Sense Training Games
- Quickness of Thought
- All Birds Fly, Buzz, Changing Words, Codes, Do This, Do That, Describing Celebrities, Earth, Air, or Water?, In the Pond, Inquisition, How Green You Are, Matthew, Mark, O’Grady, Priest of Parish, Passing Crossed Sticks, Proverbs, PaperHunt, Spelling Bee, Ship’s Alphabet, Sentence Making, Scout Lore, Touch Iron, Telegrams, Tenderfoot Tim, Tongue Twisters, Up Jenkins, Whizz-Buzz, What am I, Wink, Yes or No. What is It?, Tops and Tails, Grand Mogul, Sequences, Re-arrangements, Analogies, Opposites, Sense?, Missing Words, Reminders, Spell It, Shops
- What is It ?
- What is It?, Stink Trail
- What is It?, Giant Spillikins, What Profile ?
- Location by Sound, Listening Game, What is It?, Clock Tick, Which Whistle?, Blind Man, Sleeping Pirate, Stag and Stalker, Night Attack .
- What’s Wrong ?, What’s Moved?, Who’s hand?, Who’s Foot?, Who’s Nose?, Who’s Shadow?, Observation Race, Kim’s Game, Morgan’s Game, Shop Windows, Picture Reproductions, Who Said That?, Spotting the Spot, Replace Two Chairs, Observation Game, Finding the Numbers, Lost Scout, Celebrities, Old Spotty Face, Quicksight, Far and Near, How Long?, Placing the Staff, Cutting to Fit, Pattern, Blindfold Tent-Pegging , Spot the Colours, Draw a Face as I do, Hide Penny, Pin Hunt, Which Square P, Queer Story, Hidden Stamp, What Did He Do?, Concealed Dispatch, Which Way?
- Observation And Deduction
- Man With Lost Memory, Overheard Plot, Sudden Events, Scene of Murder and Crime, Hidden Treasure, Trails, Treasure Hunts, Blazed Trail, Sand Track Problems, Whose Letter?
- Self Assurance
- Dumb Crambo, Charades, Impromptu Potted Plays, Acting a Trade, Mock Trial, Acting the Law, Disgniscs, Action Games, Stump Orations, Acting Animals, Masks
ALL BIRDS FLY
Players in circle round leader. Leader says ”. . . flies” and flaps arms as if flying. If the object mentioned can fly all flap 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 “They would if they could but they can't” and run; leader pursues. Any player caught or running at the wrong time or flapping at the wrong time loses a life. Three lives dead. Last in wins.
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 1.
A short word 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. jam, ram, rag, rug. The player doing it in fewest stages wins. 5, 6, 7, letter words are suitable.
Short messages in code are given the players to solve. There are innumerable varieties, best to keep fairly simple.
DO THIS, DO THAT
Leader stands out and makes any simple movement, (hips firm, knees bend, etc.), and says “Do this” and all do the same as he did. If he says “ Do that “ none must move. Last left in is the winner.
Each player in turn describes himself as some well-known man or woman, dead or living. If dead he says “I was” if living “I am.” Each other player has one guess that he may use when he likes. The first to guess right counts one. Highest total wins.
EARTH, AIR, OR WATER
One player thinks of an object and the others questioning try to find out what it is. The range of may be limited at the discretion of the leader. .
IN THE POND
Players in circle round leader just outside a chalk line. On order “In the pond” all jump in. On order “on the bank” all jump out If order “in the pond” is given when all are in none must move, and vice versa for “on the bank.” Such orders as “on the pond,” “in the bank,” must be ignored. Two mistakes fall out. Last in wins.
Players in circle, each allotted a number. When a number is called, that player goes to the centre and stands on a chair facing the “Grand Inquisitor,” who asks some question and begins to count ten steadily. If the right answer is not forthcoming before ten is reached the player loses a life. Excessive loss of life leads to an ultimate “ execution.” Questions may be on Scout subjects, general knowledge, or of a catchy nature.
HOW GREEN YOU ARE
One player leaves the room, the rest agree to make him do one certain thing (e.g. undo A's shoe laces.) When he re-enters the room all sing “ How green you are,” to the tune of “Auld lang syne” loudly when he is far from doing the right thing and softer as he gets nearer.
Players in circle numbered from one. Numbers 1, 2, 3, 4, are also Matthew, Mark, Luke and John. Matthew starts by saying “ Matthew to . . . “ (some other number or name) . . . say 7. That one should at once say “7 to . . . “ (another number or name); and so on. Any player failing to pick it up at once goes to the bottom, the others move up and take their new numbers or names.
Players are fallen in and various orders given, games played, etc., but unless an order is preceded by “O'Grady says” it must not be obeyed. Each mistake loss of a life, three lives, fall out. Last in wins.
PRIEST OF THE PARISH
Players in circle and numbered, Nos. 1 and 2 are also “Priest and Beadle.” Priest starts by saying “The priest of the parish has lost his hat, some say this and some say that, but I say No. (say) 7,” and starts to count ten fast. No. 7 should at once say “No sir, not I sir.” Priest replies “Yes sir, you sir.” No. 7 says “Not I sir.” Priest says “Who then sir ?” No. 7 then passes it on to anyone he likes by number or he may say “priest “ or “beadle.” Any not replying before ten is reached goes to the bottom, all move up and take new numbers.
PASSING CROSSED STICKS
Players in circle. Leader takes two sticks and passes them to his neighbour, crossed or not as he likes, as he does so saying, “I pass these sticks crossed (or uncrossed),” referring to whether his own ankles are crossed or not. The player receiving says, “I receive these sticks . . . and I pass them on . . . ,” the leader saying if he is right or not. The one with the sticks may move or cross the sticks as he likes. The game continues till all have spotted the catch and are doing it right.
The leader writes a proverb on the black-board, in the form of a series of X's, one for each letter, grouped in the proper words. Each player in turn suggests a letter, which, if it is right, the leader writes in its correct place. Each player has one guess that he may use when he likes, the first to guess the whole proverb correctly wins.
Each player is given a copy of the same paper. The leader mentions some place, event, or object, and the first to find mention of it in the paper gets a point. This may well be made a team contest, the paper being shared out.
Players in circle. Each adds a letter in turn, endeavouring not to complete a word of more than three letters, but having in view a word that will be ultimately formed. Any player failing to add a letter in a minute, or completing a word, loses a life, third time he falls out. If a player doubts the letters reaching him, being able to form a word, he may challenge, if it is upheld his predecessor loses a life, if not he does. A word is not complete if any addition is possible, as whomsoever or adding “s” for a plural.
Players in circle. Leader names a letter (say) “C.” He then asks the first player “Name of the ship? “ who answers with any reasonable name starting with “ C.” Second player is asked “Name of the captain? Where to? What cargo? etc., and so on round the circle, the letter being changed as necessary. Any player making a mistake, or failing to reply, goes to the bottom.
Players in teams. Leader mentions a word (say) “Rabbit,” each player of each team must say a word in his turn, beginning with the letters of “Rabbit” in turn, so that the whole team make up a reasonable sentence. E.g., 1st player, Rain; 2nd, Angered; 3rd, Big; 4th, Burly; 5th, Idiotic; 6th, Thomas. Best sentence in shortest time wins. Word of origin has as many letters as there are players in the teams.
Teams in a circle. Any player of 1st team, asks any player of 2nd team, any question on any Scout test that the latter has passed. If the questionee can't answer, the questioner must, and if right, takes one point ; if the questionee answers right he takes the point. Then the 2nd team asks the 3rd, and so on. No player may question, or be questioned twice, till all his team have had a turn at each. Asking time same question twice entails loss of a point. Team with the most points wins.
During any game the leader says “Touch iron”, “Touch wood”, “Touch something yellow,” etc., at once all do so. Last doing so falls out or loses a point. Players often fail to go to the nearest object, and the order should be suited to the conditions, not necessarily being too obvious.
Players in teams. Leader mentions a word and a subject, e.g. “Skiff and Chief Scout.” Each team then makes up a telegram about, or from the Chief, the words of the telegram starting with the letters of “skiff” in their right order. E.g. Still keeping in fine fettle. CHIEF. Best telegram in the shortest time wins.
Players in circle. One starts by saying “Tenderfoot Tim went to camp and took ...,” mentioning some object. No. 2 repeats No. 1’s statement and adds another object, and so on. Each falls out as he fails to repeat the list. Last in wins; a list should be kept by the leader on paper.
Players in circle. Leader says “One old owl,” and all pass this phrase round the circle. No. 1 then says “One old owl, Two tantalising tame toads,” and this is passed round the circle. A further phrase is then added and so on. Each falls out as he forgets any item from the list. Last in wins. A list should be kept on Paper.
Players in two teams on each side of a table. One side has a small coin (6d.) which one of the players conceals in his hand. When the opposing captain says “up jenkins” all raise their hands, and place them on the table, as he may direct (slowly, with a crash, crawling about, etc.). If the captain then clears all empty hands off the table, his side score one. If he spots the 6d. without moving any hands he scores 5. If he is wrong he loses 1 or 5 as the case may be. If the “holders” lose, the 6d. changes sides. Only the captain must be obeyed or a point is lost. Captain changes each game.
Exactly as Buzz except that as well as saying “ Buzz” for 7, the players also say “Whizz” for 5. E.g. 57 is “whizz buzz.” 75 is “buzz whizz.” 35 is “ whizz whizz buzz.” Being both a number with 5 in it, a multiple of 5, and a multiple of 7. For further details see Buzz.
WHAT AM I
Each player has one guess. Leader describes something in ten progressive clues, whenever a player thinks he knows what it is, he writes it down with the number of the clue last spoken. If right at clue 1 he counts 10, at 2-9, at 9-2 and so on, if wrong he counts 0. E.g. Crow might start with “A bird” and end with “It says Caw-Caw.” These clues need very careful preparation to get gradually more difficult. The writing is to prevent assistance to one who is still thinking from an earlier guess.
Players in two circles, one player in centre. Inner circle on chairs and one vacant chair. Outer circle behind the occupied chairs at the “at ease” position. Player in centre winks to one of the seated players who must then get to the vacant chair without being touched by the one behind him, if he fails he goes to the centre. If the “chaser” sees the wink first he may touch the other before he moves, but any anticipation must be severely discouraged.
YES OR NO, WHAT IS IT? or CLUMPS
Players in teams. One member of each team goes out of the room, and these settle on some object. They then return to any team but their own, and will only answer Yes or No to any question; if this is impossible they remain silent. The first team to discover the object wins.
WHAT IS IT? (Taste)
Each player in turn tastes a series of well-known flavours while blindfold. Player or team with the best result wins. E.g. Peppermint, liquorice, cheese, caraway, onion, etc.
WHAT IS IT? (Smell)
Each player smells a series of well-known odours while blindfold. Player or team with the best result wins. E.g. Petrol, lavender, eucalyptus, onion, turpentine, etc.
One player lays a trail by rubbing raw onion on posts, etc. (or if indoors on tables, walls, chairs, etc.). The rest follow blindfold with an escort to prevent any possible danger.
WHAT IS IT? (Touch)
Each player handles a series of paper bags with various objects inside, e.g. Rice, lump sugar, tea, etc. Also other objects such as an inkpot, fountain pen, bicycle pump, etc. He is blindfold and may only touch each object for a few moments.
A heap of staves is jumbled up on the floor. Each player in turn by using his own staff, as a rake, tries to remove as many other staves as he can without shaking any of the heap. If he succeeds he has another turn, if not the next player goes. If the game becomes almost impossible a re-shuffle is desirable. Player collecting most staves wins.
LOCATION BY SOUND
Leader takes up a position in an open space, teams line up some distance away and are blindfold. The leader blows a whistle at intervals and each player on reaching him removes his bandage and keeps quiet. First team all to reach the leader wins.
One player is blindfold near one end of the room. The rest, one at a time, try to come from the other end as quietly as they can. When all have passed the listener states how many he thinks have passed on either side of him. The number should be varied each time, and be unknown to the listener.
WHAT IS IT? (Sound)
All blindfold, a series of noises take place, e.g. pumping a bicycle, bouncing a ping-pong ball, click of an electric switch, etc. Players try to identify the sound.
A fairly loud ticking clock is placed where it can be touched. One player from each team enters the room blindfold, all try to touch the clock and on doing so remove bandage arid keep quiet till all have done so. Clock is moved and another from each team comes in, and so on.
(cf. LOCATION BY SOUND) Leader of each team goes the same distance from the starting point, and each has a whistle of a distinctive note, different from the rest. Teams are blindfold, leaders whistle at intervals, and the first team to rally to its own leader wins. Any reaching the wrong leader go back and start again.
Players sit in a circle, one is blindfold in the centre; he points in any direction and makes any reasonable noise. Whoever is pointed at must imitate the noise as best he can. If the blind man can guess who it is they change places, if not carry on. When there is a new blind man the players should move their positions in the circle.
During a meeting various errors are made in the programme, wrong orders given, leaders wear incorrect uniform, etc. Team handing in the best list wins. Unintentional errors detected count 2. Non-existent errors stated to exist count 2 off. Officers should withdraw early and reappear correct or the game is too easy.
All players look at a wall of the clubroom for 2 minutes and then about turn. Certain objects are moved or removed. All look for 1 minute then about turn and teams make lists of moved or missing objects. 1 point for every correct observation. 2 off for every wrong or imaginary one. Best total wins. Move nothing, and watch result.
A sheet is arranged so that only the noses of those behind it are visible. The team behind show their noses one at a time and the others try to guess the owners. Variations.-Hand, Foot, Shadow, etc.
Players at starting line back to the course. Various objects are placed along the course. Players race to winning post and all at once make lists of objects noted. First past the post scores as many points as there are runners and each one after him one (or more) less in the order they finish. To this add 1 for every object noted; deduct 1 for every object not noted; deduct 2 for every imaginary object noted.
Players look at 20 or 30 assorted objects for a minute, and then make a list of those they remember. Accurate descriptions must be given. Variation.-Have 150 objects and let each team look for about 40 seconds. Each team in turn then names an object. 1 mark for each object named right. 1 mark off for failure to mention one at the team's turn. (It may reenter next round.) 1 mark off for object mentioned by another team already. 2 marks off for an imaginary object. KIM should be referred to for the best result (chapter 9.) There are innumerable variations.
Players go to a hoarding and look for 1 minute. Best report of the advertisements wins. This may well be a team contest.
Players pass 6 shop windows looking at each for about ¾ of a minute. Best list of articles in (say) 3rd and 5th shops wins. May also be a team contest. 1 mark for each correct article. 1 mark off for each imaginary article.
Each player looks at a picture postcard for a minute, after a few minutes violent counter-attraction he tries to reproduce the essential points of the picture.
WHO SAID THAT?
Leader notes down the 15 or so most striking remarks of the meeting. At the end the player who can best give the name of the respective spokesmen wins. This may well be a team contest.
SPOTTING THE SPOT
Each player tries to recognise and name a series of photographs of local buildings, landmarks, etc.
REPLACE TWO CHAIRS
Two chairs are left casually in the room in a rather noticeable position, but are not mentioned. They are then moved and each team in turn tries to replace them correctly.
Two small objects are placed on a chair, all are asked what is on the chair (say 2 screws). At first the answer is “Two screws.” Later it will improve to (say) “Two screws, one brass about 1¾ inches long with a large head and coarse thread; the other about ¾ inch long and very rusty.” The standard should improve very quickly.
FINDING THE NUMBERS
Each player looks at a table with numbered circles on it. He is taken a known distance away and faced in the right direction and blindfolded. He turns round three times and goes to the table, scoring the value of the circles in which he puts his hands. He may feel for two corners of the table before making his shot.
One player is sent out of the room in an unobtrusive manner; the leader then announces that he sees that someone is missing and asks for a description for a search party. Best description of missing player and his clothes wins.
A number of unnamed, numbered pictures of celebrities living and dead are posted round the room. The player giving the best list of who they are wins. Variation.-Ask for a fact, place or date connected with each.
OLD SPOTTY FACE
Leader has a card marked out in squares (3 inches in the open, 1½ inches indoors), and a number of black paper discs which he pins on his card in any pattern. Players gradually draw near and mark down the pattern on their own cards. 5 points for each correctly placed disc. 1 point off for every 2 inches nearer than the point where the furthest player completes his card.
Leader has a card and pins to it black discs in any pattern. Each player has a similar card. Leader exposes his for 5 seconds. Most accurate reproduction wins. This game is easier to play and judge if the cards are ruled in squares.
FAR AND NEAR
Leader while on a walk carries a card with each player's name (for scoring purposes). He reads out a list of objects that he wants noted. Players report as they note these and best total wins. An object once scored by a player cannot be scored again, but another example of the same may be scored by the same or any other player. E.g. Match, button, patch on clothes, broken window, piebald horse, hairpin (latter to count 2).
Leader asks players to answer a series of questions such as: How long is that table? How high is that door? How many bricks in that wall ? How long is that bit of cord ? How long has the meeting lasted etc.
PLACING THE STAFF
Leader places a staff in the ground, each player looks at it, is blindfold, then tries to place his as near to it as he can starting about 20 or 30 yards away. No feeling about must be allowed.
CUTTING TO FIT
Each player is given a cork and tries to fit it, by cutting, to a hole the size of which he has judged by eye.
Two players, each with a chess-board and ten draughts-men. One arranges his men in any pattern and shows it for a few seconds. The other tries to reproduce the pattern on his own board within half a minute. The players then change over. One point is scored for each man correctly placed.
A peg is driven into the ground. Each player in turn starts about 6 yards away blindfold; he turns round about 3 times and then tries to advance to where the peg is and hit it with a mallet. No feeling must be allowed. The player who hits it fairly on the top in the fewest blows wins.
SPOT THE COLOURS
A number of small ends of various coloured wool are distributed over a specified area, or along a trail. Each team tries to collect them. Scores.—Green 6, grey 5, brown 4, blue 3, red 2, white 1; or according to the surroundings. O.
DRAW A FACE
Players in circle. Leader draws a face: Outline first clockwise, right eye, left eye, nose downward, mouth right to left, all with the left index finger. Each player tries to do the same in exactly the same order and in the same way.
The leader announces that a man has been found who has lost his memory, the contents of the man's pockets are put on a tray. Each team tries to deduce all it can about the man, and furnish information to help to find out his identity.
During the meeting two loud hoarse voices are heard plotting outside the door. Each team, after they have finished, is asked to produce a report for the police. No warning should be given, but the leader calls for silence as soon as the plotting is first heard.
During the meeting, without warning, two ruffians in heavy disguise rush in and do some act of violence, and rapidly escape. E.g. Kidnapping, assault of the leader, etc. Each team then furnishes a report of the event and a description of the wanted men.
SCENE OF THE CRIME
Each patrol in turn has 5 or 10 minutes in a room where a crime has been enacted and then makes a report of what they think has taken place. The crime is then re-enacted.
Each P.L. gets a mysterious message in a sealed envelope to be opened at a given signal. He then acts on the orders in the message which is a clue to hidden treasure. E.g. From W. W. . . . D. 5 f., search for brass. I.e. 5 feet from the West Wall of the room find a brass-headed drawing-pin in the floor.
Maize.—As for paper chase but less messy. Maize=blood of fugitive. Natural.—Normal track aided by signs made from natural means, e.g. oak leaf on thorn, etc. Wool—Cf. No. 58. Eventful—Any form of trail with possibly an ambush on route and a wounded lion at the end (leader with tennis balls). Problem.—Finishing at (say) a deserted camp information to be obtained from same. Wiffle-Poof—Light log spiked with 4-inch nails, dragged to leave a trail, etc.
One trail for all with clues to be noted and replaced. Separate trail or clue for each player. Limited—Say 16 players. Start 16 clues duplicated leading to 8 more, to 4, to 2, to treasure, thus halving the remaining competitors at each stage; and many others.
Leader makes out a list of well-known local landmarks, etc., with compass bearings where necessary. Each team has a list and starts at a different point, quickest round the course wins. The laying of ambushes along the route adds to the success.
SAND TRACK PROBLEMS
A simple scene is performed on a sand track or other prepared ground. Each team is allowed to study the tracks for a few minutes and then gives its report. The scene is then re- enacted.
Leader places a penny in a place where it can be seen without anything being moved. Players then enter the room and as each sees it he goes and sits down without attracting the attention of the rest. So on till all have seen it.
Pins of various sorts are more or less hidden about a room. White pins count 1. White pins with coloured heads count 2. Black pins count 3. Best collection wins.
One team goes out of the room, the rest choose a word (say) “moat” and tell the acting team that it rhymes with (say) “boat.” The acting team then act in dumb show all the words they can think of which rhyme with the given word, until they hit on the right one. Then another team goes out and the one taking the shortest time to succeed wins.
One team is chosen to act. They choose a 2, 3 or 4 syllable word. They then act a scene for each syllable and one for the whole word into each of which they introduce the respective syllables or word. The rest try to guess the word. N.B. Choose a good topical scene and fit in the word somehow.
IMPROMPTU POTTED PLAYS
A plot with the necessary characters is thought out, but no parts are written. A cast is chosen, with two seniors to lead the gagging, and the play is performed to amuse the rest. In a short time it will be possible to put one on with only one rehearsal, for an outside audience, and have a real success.
ACTING A TRADE
Each player or pair of players in turn act some trade, profession or everyday event, and continue to do so until it is guessed. E.g. Plumber and mate, shaving, surgeon operating, etc.
This needs very careful prearrangement. Judge, counsel, witnesses are selected and the rest form the jury. As far as possible correct procedure should be followed. Brevity is the first essential.
ACTING THE LAW
A team acts one of the Scout Laws for the benefit of the rest: this may well be followed by a very short talk on the law in question, and a different law done each week.
Innumerable varieties of scouting games can be played in disguise; such as a team disguised trying to pass through a cordon formed by the rest, or two disguised sides attacking each other. Disguise as a member of the opposite sex is illegal in a public place, and “not done” anywhere.
ACTION GAMES or Mimetic Exercises
Players in circle round leader act with him a series of actions typifying a well-known scene. E.g. Day in camp; Fire, Fire; Meeting night; Going to the pictures, etc.
Each player draws a subject out of a hat, takes 2 minutes to think and then speaks for 3 or 5 minutes. OR. Each team puts up a speaker and in turn each speaks on the same subject. OR. As the last, but all speak at once and the one to get a hearing wins. A speaker laughing or pausing is not allowed to go on.
Each player in turn acts as some animal, bird, reptile or insect and continues to do so till it is guessed.
Pirate is blindfold, seated in the centre of a circle chalked on floor (6 feet radius), with a knife stuck in the floor in front of him. One player from each team comes to the edge of the circle, and at a signal all start to creep in and try to remove the knife and take it outside the circle. If the pirate hears one coming in and points that one falls out, if heard going out with the knife he replaces the knife and then falls out.
TOPS AND TAILS
Players in circle; first player mentions a two-syllable word (say) “England,” second player mentions a word, also of two syllables, of which the first must be the second of the previous word (say) “landlord,” third player (say) “lordship,” and so on till a player fails and loses a life. Three lives lost player falls out.
Players in circle; each player in turn goes into the centre and “registers” an emotion by facial expression. First player to guess the emotion portrayed correctly scores, each player has only one guess. Best total wins.
A number of small squares are marked out on a table, and a small object placed in each; the players look at the table for about ¾ of a minute and then all the objects are moved off the table. Leader holds up each object in turn, and the first team or player to correctly name the square it came out of scores a point. Only one guess per player per object. Best total wins.
Players in circle; leader reads a story into which are introduced numerous inaccuracies and contradictions. The team or player with the best list of faults at the end wins.
Players in circle, one player is the Grand Mogul and he states that he has an aversion to anything with the letter (say) D in it. He then asks each player in turn what he will give him for dinner and each must answer some food or drink which does not contain the letter D. Hesitaters are counted out, those saying a word with D lose a life, and three lives lost is death. Letter, Mogul, and form of question should change frequently.
STAG AND STALKER
A table is put in the centre of the room, and the “stag and stalker” are put at either end of it blindfold. Both must keep constant contact with the table with some part of their persons. If the stag evades capture for 3 minutes he wins. Either player may get on or under the table.
Leader reads out a sequence of letters or numbers, or writes them on the board. Players then add (say) five more to the sequence, before ten if counted. E.g. 2-4-6-8-10, 12-14-16-18-20. ZAYBXC, WDVEU, etc. etc.
Leader writes up a list of jumbled names which must be put in alphabetical order. Or a jumbled chain of responsibility to be re-arranged correctly. E.g. Second, Scout, P.L., Scouter, etc. etc.
Leader reads out a series of sentences as “Foot is to boot as hand is to . . .” Players having to fill in the missing word. OR “Scout is to Cub as frog is to pond, fish, tadpole, bank.” Players having to state the correct one of the alternatives.
Leader writes up two columns of words and players have to say if the word in the right-hand column is the opposite of that in the left or has no connection, all to be done fast. E.g. Morning Evening. Remove. Restore. New. Knew. Show. Demonstrate. etc. etc.
Leader reads out a sentence with the words jumbled out of order, and players must say quickly if the sense of corrected sentence is true or false. E.g. The sea in the water is salt.” (True.) The Scout badge King's is a Woodman.” (False.) Animal there is Mars in life.” (Unknown.) etc. etc.
A number of well-known shapes are cut out of cardboard. Each player in turn tries to say what they are by feeling blindfold. The top of each card should be marked for the feeler. E.g. A series of heads of animals, etc.
Leader reads out a series of sentences, each with a word missing. Players write down a word that will fit in the blank, or even several alternative words. E.g. “The Scout hurt his foot and . . .” Smiled, whistled, limped, died, etc. etc.
It is announced that a postage stamp is being worn by one of the players in a visible position, each tries to spot it and on doing so goes and sits down, without attracting attention.
Players in circle, one player starts by saying (say) “I've thought of a kettle,” the next might say “That reminds me of steam,” and so on. After one or two rounds the leader says “unwind” and the players in the same order repeat the list from the other end back to “kettle,” any failing losing a life.
WHAT DID HE DO?
One player stands in the centre of the room and makes a few simple actions (e.g. walk six paces, take out pencil, open knife, sharpen pencil, sit on floor, whistle a tune). After a few moments, violent distraction each team or player tries to give an accurate report of what was done.
(cf. No. 87) One team makes a barricade of chairs, string entanglements, crackly leaves, etc., across the room and appoints one player as sentry who is armed with an electric torch. The lights are put out and the other teams try to pass through the barricade. If the sentry hears one he shines the torch, and if a direct hit is scored that player falls out. Team getting most through wins. The sentry should be blindfold.
Players in circle. Leader points to a player and says a word and at once starts to count 10 at a steady pace. The player pointed at must spell the word correctly backwards before 10 is reached. Best played starting with 3-letter words and getting on to 5 or more.
(Variation of Kim's game) Players (or teams) in turn look at an envelope for a minute or so. Each then describes it and reports on anything he may have deduced from it.
The players of one team each conceal a “despatch” on their person. Another team then tries to find the despatches in a fixed time limit. Teams then change over. N.B. It is advisable to lay down that the finding of the despatch shall not necessitate the removal of any essential clothing.
A circle is chalked on the floor, in which are put 3 or 4 different objects. Each player in turn looks at the circle for a few moments. After some distraction he is blindfolded and led to the edge of the circle. He must then enter the circle and by feeling the objects therein point in the direction in which he thinks that the door (or any other feature chosen) lies. This may be made a team game.
Players round room, all Scouters are various shops. Leader calls out name of shop, a letter, PAUSES, and then a number. Players of that number, as soon as they have thought of something beginning with that letter which is sold by that particular shop, run to that shop and tell the Scouter “in charge.” First scores 1 and second 2, etc. Lowest total at end wins. N.B. The pause is essential to make all think.