Circle Team Games

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A series of Circle Team Games from Gilcraft's Book of Games collected by Francis Gidney, Gilcraft.

PASS BALL MATCH

A large circle (40 feet) is chalked on the floor; one team inside throw a ball from one to another. Two members of the invading team enter circle and try to touch the ball; when one does so he goes out of the circle and another of his team takes his place. If the ball or a player with the ball goes out of the circle, the invader who has been in longest is replaced. Invading team to get all its members in and out of the circle quickest wins. Invasion is taken in turns.

PASS FASTER

Two teams form a circle, facing in, members of teams alternate. Leader of each team has a ball, and they are on exactly opposite sides of the circle. The ball is then passed or thrown by each player to the next right-hand member of his own team. A dropped hail must be recovered by the dropper, who must regain his place before passing it on. Team whose ball catches the other wins. The balls should be of different colours, or some more difficult object may be used.

CROSS PASS FASTER

(Variation of PASS FASTER) Two teams in concentric circles so that no member of a team has one of his own team next on his right, left, or just behind him (i.e. two concentric alternated circles). Ball is then passed zig-zag, otherwise as PASS FASTER.

WEAVER'S RELAY

Two or more teams in circle, facing in, a yard between each player. Teams placed concurrently, NOT muddled up. On “Go,” first member of each team runs round circle to his right, zig-zagging between the other players; on regaining his place he touches No. 2, who does the same, and so on. First team to finish all players wins. No obstruction allowed.

BOMBING THE GARRISON

All one team in a large marked circle, all other team (or teams) outside. Those outside throw tennis ball to hit those inside, who, if hit, fall out. Any inside making a clean full-pitch catch gets one extra life for each catch and may KICK the ball out as far as he likes. Inner team may KICK out a stationary ball. Outer team must always throw from where the ball stops. One throw can only cause one “death.” Teams go into circle in turn, and the one that takes longest to wipe out wins.

EGG-IF-I-MOO (or hat ball)

Players' hats bunched together in centre of a 10-feet radius circle, players round edge. One throws a tennis ball into one of the hats, not his own, If he misses, a mark is put in his hat, if three times, another takes his place. Owner of the hat in which the ball lodges runs in, picks up ball, and then cries “ halt.” The rest run away but stop at the word. Player with the ball may not leave circle and tries to hit one of the others with ball, if he fails, a chip is put in his hat; one hit becomes IT. Team with fewest chips wins.

BUCKET CRICKET

No. 1 of batting team takes his place on an upturned bucket in centre of circle (18-feet radius), with a bat 18 inches long. Other teams by throwing under-arm from outside circle try to hit bucket with ball. Teams bat in turn. If batter hits ball = 2 runs; if ball is not hit but misses bucket = 1 run. If ball hits bucket, is caught full pitch, or batter falls off bucket, he is out. Team with most runs wins.

STORM THE CASTLE

Players form a circle, hands joined, one team outside. Team getting all its members in quickest wins. Teams “storm” in turn.

WHO ARE YOU A’SHOVING?

A bit of floor is marked off capable of holding half the players packed tight. Teams line up round it. All try to get into the marked area, only shoulder-heaving allowed. After two minutes team with most in wins. Variation.-A target with concentric circles of different values marked on floor. Score reckoned by these values. Any part of the person in counts as all in.

JUMPING HANDS RELAY

(Variation of BOMBING THE GARRISON)

As for BOMBING THE GARRISON, except that players sit on floor, holding hands, and those racing jump in and out over the hands. Variation.-As above, but going over and under the hands.

MESSAGE RELAY

Two teams in circle, members alternately. Nos. 1 of each team are told different messages of the same length. These messages are passed round in opposite directions. First team with correct sense of the message wins