.
Games for Schools and Scout, Mendis. Kanarese Mission Press.
Games worth Playing, MacCuaig and Clark. Longmans, Green, 3s.
A Gamesbook for Scouters. Ceylon Boy Scouts' Association Is. 6d.
How to run a troop, Young. Pearson, Is. 6d.
pg. 13
<%>EXPLANATION
THE games collected in this book have been divided into seven main classes:
Sense Training Games.
General Circle Games.
Circle Team Games.
General Team Games.
Team Races and Relay Races.
Miscellaneous Games.
Games for Scout Tests.
Although all the Sense Training Games have been classified and numbered together, in the Catalogue (p. 119) they have been subdivided into' these sections:
Quickness of Thought.
Taste.
Smell.
Touch.
Hearing.
Observation.
Observation and Deduction.
Self-assurance.
The Games for Scout Tests are also divided in the catalogue into sections for the various tests.
In the Catalogue the games are numbered in each Class, starting with one in each instance. An alphabetical arrangement has not been adopted for various reasons, differing names, meaningless titles, convenience, etc.
To choose a game, look up the particular Class in the Catalogue, run down the list, select one that sounds suitable, or is known; the number before the game gives the reference number of the game, not the page number, in its own class. Turn up the game and decide if it is worth including in your programme or not.
In a number of cases a further book reference will be found in both the Catalogue and the description of the game. The reference is to the original description of the game in one of the books mentioned on pages 13, 14 If necessary the original description can then be consulted.
Where an O appears opposite the name of a game in the Catalogue, or after its description, it indicates that the game is best played out-of-doors.
Remember this book is primarily intended as a Record Book, and has no pretentions to give full descriptions of games.
pg. 15
<%>SENSE TRAINING GAMES
ALL BIRDS FLY (1)
Players in circle round leader. Leader says " ... flies " and flaps arms as if flying. If the object mentioned can fly all trap arms, if not all remain still.
E.g. "fish fly" or "wren flies" meet with an immediate response. "Horse flies" should not. If leader says " pigs fly " all Shout 'r They would if they could but they can't " and ran; leader pursues. Any player caught or running at the wrong time or happing at the wrong time loses a life. Three lives dead Last in wins.
BUZZ (2)
Players in circle. They count in turn, but whenever the number 7 comes, or a multiple of 7, or a figure with 7 in it (such as 14, 21, 27, 28, etc.), the player whose turn it is must say " Buzz." After two mistakes player drops out. 71 is " buzz one," 77 is " buzz-buzz," After each mistake the count starts again at I.
CHANGING WORDS (3)
A short ward is chosen, say "jam," and by altering one letter at a time the players change it to another word of the same length, say "rug." At each stage a word must be formed, e.g. am, ram, rag, rug.
The player doing It in fewest stages wins. 5, 6, 7, letter words are suitable.
pg. 17
CODES (4)
Short messages in code are given the players to solve.