Welcome to the ScoutWiki Network

Team Races And Relay Races

From ScoutWiki, For Everyone, Everywhere involved with Scouting and Guiding...
Jump to: navigation, search

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

(OTHER THAN THOSE PLAYED IN A CIRCLE)

Contents

MATCH-BOX ON NOSE RELAY

Teams in line about a yard between each player. First player of each team puts an outer ease of a match- box on his nose and passes it without touching it with his hands on to the nose of next player, and so on down the line. If dropped, the match-box must be replaced on the nose of the dropper. First team to pass the match-box right along the line wins.

HALF PENNY POST RELAY

Teams in line sitting on floor. First player has a ½d. in his right/left hand, which he transfers to his other hand and then to the nearest hand of the player next him, and so on down the line. When the last player gets the ½d. he runs up to the head of the line and passes it down again. The first team to get back into its original order wins. A dropped ½d. must be recovered by the dropper, who must regain his place before passing it on.

MANY HALF PENNY POST

(cf. HALF PENNY POST RELAY) Teams in line sitting on floor. First player of each team has as many ½ds. as are available, which he passes down the line one at a time, as in No. 2, The player at the other end puts each ½d. down beside him till all have arrived and then passes them back the reverse way. Team first getting all its ½ds. back to the start wins.

SAWDUST TRAIL RELAY

Teams in line, at one end an empty bucket, at the other a bag of sawdust. Each team has a large spoon, which the first player fills with sawdust and passes down the line, the last player emptying it into the bucket. The team getting the most sawdust into the bucket in the allotted time wins. The spoon must be held at the end of the handle only.

STAFF RELAY

Teams in file, players about 3 feet apart. First player of each team has a staff, with which he runs up the course to a given point and back. On reaching his team he hands one end of the staff to the second player, and they, holding it low to the floor, run back down each side of their team, each other player jumping over it in turn. Second player then does same and hands end to third player, and so on. Each player after his run joins on back of his team. First team back in original order wins.

FILE BALL RELAY

Teams in file facing their respective leaders about 6 yards away. Leaders throw a ball to the front player of their team who, on catching it, at once returns it to his leader and sits down. Leader then throws ball to next player, and so on. Last player catches ball, returns it, and touches player in front of him, who stands up to get the next catch. First team to be all standing again wins. Dropper must recover a dropped ball and regain his place before returning it.

HALF-CIRCLE BALL RELAY

Teams in half-circle facing their leaders. Otherwise played just as No. 6. An easier game for bad catchers.

PLAIN RELAY

  1. Various members of teams stationed at points round the course. No. 1 runs to No. 2 and so on till last player runs to winning post.
  2. Teams in file. Each player in turn runs to a fixed point and returns to touch the next player of his team. Team to run all players first wins.

HIDE-AND-SEEK RELAY

Some form of relay race is started and the leader slips out and hides somewhere in the grounds or building. As soon as they have finished the race each team tries find the leader and give him some object. First team to get their prearranged object to the leader wins.

DO THIS RELAY

Leader does some fairly simple action (e.g. sit on floor, cross legs, scratch head). Each player in turn runs to a prearranged spot, does exactly the same action, and returns to send off the next player.

ARTICLES OF WAR RELAY

Teams in file, a heap of sundry articles put at a given distance in front of each team, one less article than there are players in each team. Front players run and pick up articles and run down one side of their team, giving one article to each player, and then up the other side, collecting them again, and put them back on the dump, running back to send off the next player. First team to finish win. Dropper must pick up any dropped article and regain his place.

DRIBBLING RELAY

Teams in file with a small circle at the starting-line and another some yards away. Each player in turn dribbles a ball or a knobbly potato from the first circle into the second and then picks it up and runs back, puts it back in the first circle, and sends off the next player and so on. Team to finish first wins. Variations.—Players may only hop on one foot; or players are tied in pairs “3-legged,” and may only kick with their middle leg(s).

MESSAGE RELAY

One player from each team at each post round the course. Leader starts reading a short message to the first players who may as soon as they like run to the next post and pass on the message, and so on. Accuracy at the finish for essential points marked at 70 per cent. Speed at 30 per cent. Best total wins.

KANGAROO RELAY

Teams in line sitting on floor with legs straight out in front of them, players about 2 feet apart. First player of each team jumps with feet together over the legs of his team and then runs round the back of his team to his place. As soon as he sits down the next player hops down the row, runs to the other end, and hops over the first players legs to his place, and so on. First team to finish wins. Players should either jump or hop or alternate players do different things.

CARTHORSE RELAY

Teams in file; each player in turn goes to a fixed point and back, walking on their hands and feet with backs toward the ground. First team to finish wins. The course should not be too long.

POTATO CARRIERS’ RELAY

(cf. CARTHORSE RELAY) Teams in file; in front of each team is a row of small circles with a potato in each. Each player in turn moves down the row of circles, collecting the potatoes into a small box carried on his stomach, and then returning to send off the next player, who replaces the potatoes in the circles, and so on. First team to finish wins. The players move in the same way as in CARTHORSE RELAY.

BEAN RELAY

Teams in file; in front of each team a row of small circles about 3 feet apart, and a larger circle just in front of the first player, in which are as many beans as there are circles. Each player in turn moves the beans one by one into the small circles, one to each circle, and then one by one returns them to the large circle; then sending off the next player. Team to finish first wins.

SQUARE BEAN RACE

As many saucers as there are teams are put at equal distances one from the next (if 4 teams in the form of a square; 5, pentagon, etc.). In each saucer are as many beans as there are players in each team. Each team races to remove the beans one by one into the next saucer to their right. No player may touch more than one bean at a time, and they must be carried, not thrown. A team may form a chain. Team with fewest beans in its saucer at end of allotted time wins.

HOOP RACE

Teams in file; each team has a rope ring just large enough to pass over a player. Each player in turn runs to a given point where the ring is and slips it over his head, and off at his feet; then running back to start the next. Team finishing first wins. Variation.—Teams in file, players about 2 feet apart. Nos. 1 pass ring over themselves as above, and then hand it to next players, who do the same, and so on down the file.

CROCODILE RACE

Teams in file, squatting at the deep knees-bend position, hands on the shoulders of the player in front. Each team in that position hops forward to a given place and back; if it falls over it must return to the start, reform, and try again. Course should not be very long. First team to finish intact wins.

ZIG-ZAG RELAY

Teams in file, players about 2 feet apart. Back player runs zig-zag between the rest of his team to the front as soon as he gets there he holds up his hand, and the new back player starts. The team to first regain its original position wins. May also be played hopping, running backwards, etc.

POTATO AND SPOON RELAY

Teams in file; each player in turn runs to a given point and back carrying a potato in a large wooden spoon. The spoon must be held at the end and only one hand used. Team to finish first wins. A tennis ball on a book may be used instead of the potato and spoon or any of a wide selection of other articles.

COURIER RACE

Each team in two lines facing each other. First player in one line throws a ball to the player opposite him, who throws it to the second player in the other line, and so on along the team. When the ball reaches the other end it is returned in the same way. The team first to do this the allotted number of times wins. A player dropping the ball must recover it and regain his place before passing it on.

COURIER RELAY

(cf. COURIER RACE) Teams lined up as in COURIER RACE, and the game goes on as before, except that when the ball gets to the end of the line the last player runs up to the other end and re-starts the ball. The first team to regain its original order wins.

CROSS COURIER RACE

Two teams; players in lines so that each player has one of his own team opposite him and an opponent on each side. Nos. 1 of each team, who are at opposite ends, each have a ball which they throw to the player opposite, who throws it to the next player of his side in the opposite line, and so on down the teams. When the balls reach the other ends they are returned in the same way. First team to complete the operation wins. A dropped ball must be recovered by the dropper, who must regain his place before passing it on.

BUN AND WHISTLE RACE

Two players from each team at opposite ends of the room. One has a large dry bun or a cracknel biscuit, and is told the name of a well-known tune. As soon as he has the whole bun in his mouth he may go to his partner and try to whistle the tune for him to recognise. The first player to guess the tune rightly wins. All crumbs must be eaten. Variation.—The one player tries to whistle tune to all his team at once. First team to guess it wins.

BOAT RELAY

Teams divided up in pairs; first pairs sit at the starting line on each others’ feet, holding each others’ shoulders. Each pair in turn goes up and down the course by means of a rocking movement, one player facing the way they are going, the other the opposite way. The first team to finish wins.

CRAB RELAY

Teams divided up in pairs, who link arms back to back and have their ankles tied together. Each pair in turn move up and down the course by hopping sideways. First team to finish wins. The course should be short and with no objects near likely to hurt a falling player.

BACKWARDS TEAM RACE

Teams in line with arms linked (3 is a good number for a team), backs to the winning post, except the centre player of the team, who faces the winning post and steers his team. First team finishing intact wins.

SKIN THE SNAKE

Teams in file, legs apart, each player holding the left hand of the player behind him by passing his right hand back between his legs. On “go,” last player lies down and the rest move backwards, passing over him. As each player reaches the next one lying down he lies down, too, as soon as he is past him. When the last player has lain down he gets up and moves forward over the others, pulling them up after him. Players hold each others’ hands the whole time. First team down and up wins.

BALANCING BOOKS RELAY

Teams in file; each player in turn goes up and down the course balancing two or more books on his head. If they fall off he must start again. First team to finish wins. N.B.—--This race may well be combined with one such as Nos. 22, 32, etc.

WALK THE POLE RELAY

Teams in file, in front of each team a scaffold pole lying on floor (or easier fixed on floor or a foot or so up). Each player in turn tries to walk along the pole, if he overbalances he must start again. First team to finish wins.

UNDER AND OVER RELAY

Teams in file; front player has a ball or some larger object which he passes over his head, using both hands, to the player behind him, and so on down the line. When the last player gets the ball he runs to the front and passes it between his legs back down the line. Next time over the head, and so on. It must be passed, not thrown. First team to regain its original order wins. Variation—Front player always passes over and the next under, and so on alternately.

BLUNDERFOOT RACE

Teams in file and identical sets of stepping-stones marked on floor for each team, with distinctive marks for sound stones and bad ones. First player of each team runs over the stones, but if he steps into the water or onto a bad stone he must start again. As soon as he is over the next starts, and so on. Team to finish first wins.

FEED THE BABY RACE

Teams in file, blindfold, with one member of each team, also blindfold, at the far end of the room. First players of each team have a spoon and a small sweet in it, they go and try to feed the sweet into their team’s baby’s mouth, no feeling about allowed. As soon as he succeeds he removes his eye-bandage and gives the next player the spoon and another sweet, and so on. First team to all feed their baby wins. Variation.—-Successful player becomes baby, fed baby goes to end of team.

STAGGER RELAY

Teams in file; each team has a short stick about 3 feet long. Each player in turn runs to a given point, puts one end of stick on floor, his forehead on the other end, walks round the stick six times, and then returns to start the next player. First team to finish wins. CAUTION.—Beware of falls.

FILL THE BOTTLE RACE

Teams in line; each team has a pail of water at one end of their line and an empty bottle at the other and a teaspoon. The team first to fill the bottle up to a fixed mark with water wins. The water may only be transferred by the spoon being passed from one player to another along the line.

SPOKES OF WHEEL RELAY

Teams in formation of spokes of a wheel, facing the centre. Each player nearest the centre turns right, runs up his own rank, round outside the spokes, clockwise, and down the left-hand side of his team to his place. Player behind him then does the same, and so on. Outmost players of the spokes must not be touched by the players running round. First team to finish wins.

OBSTACLE RACE

Of infinite variety. Suggested indoor obstacles Drink a cup of water with a teaspoon. Find own boots out of a heap and put them on. Procure a length of cord out of a tangle. Eat a sticky bun off a string. Get a penny out of a tray of flour with the mouth. Etc. etc. etc. For others of a “Scout Test” variety see [[Games for Scout Tests]].

BLINDFOLD OBSTACLE RACE

A very simple obstacle course is arranged and the players are allowed to go over it, using their eyes to learn distances, etc. They are then blindfolded, and all the obstacles are very quietly removed. Players then start and are cheered on as they negotiate the non-existent obstacles. As each player twigs it he is pulled out and made to enjoy the fun. No feeling for the obstacles is allowed. Suitable obstacles: over or under a bench, jump a marked river, etc.

ODDS ROUND EVENS RACE

Teams in file; each team has a given number, as does each player. On order “Odds round Evens . . . GO,” each player with an odd number runs round the nearest even number. First team back at “alert” wins. Other orders such as “ODD teams round Even... GO,” etc. Players may be started from a sitting position.

WHEELBARROW RELAY

Teams in file, players in pairs. One player of each pair walks on his hands, the other holding his legs under his arms. Each pair in turn goes to a given point and back. First team to finish wins.

RODEO RACE

Teams of three players; one stands erect, one bends down with hands on hips and his head in the small of other’s back, third player mounts on the latter’s back. The horse arid rider then race over a given course. First to finish intact wins,

LOST BOOT RACE

All players are warned to wear uniform boots or shoes (gym. shoes). All these shoes are jumbled in a heap at the end of the room, players race to the heap, and first player to return to the starting-point wearing his own shoes, properly tied, wins. Other players’ shoes must not be thrown too far afield.

GENUINE RELAY

One player from each team is sent to each of the pre-arranged stations round the course. An ordinary relay is run, but the players at the first station hop, 2nd crawl, 3rd walk backwards, 4th roll, etc. Team to finish first wins.

THREE-LEGGED RACE

Teams divided into pairs of players, each pair having their inner legs, as they stand side by side, tied together at the knee and ankle. Each pair run to a given point and back in this position, the second pair starting as the first finishes. Team to finish first wins.

MANY-LEGGED RACE

Teams in line, with each player’s legs tied at the knee and ankle to those of the players on either side of him. In this formation they race round a given course. First team to finish intact wins.

FLOWER POTS RELAY

Teams in file, in front of each team two flower-pots. Each player in turn stands with a foot on each pot and in that way shuffles to given point and back to start the next. If a player steps oil his pots he must start again; he may move the pots by hand provided he does not touch the ground. First team to finish wins.

DESPATCH RIDERS’ RACE

Players of each team are spaced at equal distances round the course. Each first player runs to the second and jumps on to his back, and is carried to the third; the first player then dismounts, the Second mounts the third, and the third carries him to the fourth, and so on. The first team to finish wins.

AMALGAMATION RELAY

(cf. DESPATCH RIDERS’ RACE) Run just as DESPATCH RIDERS’ RACE, but when the last horse and rider reach the last player, the rider dismounts, the players join hands and run back to the starting-place, each player joining on as the others reach him. The first team finishing in an unbroken line wins.

CHARIOT RACE

Each team forms up in the form of a “rugger” scrum with a short bit of cord fixed to the outer arms of the outer players as reins. The lightest player of each team stands on the back of the centre player holding a rein in each hand. The “chariot” then runs over the set course. The first to finish without losing its rider wins.

TANK RACE

Each team is grouped into as small a space as possible and a rope tied fairly tightly round the group. They then run round the course. The first team to finish intact wins.

HAT AND JUMP RELAY

Teams in file; a hat is placed at a fair distance in front of each team. Each player in turn runs to the hat, puts it on his head, and must complete six Whip jumps without the hat falling off before he may return to start the next player. Team to finish first wins. If the hat falls off the player starts his six jumps again. Whip jump = astride jumping with hands raising sideways.

PASSING BALL WITH FEET RELAY

Teams in line about 3 feet between each player. The first player of each team has a ball resting between his feet on the insteps. Each player passes the ball on to his neighbour, using only his feet in the process; if the ball rolls away it may be recovered by the player at fault with his hands, but must pass it on in the usual way after regaining his place. First team to pass the ball from one end to the other wins.

SCARF RACE

Teams in line holding hands; a scarf is put on the ground some yards away from each team. The teams run to the scarf hand in hand, and the centre player must pick up the scarf without using his hands (with teeth), and the teams run back to the start. First team to finish without breaking hands and with the scarf wins.

LAST OVER RELAY

Teams in file; each first player has a ball with which he runs to a point about 10 yards in front of his team; he then throws the ball to the front player of his team who, on catching it, runs to the same point and throws it to the next player, and so on. If the ball is dropped the dropper must regain it and his place, return it to the thrower, and continue to do so till a fair catch is made. Team finishing first wins.

LAST OVER RACE

Two lines are marked out 10 - 20 yards apart, one player from each team stands behind one line with a ball, which he tries to throw to one of his own side behind the other line. ANY player making a clean full- pitch catch with ANY ball, whoever threw it, crosses over to the other line and helps throw to his team. No catching player may step over his line, intercepting is allowed but no barging. A ball falling between the lines may only be fetched by a thrower. First team all across wins.

DRESSING DUMMY RACE

Teams in file, one player of each team some 15 yards in front. Each player is given some bit of ribbon, crêpe paper, lace, etc.; one can have a burnt cork for making-up. Each player runs in turn to the dummy and does his share of the decorating. Best-dressed dummy at end of allotted time wins. OR first team to produce a reasonable-like make-up to that of (say) Queen Elizabeth I wins. Properties must be reasonably easy at first.

ANIMAL IMITATION RELAY

Teams in file; each first player is allotted the same bird, insect, reptile, or animal; each second player another, and so on. Each player in turn goes round the course imitating the animal allotted him, both by action and sound. If in the opinion of the leader the imitation is too bad, he must start again. First team to finish wins. Suitable animals, etc. :—Frog, Thrush, Sparrow Camel, Rabbit, etc. (any with a distinctive gait).

TENT PEG RELAY

Teams in file; each team has 12 tent-pegs and a mallet. Each first player runs with the pegs and mallet to a given spot and knocks all the pegs in, returning to send off the next player, who pulls all the pegs out and knocks them in again, and so on. If a peg falls down between one player leaving it and the next arriving, the one who knocked it in must go back and replace it. First team to finish wins.

FIRE BUCKET RELAY

Teams in file; about 15—20 yards in front of each team a bucket of water. First player of each team runs and fetches the bucket, and it is passed down one side of the team and up the other, the next player taking it back to its place, comes back to send off the third, who copies first, and so on, each player going to the back of the file as he finishes his run. First team to finish without losing more than 1 inch of water wins. (Measure water before and after.)

FOUR-LEGGED RACE

Players in threes, tied as for 3-legged race. May well be combined with No. 22. Each outer player carrying a potato in a spoon. First three to finish intact wins.

ROUND YOUR RANK RELAY

Teams in file; each player in turn runs right round his own team back to his place, i.e. the players in the centre have to round both ends. First team to finish wins.

ZIG-ZAG PLUS PLAIN RELAY

Can be combined with most “To and From” relays. Teams in file, players about 2 feet apart. Back most player starts zig-zagging down the file, runs on “to and from,” and stops in front of his file holding up his hand to start the next at the back, and so on. First team to finish wins.

LIGHT AND BLOW OUT CANDLE RELAY

Teams in file; about 10 yards in front of each team a candle, one Swan Vesta, and two Safety matches. Each first player runs and lights the candle, returning to start the next, who must blow the candle out and re-light it, and so on. First team to finish wins. N.B.—Players must obviously light a match from the candle before blowing it out. They learn in time.

TACK-DRIVING RELAY

Teams in file; in front of each team a bit of board, hammer, and a packet of tin-tacks. Each player in turn runs to the board, drives in a given number of tacks, and returns to start the next, and so on. First team to finish wins.

EATING RELAY

Teams in file; in front of each team a row of buns hanging on strings, one bun for each player. Each player in turn runs to the string, eats a bun off it without using his hands, and returns to start the next. First team to finish wins.

DRESSING AND UNDRESSING RACE

Teams in file; each team has a coat and hat. Each first player runs to and from a given point putting on the coat and hat, doing up all buttons; on regaining his team he takes them off and hands them to the next, and so on. First team to finish wins. Clothes must not be begun to be removed till the player is back with his rank.

RELAY IN SQUARE

reams in line as sides of a square or necessary polygon, a small circle in front of centre of each team in which is put a small object. Each player in turn picks up the object, runs out of the square at the right- hand end of his team, round the square in at the left-hand end of his team, replaces the object, and regains his place to send off the next. First team to finish wins.

LEAP FROG RELAY

Teams in file, about 6 yards between each player. Players make a “back,” and the last one leap-frogs down the line. As soon as he has got to position 6 yards in front of the one he last jumped, the next starts, and so on. First team to all jump wins. Players should be made to leap-frog in the correct manner.

FOUR TEAM STAFF RELAY

Pairs of teams compete against each other; each pair in file facing each other:
A team/ .............
................/B team
C team/..............
................/D team
First players of A and C teams run to the first players of B and D teams respectively, who run back to the second players of the other files, and so on. Last player of each team to run must touch the leader. First to finish wins.

POTATO TEAM RACE

Teams in line, a bucket about 30 yards in front of each team in the centre of a circle (radius about 3 yards). Placed round the circle three potatoes for each member of the team. Teams run to the edge of the circle, and each player tries to throw his three potatoes into his team’s bucket. A player, when all his potatoes are in the bucket, may help by throwing BACK potatoes which miss. First team back at the start with all its potatoes in the bucket wins.

PASSING MANY THINGS RELAY

Teams in line; first player of each team has a handful of small objects, rather more than he can comfortably hold with his two hands together. These are passed down the line, the first player going to the other end of the line as soon as he has started them off, on reaching the far end the objects are passed back, and so on, each player as he gets to the starting end going to the other when he has started it off again. First team back in its original order wins.

SNAKE RELAY

Teams in file; one player from each team stands some distance away in front of his team with feet astride. First player of each team runs between his legs and returns to his team, where the second player clasps him by the waist, and both run through the legs, and so on till all the team are running clasping each others’ waists. First team to finish wins. The player forming the arch joins on as his team passes the last time.

CROSS RELAY

(cf. FOUR TEAM STAFF RELAY) Played exactly as FOUR TEAM STAFF RELAY except that teams are diagonally opposite to the ones to which they must run. More difficult owing to probable collisions.

TUNNEL CRAWLING RELAY

Teams in file, feet astride. Back player crawls up between the legs of his team to the front, where he holds up his hand to start the player now at the back, and so on. Team first back in its original order wins.

TARGET RELAY

Teams in file; some target (Indian club) set up about 10 yards in front of each team. Each team has three tennis balls. Each player in turn throws to hit the target, retrieving his own balls, if necessary, and replacing the target after he hits it for the next. First team to all knock the target over wins. Successful players may retrieve balls for their team.

THROW AND SIT RELAY

Teams combine in pairs, same formation as No.. Instead of running from one team to another, the first player of one team throws a ball to the first of the other, and at once sits down, and so on till all in each team are sitting. Then the last player to receive the ball throws it to the back one of the other team, who stands up and throws to the last one sitting of the other team, and so on. First team all standing again wins.

FEATHER BLOWING RELAY

Teams in file; each player in turn blows a small downy feather round a given course, using his breath only. Team to finish first wins. If desirable, a fan may be provided for each team.

NOSE POTATO DRIBBLE RELAY

Teams in file; each player in turn dribbles a knobbly potato round a given course, using only his nose to touch the potato. First team to finish wins.

GRASSHOPPER RELAY

Teams in file, each player in turn goes round a given course carrying some suitable object between his knees (e.g. bean bag) but without touching it with his hands. First team to finish wins. If a player drops the bag he starts again.

BALLOON PATTING RELAY

Teams in file; each team has a small balloon, which every player in turn pats round a given course. If the balloon touches the ground the player must start again. First team to finish wins.

CENTIPEDE RACE

Teams in file astride a staff, all but one with hacks to the course. In this way, holding the staff with their hands, guided by their cox., they race round the course. First team to finish wins, if intact.

BLIND TEAM DRIVING RACE

Teams in file, blindfold, except rearmost player, who is driver. Reins are attached to the front player, each player holds on to the shoulders of the one in front of him. Team is then driven round an “in and out” course. First team to finish intact wins.

HOPPING RELAY

Teams in file; each player in turn hops round the course. Feet may only be changed at prearranged points. First team to finish wins. May well be combined with some other relay such as Nos. 82, 66, 63, etc.

ELEPHANT RELAY

Teams in file; each player in turn places his hands on the ground and, keeping his knees and elbows stiff, goes round the course. Team to finish first wins.

EQUIPMENT RELAY

Teams in file; different items of each player’s uniform or gear are placed at various points round the course (i.e. all hats at one spot, all scarves at another, etc.). Each player in turn runs round the course and puts on his own article of clothing at each point. First team to finish correctly dressed in their own uniforms wins.

SKIPPING RELAY

Teams in file; each player in turn skips with a short bit of rope round the course. First team to finish wins.

THREADING NEEDLE RACE

Teams in line; the two players at one end of each line hold up their arms to form an arch, and all the line join hands. The player at the end away from the arch runs up the front of the line and through the arch, pulling the rest after him. First team back in line wins. The arch may also be made in the centre and both ends run through at the same time,

FRIED VISIT RELAY

Teams in file; just in front of each team a circle about 1 foot diameter and another the same size at the other end of the course. Each team has a fan and a piece of thinnish paper cut out in the shape of a plaice. Each player in turn fans the “fish” from one “frying-pan” to the other, without touching it in any way. The fish must be absolutely in the circle, not overlapping at all. First team to finish wins.

PAPER CHAINS RACE

Each team has several copies of old newspapers and a large supply of ordinary pins. The team making the longest unbroken chain of paper, supported at each end and touching the ground at no point, wins. The time limit should be long enough for there to be a chance of a break.

DRAWING RACE

Players line up and each is given a baby’s bottle full of milk. The first to reach the winning post with an empty bottle wins.

GOOD DOG RELAY

Teams in file ; each player in turn goes round the course balancing a lump of sugar on his nose; if it falls off he must start again ; on finally completing the course he starts the next off by putting the sugar in his own mouth and eating it. First team to finish wins.

BALL AND BOTTLE RELAY

Teams in file; in front of each team about 10 yards away are two bottles, one about 2 feet further away than the other, and a ball balanced on the neck of one of them. The first player runs and moves the ball to the other bottle and comes back to start the next, who runs and puts the ball back, and so on. First team to finish wins. Better variation to put the bottles upside down and balance a small balloon on the bottoms.

TOKEN

Teams in file, players numbered (say) 1 to 6, opposite each team a circle about 6-feet radius with points marked on its circumference for each player. Each No. 1 runs to his place on circle, and as soon as he gets there No. 2 does same, and so on till all are on their circle. No. 6 then runs round circle past Nos. I, 2, 3, 4, and hands No. 5 a token (any small object) and returns to his place in the file. No. 5 at once runs past Nos. I, 2, 3, and hands to No. 4, and so on. First team back in file wins.

BOBBIN RELAY

Teams in file; each player having an ordinary cotton reel. Each first player runs and puts his reel on the floor about 10 yards in front of his team and comes back to start the next, who places his on top of the first player’s, and so on. If the pile of reels falls over, the player who last put a reel on must go and rebuild it. First team with a complete pile wins.

HOP SCOTCH RELAY

Teams in file; in front of each team a row of small circles. Each team has an identical small flat bit of wood which will just go into the circles. Each first player hops the bit of wood from the first to the second circle, and runs back to touch the next, and so on. First team to get its wood into the end circle wins.

JUMP STAFF RELAY

Teams in file; each team has a staff with which each player in turn runs to a given point, where he jumps over the staff between his two hands which should only hold it loosely, then returning to start the next. First team to finish wins.

WHISTLING RELAY

Teams spaced out with players at least out of earshot of each other. First players are told the name of a well-known tune, which they go and whistle to the next, and so on. First team to pass the tune correctly right down the line wins.

BOWLING A PLATE RELAY

Teams in file; each player in turn bowls an enamel plate as a hoop round a given course. The plate may only be patted with the open hand, and if it falls over the player must start again. First team to finish wins.

DUCK RELAY

Teams in file; each player in turn squats down with a short stick under his knees and over his elbows, hands clasped in front of his shins. In this position each goes round a given course. First team to finish wins.

WHIRLIGIG RACE

Teams in file; each first player runs round his team, as he passes the front again the next player joins on behind him, and so on. When the whole team are joined together they run to the finishing line. First complete unbroken team to finish wins.

BACKWARDS CRAWL RELAY

Teams in line ; each player in turn runs to a given spot and then returns to his place crawling backwards. The next player may not start till he is standing up in his correct place in the line. First team to finish wins.

ZIG-ZAG CRAWL RELAY

Teams in line kneeling on floor with hands on each others’ shoulders, forming a series of arches. Rearmost player crawls in and out along the line through the arches. When he reaches the front he holds up his hand to start the next, and then adds on to the end as another arch. First team to regain its original order wins.

RUMMAGE RELAY

Players in file; in front of each team a sack containing the same set of articles for each team. Each player is allotted a particular article, and in turn each goes and fetches their article from the sack, only feeling for it, not looking. First team to finish complete with all its articles wins.

WAND RELAY

Teams in file: each team having a light stick or a staff. Each player in turn goes round a given course balancing the staff on one finger in a vertical position, if the staff drops the player must start again. First team to finish wins.

ROWERS’ RACE

Teams in file seated on floor. Each team has a rope ring about 1 foot 6 inches diameter. Each player in turn, without getting up, passes the ring over his feet, up over his body, and off over his head, and so on to the next. When the ring reaches the last player he passes it in the opposite direction over his body, and so on to the player in front. First ring to re-reach the front wins. Variation.—When ring reaches the last player he runs to the front and restarts it.

PICNIC PARTY RELAY

Teams in file; each player in turn runs tip the course, inflates a paper bag, bursts it, puts the hits in the waste-paper basket, and runs back to start the next. First team to finish, leaving no debris, wins.

HELPING HAND RELAY

Teams in file seated on floor, each player with his arms folded. Leader of each team lifts up his front player and runs him to the other end of the room, where he puts him down, and then runs back for the next, and so on. Any player letting his arms come unfolded must go back and start again. First team to be all seated at the other end wins.

BALLOON AND STAFF RELAY

Teams in file; each player in turn guides an inflated balloon round a given course with a Scout staff. To make it more difficult it may be said that the balloon must not touch the ground; penalty, start again.

SHEPHERD’S RACE

Each team by fanning, blowing, or any other means laid down, guide a herd of inflated balloons round a zig-zag course. Any balloon going out of bounds must start again. First team penning all its herd in a box wins.

BLIND MULE RACE

Teams in file, divided into pairs of players; one of each pair is blindfold, and is driven with rope reins round a zig-zag course back to his place by the other of the pair. The reins are then fixed to the next mule, and so on. No speaking to the mule by the driver is allowed. Variation.—-On completing the course tile mule is made to burst a balloon by sitting (or stepping) on it. Then as before.

ANTELOPE RACE

Teams in file, each player holding the left ankle of the next ahead with his right hand. Teams in this position race round a given course, if a player lets go the team must start again. First team to finish intact wins.

INITIATIVE RELAY

Teams in file; each player in turn goes round a given course in any way he likes, but no two players in the same team may use the same method of progress; penalty for latter is to complete the course in the method chosen in error and then do it again in an original way.

GOOSE RELAY

Teams in file; each player in turn goes round a given course holding his ankles. If a player lets go he starts again. To make the players get over a bench is a useful variation.