Camp & Scout tug Games
Posted: Wed Sep 02, 2020 5:18 pm
From the archives, but still interesting
Wednesday, July 28th 2004 - 10:21:48 AM
Camp game
Found this on the web, in a "games for youth groups" web site. The last 2 paragraphs are particularly interesting...
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Straw in a Haystack
Here's an outdoor after-dark variation on the game Mission Impossible. Kids can play on teams or play every man for himself. At one end of the playing area, set up a station where players receive a twist tie, peanut, a toothpick, or other small object. Twist ties work well because players must wear them around their fingers and cannot take them off or otherwise hide them in an effort to cheat during the game.
On your signal, players enter the playing area and look for two token-carriers hiding somewhere within the boundaries. These players wear glow sticks around their necks to distinguish them from other players.
Once a player finds a token-carrier, she trades in her peanut to get a drinking straw, a rubber band, a sticker, a button, or other small object, and returns to the starting point. If she gets back safely and hands over her straw, she'll receive points for the new object.
For a variation, use several token-carriers. Each can wear a different-colored glow stick and hold a bag full of different objects for trades. Make each object worth a different point value. One token-carrier could have buttons, another rubber bands, a third drinking straws, and so on. So a player starts out with a twist tie and makes a trade with each token-carrier, then turns in his traded objects back at headquarters to win.
But there's a catch, naturally. Adult staff members with flashlights - gunners - are out and about trying to catch the kids. If a player is hit with a beam of light by the gunner, he can't run away. He must relinquish whatever object he's holding at the time and he gets no points for that exchange. A player caught by a gunner must return to the starting point, get new peanuts, and restart the quest.
Another variation is to give each gunner a roll of duct tape to carry. When a gunner catches one of the players, she not only confiscates the player's token, but she also gets to duct tape the player. If the player makes a run for it, all the gunner has to do is shout, and the other gunners will join in the pursuit. Very seldom does a student escape, and then he gets taped up even more because he tried to run.
Make some rules about where the gunners can put tape on the kids, like no taping above the neck or putting tape on bare skin. They can be as creative as they like in their tape jobs by mummifying players or taping one hand to a leg. And if they catch two or three players at once, they can tape them together. The team or individual who finishes with the most points wins.
Canuck
Any other Camp Games that you know about involved tying up people?
Wednesday, July 28th 2004 - 10:21:48 AM
Camp game
Found this on the web, in a "games for youth groups" web site. The last 2 paragraphs are particularly interesting...
*********************************************************
Straw in a Haystack
Here's an outdoor after-dark variation on the game Mission Impossible. Kids can play on teams or play every man for himself. At one end of the playing area, set up a station where players receive a twist tie, peanut, a toothpick, or other small object. Twist ties work well because players must wear them around their fingers and cannot take them off or otherwise hide them in an effort to cheat during the game.
On your signal, players enter the playing area and look for two token-carriers hiding somewhere within the boundaries. These players wear glow sticks around their necks to distinguish them from other players.
Once a player finds a token-carrier, she trades in her peanut to get a drinking straw, a rubber band, a sticker, a button, or other small object, and returns to the starting point. If she gets back safely and hands over her straw, she'll receive points for the new object.
For a variation, use several token-carriers. Each can wear a different-colored glow stick and hold a bag full of different objects for trades. Make each object worth a different point value. One token-carrier could have buttons, another rubber bands, a third drinking straws, and so on. So a player starts out with a twist tie and makes a trade with each token-carrier, then turns in his traded objects back at headquarters to win.
But there's a catch, naturally. Adult staff members with flashlights - gunners - are out and about trying to catch the kids. If a player is hit with a beam of light by the gunner, he can't run away. He must relinquish whatever object he's holding at the time and he gets no points for that exchange. A player caught by a gunner must return to the starting point, get new peanuts, and restart the quest.
Another variation is to give each gunner a roll of duct tape to carry. When a gunner catches one of the players, she not only confiscates the player's token, but she also gets to duct tape the player. If the player makes a run for it, all the gunner has to do is shout, and the other gunners will join in the pursuit. Very seldom does a student escape, and then he gets taped up even more because he tried to run.
Make some rules about where the gunners can put tape on the kids, like no taping above the neck or putting tape on bare skin. They can be as creative as they like in their tape jobs by mummifying players or taping one hand to a leg. And if they catch two or three players at once, they can tape them together. The team or individual who finishes with the most points wins.
Canuck
Any other Camp Games that you know about involved tying up people?