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From: Stidd, James R., Mr., ACSIM [StiddJR@hqda.army.mil]
Sent: Thursday, February 18, 1999 9:57 AM
To: 'Mike Bowman'
Subject: RE: troop games

Patrol and Troop Competitions

Soccer Frisbee

Equipment: Frisbee, and a field marked for soccer with a semicircular penalty area surrounding the goal.

Object: To send the Frisbee across the opponent’s goal line (sliding on the ground or sailing through the air) as many times as possible. Each goal scores a point for the team.

Method: Divide the troop into two teams, or use patrols. Position a team on each half of a soccer field. Have each team choose a goalie, who stands in the penalty area.

Rules:

1. Play begins when anyone throws the Frisbee high into the air.

2. After catching or picking up the Frisbee, a player may run toward the opponent’s goal. If he is tagged above the waist with two hands, the tagged player must drop or throw the Frisbee within 3 seconds.

3. A throw at the goal can be made from anywhere on the field except within the penalty area. The only person allowed in this area is the goalie. The goalie may leave or enter the penalty area at any time.

4. If two or more players grab the Frisbee simultaneously, a "jump" ball is called. A leader stops the play and throws the Frisbee into the air at the point play was stopped.

5. The only penalty is for excessive roughness. First infraction results in a 2-minute penalty: one player is removed from the field. The second infraction means removal from the game. Body contact is inevitable, but purposeful roughness is unnecessary.

Commando Raid

Equipment: None.

Method: Divide the troop into two teams. Station one team near the light switch for the room and the other team at the far end of the room. Turn out the lights. The object is for the team farthest from the light switch to get through the guarding team and switch on the lights. Set a 3-minute time limit. If the commandos haven’t succeeded in turning on the lights in that time, the guards win that round. If the lights are turned on, note the number of minutes and seconds it took. After the round, change positions so the commandos from the first round become guards for the second. Each side should develop a secret password so that team members can be identified in the dark.

Scoring: Two runs constitute a round. The team that does the best job of guarding or getting the lights on wins the round. Play as many rounds as desired.

Dodgeball

Equipment: Volleyball.

Method: Divide Scouts into two teams. One team forms a circle around the other team. The idea is for the outside team to tag the members of the inside team with the ball. Scouts go out of the game when hit by the ball. After a given time, the teams switch positions.

Scoring: The team that has the most players inside the circle at the end of the playing time wins.

Double Dodgeball

Equipment: Two inflated balls at least 6 inches in diameter; a playing area divided into three equal parts.

Method: One team is divided into two groups. Half the team moves across one end of the area, the other half across the other end. The second team moves into the middle section. The balls are given to the team in the end courts. The end team must throw the balls so as to tag any player in the middle section below the waist. An end player may enter the center area to retrieve a ball, but must carry it (not throw it) back to his end zone before it can be thrown again at the center team. When a player in the center gets tagged, he joins the end team and continues playing by frying to tag his former teammates. When all center players have been tagged, those who started in the center become end players and the original end players move into the center.

Scoring: None—just for fun and alertness.

Crows and Cranes

Equipment: None.

Method: Divide the troop into two teams, lined up 2 or 3 feet apart, facing each other in the center of a room or cleared space. One team is called "Crows" and the other, "Cranes." The leader calls out one of these names, rolling the "r," as "Cr-r-r-rows" or "Crr-r-ranes." All on the team called must turn and run to a wall or given line behind them. If a player is tagged by an opponent before reaching the wall, he is captured and becomes a member of the other team. This is kept up until all players are on one team. The leader can add fun by giving occasional false alarms—for example, "Cr-r-r-rabs" or "Cr-r-rrash." Any player moving on a false alarm is deemed caught and goes to the opposite side.

Scoring: The last player captured wins.

Variation: When a player violates the leader’s call, he drops out. The last remaining Scout earns 20 points for his team.

RELAY RACES

Scoring: first place, 100 points; second place, 50 points; third place, 25 points. Each patrol uses eight runners for each game.

Crab-Crawl Relay

Equipment: One tennis ball for each patrol.

Method: Patrols line up in relay formation at an established line. The leader marks a second line about 25 to 30 feet from and parallel to the starting line. On signal, the first boy in each patrol lies on his back, supports himself with his hands and feet, places the ball on his stomach, and proceeds to crawl, crab style, to the second line. If the ball rolls off his stomach, he must stop and retrieve it before continuing. When he has crossed the second line he runs back with the ball to the next patrol member, who assumes the crab position and continues the relay.

Scoring: The first patrol to finish the relay wins.

Centipede Shuffle

Equipment: 8-10 foot poles (wood or pvc).

Method: The object is for each team to pick-up a pole (carrying it between their legs) and run/walk from the starting point to a distant marker, round it and return.

Hands must remain on your hips at all times and touching the pole with your hands is not allowed. If the pole falls touching the ground, or if a team member slides oft the end, the team must return to the starting line and begin again.

For best results, teams of 4 or 5 people work best.

Initiative Relay—Each Scout runs in his own way, and no method can be repeated within the patrol: forward, backward, hopping on both feet, on one foot, etc.

Candle Race—Run up and back with a lighted candle and a box of matches. If the candle goes out, the runner must stop and re-light it before proceeding.

Bag-Breaking Relay—Run up, blow up a paper bag, burst it, and run back.

Happy Hooligan—Player walks rapidly to the goal and back again with a paper cup balanced on his forehead.

Luck Relay—In front of each patrol is a junior leader with a coin in one hand. The first Scout runs up and guesses which hand holds the coin. If he guesses wrong, he continues running up until he guesses correctly, with the leader changing the coin’s position at will. If correct, the runner returns to his patrol and touches off the next Scout.

Izzy-Dizzy Relay—The first runner runs up to a line, puts one finger on the floor, and circles around his finger seven times, then races back and touches off the second Scout, and so on.

Grasshopper Race-Each runner hops to the line and back while holding a Scout cap or other object between his knees.

Wheelbarrow Relay

Equipment: None.

Method: Establish a starting line and, 20 feet away, a turning line. Patrols line up in relay formation at the starting line. On signal, the first Scout from each patrol places his hands on the floor and the second Scout grasps his ankles and lifts his legs. In this position, they travel to the turning line, with the first player traveling on his hands. On reaching the turning line, they reverse positions and return, touching off the second pair of Scouts, who follow the same procedure. Continue the relay until all patrol members have competed.

Scoring: The patrol finishing first wins.

Horse and Rider

Equipment: None.

Method: The troop is divided into equal teams. Scouts pair up and get into horse and rider position. Teams stand behind lines 20 feet apart. They face each other. On signal, horses try to reach the opposite goal without losing their riders. At the same time, riders try to dislodge opponents.

Scoring: When a rider falls, both he and his horse are out of the game. The team having the most horses-and-rider pairs reach the opposite line is the winner.

Horseback Relay

Equipment: None.

Method: Patrols line up in relay formation with the smallest member of each patrol at the front of his patrol line. On starting signal, he jumps up on the back of the second Scout in line and the two race around a mark set about 20 feet in front of the patrol. As soon as they reach the starting line, the "rider" must transfer to the next Scout in line without touching the floor. If he touches the floor in making the transfer, he must get back on the "horse" that just took him over the course and ride around again before making the transfer. This continues until the rider has made the rounds, riding each Scout in the patrol. If patrols have fewer than eight Scouts, the first horses will have to repeat to make a total of seven laps.

Scoring: The first patrol to finish wins.

I Spy

Equipment: None.

Method: Send the troop out of the meeting room. The leader places a small article (ring, thimble, or other small item) in a place where it is perfectly visible, but in a spot where it is not likely to be noticed. He then calls all Scouts in and tells them that a (name the article) has been placed somewhere in the room. When a Scout sees the object he should sit down without giving away to others where it is. The leader notes the time when the first Scout sees the article and when the last Scout sees it.

Scoring: None—just for fun.

Indian Hand Wrestling

Equipment: None.

Method: One contestant places the outside of his right foot against the outside of the other’s. Both brace themselves by placing their left foot behind them. They grasp their right hands and attempt to throw the other person off balance.

Scoring: The first one to succeed in making the other person move a foot or lose his balance wins. Run the contest for the best two out of three tries.

Indian Leg Wrestling

Equipment: Blanket, if desired.

Method: After a formal challenge, or elimination contests within the patrols, two patrol representatives lie down on a blanket, side by side. Both contestants’ backs are flat on the ground, their legs pointing in opposite directions. On signal "one," the contestants raise their inside leg to a vertical position. On "two" they repeat this action, and on "three," each tries to lock legs with the opponent and twist him over.

One-Handed Knot Tying

Equipment: Two ropes for each patrol.

Method: Divide patrols so that half-patrol teams face each other, with front men about 20 feet apart. Two ropes are placed halfway between the front men. The leader calls out a knot. One player from each half-team runs to the center and, with one hand behind his back, ties his end of the rope to that of his buddy’s. The leader checks the knot. Players untie the knot, run back, and touch off the next men. The rope cannot be laid on floor or ground during tying. Teeth cannot be used. Knots cannot be tied against any part of the players’ bodies. If a patrol has an odd number of members, one boy runs twice.

Scoring: Ten points for the first patrol to finish, 5 for second.

Variation: Add extra fun by having players tie knots behind their backs.

Overtake

Scouts form a circle and count off. You must have an even number in the group. All even-numbered Scouts in the circle make up one team and all odd-numbered Scouts the other team. Hand a basketball to Scout 1. Give the other ball to the even-numbered Scout on the exact opposite side of the circle. On signal, Scouts must pass (not throw) the ball clockwise to members of their team (every other Scout). Both balls will be traveling in the same direction. The object of the game is for one team to pass their ball faster than the other team and eventually overtake the other team’s ball.

Rooster Fight

Equipment: None.

Method: Contestants grasp one leg by the ankle to hold it off the floor. They move about by hopping on one foot. To start the game, the two contestants face each other. On the signal "go," each tries to knock the other off balance by shoulder blocking. Use of elbows is not permitted.

Scoring: The first Scout to knock his opponent off balance so that he touches the floor with both feet scores a point. Two points out of three tries wins the game.

Variation: Rooster Pull—For a "tail," each rooster tucks a 2-foot length of rope under his belt at the back. Each contestant tries to pull out his opponent’s tail and at the same time tries to preserve his own. A tail pulled out scores a point. Knocking one’s opponent off balance does not score a point.

Shoot-the-Gap

Equipment: None.

Method: Goal lines are marked at each end of the field or floor. One Scout is chosen guardian of the gap (the space between goal lines). The other players are divided into two teams and a team is placed behind each goal line. The guardian, in the center, calls the name of a Scout on one team. That Scout immediately shouts the name of a Scout on the other team. These two players must then try to change goals without being tagged by the guardian. If the guardian tags one of them, he changes places with the tagged player and joins the team toward which the tagged player was running. The tagged Scout is the new guardian of the gap and starts the next round by calling out another name. If the guardian tends to keep calling the same name time after time, make a rule that after a Scout has run, he steps back from the main line and cannot run again until all have participated.

Scoring: None—just for fun.

Slapjack

Equipment: None.

Method: Contestant 1 places open hands, palms down, on the upturned palms of contestant 2 who tries to pull one hand, or both, away quickly and slap the back of his opponent’s hands.

When he fails, opponents change hand positions and contestant 1 has his chance.

Scoring: The first contestant to make a given number of slaps is the winner, or the most slaps in a given length of time wins.

Spud

Equipment: A soft rubber ball.

Method: Scouts scatter around the playing area. One Scout goes to the center with the ball. The game starts when he drops the ball and calls the name of a Scout. That Scout retrieves the ball and calls "Halt!" All other players must freeze. The Scout with the ball tries to hit one of them. The target Scout may duck and dodge, but he may not move his feet. If he is hit, a "spud" is scored against him; other players scatter; he retrieves the ball, calls "Halt!" and throws at another player. If a thrower misses, a "spud" is scored against him.

Scoring: The Scout with the fewest spuds scored against him at the end of specified time is the winner.

STEAL-THE-BACON VARIATIONS

Blindfold Steal-the-Bacon

Equipment: Three neckerchiefs.

Method: Two equal teams line up facing each other, about 20 feet apart. Each team counts off. A neckerchief (bacon) is placed midway between teams. The leader calls out a number. The two boys who share the same number are blindfolded, spun around three times, then headed for the bacon. Teammates shout directions.

Scoring: The first player to bring home the bacon without being tagged by his opponent scores 1 point for his team. If a player is tagged by his opponent while touching the bacon or bringing it back, the opponent’s team scores a point.

Horse and Rider Steal-the-Bacon

Equipment: One neckerchief.

Method: Two teams line up as above. The leader calls out two numbers. The smaller of the two boys jumps on the back of the other, who then gallops for the bacon.

Scoring: Same as above. If a horse touches the bacon, the opposite team scores a point.

Signal Steal-the-Bacon

Equipment: A buzzer or signal flag for each team, a neckerchief for the bacon.

Method: Half-troop teams line up in facing lines 15 feet apart. The bacon is placed halfway between the two lines. The captain of each team is at one end of the line with a signal buzzer. Each Scout is assigned a letter. The captains signal this letter to their team. The Scout of each team who has been assigned this letter runs out to the center in an effort to steal the bacon. When he has the bacon, he races back to his team. If he gets there without being tagged by the opposing player, he scores a point. If he is tagged before reaching his goal, the point goes to the other side. At the end of each round, the Scouts rotate so that they have a different letter each time.

Scoring: The team with the most points wins.

The Struggle

Equipment: None.

Method: Two Scouts face each other about a yard apart. They stretch their arms out, lock their fingers, and then lean toward each other until their chests touch, pushing chest to chest.

Scoring: The Scout who pushes his opponent over the goal line 5 to 10 feet behind him wins.

TAG VARIATIONS

Cross Tag—"It" must continue chasing the same Scout until catching him, or until another Scout crosses between them, in which case It must catch the Scout who crossed.

Ankle Tag—To escape being tagged, players must grasp another Scout by the ankle. The Scout whose ankle is grasped, however, is liable to be tagged unless he has hold of someone else’s ankle. The playing area must be small enough to make the game feasible.

Chain Tag—The first man tagged joins hands with the man who is It, and as each man is tagged he is added to the chain. The playing area must be limited so all can finally be caught.

Skunk Tag—Each player holds his nose with one hand, and holds up one foot with the other. A player can only be tagged if he lets go with either hand.

Tractor Pull

Equipment: None.

Method: The "tractor" kneels on hands and knees with a "driver" astride. The driver holds on with his legs. Opposing tractors back up to each other. Each driver reaches back and grasps the hands of his opponents. On the signal to go, each tractor starts

pulling in an effort to pull the other over a line, or to unseat the other driver.

Scoring: The opponent over the line or unseated scores 1 point for the winner. By winning 2 points out of 3, a team wins the game.

Variation: Mass Tractor—A team from each patrol. Tractors back up to a given point, like spokes of a wheel. Each driver mounts, grasps one hand of the driver on each side of him. At the signal, tractors pull until one driver is unseated. That team is eliminated. The game continues until one team is left the winner.

Tug-of-War

Equipment: One rope at least 25 feet long.

Method: Two teams line up single file, facing each other. Players take hold of the rope, and at the signal start pulling. The rope may not be tied around the waist of any player, nor can any player hold onto posts, frees, or any stationary objects.

Scoring: The first team to pull or drag its opponents across a given line wins.

Variation—Teams are given pieces of rope 3 to 4 feet long. Players tie ropes together with sheet bends. The leader ties the opposing team’s ropes together and says "go." This method is not only a test of strength, but also becomes a fine test of the patrol’s knot-wing ability. If rope is unobtainable, a grapevine can be used. If the team captain gets his players to "heave" together, the team will have success even against superior strength.

Jump

Equipment: An old sock with a rubber ball in the toe is tied to a long cord.

All of the players step inside the circle as a center person begins to swing the shot counter-clockwise at ankle height. And they jump into the air as the shot swings beneath their feet. It quickly wraps around the ankles and hog-ties a player who jumps too late. Once you’re down, you’re out. Last one in becomes the new center.

Stand-Off

Equipment: None.

Method: You and an opponent face-off with only one arm’s distance between. Your feet are planted side-by-side on the ground and can not move. Hands are raised to the ready, and are the only body parts that may touch. You will use them to match your opponent’s moves. Using only your hands, you may push or pull-back, stretch arms right or left, or whatever -- in an attempt to draw your opponent off balance.

Scoring: If opponent moves either foot, falls forward, or touches you in any other way, you score the point. Allow enough time to step back and watch everyone else trying to pull this one off.