Whistle Wide Game
A player is given the whistle and given a couple of minutes head start. Every 30 seconds he has to blow the whistle - if he is caught by any players he has to hand the whistle over and the game continues. Every ten minutes, stop the game see who has the whistle as they win points, then continue with the game. Make sure they know what the signal is for stopping.
Capture the Barrel or Flag
Split the group into teams depending how many you have, they have five minutes to go and hide the barrel in a given area. When you blow the whistle the other teams have to capture the barrel and take it back to their barrel. Defenders cannot go within 10 metres of their own barrel. You can also have lives either string or playing cards.
Playing Cards game
Each Patrol is given a card from the same suite - they all go off into the wood if they find somebody from another patrol they both show each other the card. The one with the higher card wins and takes the card of the other person. The losing person returns to the Leaders to get a new card. This carries on until all the cards are used up or you finish the game. The patrol with the most points wins.
Post Box Game
You will need Leaders for this game. Divide the teams up. Each leader is given a a bag which containes either
One is the Post Box
The scouts have to collect an envelope first, then the stamp, then the letter and finally find the post box to post the letter.The leaders in the mean time keep changing what they are carrying with each other to make it even harder. The winners are the Patrol who have posted the most letters at the end of the game.
You will need Carry bages
Pens to mark envelope with which patrol and at least four leaders.
To play this game split your team into two teams give one team the cards below if you have more playing add some passengers. This teams goes of and hides in the woods. the second team them has to find the other hiding in the woods. When the capture them they have ten seconds to find the piece of paper which is hidden on them somewhere. If they find it they keep it and that person is out of the game. If they do not they have to let the person go. After say 15 minutes swap the teams around and then at the end add up the numbers to see who has won, its great becasue not always the biggest and strongest get the high cards so it levels out the playing field.
WINGS 2 WINGS 2
PILOT 8 PILOT 8
COCKPIT 10 TAIL 10
WHEELS 1 WHEELS 1
WHEELS 1 WHEELS 1
WHEELS 1 WHEELS 1
ENGINES 4 ENGINES 4
ENGINES 4 ENGINES 4
Fox & Hounds
Divide into two teams, the "foxes" with around 25% of the players and "hounds" with the other 75%. Foxes are given either a whistle or a packet of flour, and a time limit is set (usually 10 minutes). Foxes are given a minute "head-start" and told explicitly to either lay flour every 20 seconds of their journey or blow the whistle every 20-30 seconds. After the initial minute is up the Hounds are let out to chase the foxes following their path and every fox tagged is out. The foxes win if any of them are still active after 10 minutes and the Hounds win if all have been caught.
Find The Leader
One definitely for older youth and not always as easy as it sounds! Players are divided up into teams (suggested minimum of three/four to a team) with the basic task of finding various leaders in a predetermined playing area, giving rise to many possible variations. Two versions are described here for ideas. A useful safety rule, to make sure teams stay together, is that before any signature can be collected the whole team must be present.
Preparation: Leaders in advance arrange to hide themselves around a local town or village, either lounging around dressed in/conspicuously, or taking part in the daily life. In the past some enterprising leaders have been found down manholes helping(?) the repair men! or more usually helping behind a shop counter.Once a leader is found the team has to collect his or her signature, before they can find another leader. Whole team must be present to get the signature and first team to collect all or the most signatures in an allotted time wins.
Instead of just collecting signatures, teams also collect clues from each leader, the clues all adding up together to solve a treasure hunt or puzzle. prize can only be collected/found if all the leaders signatures are present.
Variation 2: Where's Wally
Another version of Town Hunt, but leaders dress up like Wally (striped top, scarf, hat, etc) from the "Where's Wally" books and hide around town again teams have to collect their signatures when they find them.
Use a limited area of fields and/or woodland. Leaders can move freely around if they wish (advised!). Signatures are collected from each leader, but the objective is to collect as many signatures as possible in a time limit, so the same leader can be found several times. However before another signature is given by any leader, each team must return to base to get their form counter signed by somebody at base.
Witch in the Woods or 44 see you
Simple game that requires a playing area with a number of places to hide making it ideal for playing as a wide game... particularly at night. Establish a base, one person is chosen to be the tagger or 'Witch' who goes off and hides. After a short while the other players then disperse from base seeking out the 'witch'. Once the witch is discovered players can run back to base. The object is for the witch to surprise the other players and tag as many possible before they can get back to base.
To help set the scene but it’s not necessary, kids arrive on scene to find huge footprints made in the snow, mud or some sort of trail leading off into some woods, indicating something large and strange is nearby. On making this discovery they are given a mission briefing similar to the one below but feel free to make your own one up.The camp is now in a state of emergency. The foot prints have been identified as belonging to a 'Big Foot', a large hairy manlike creature. It has only ever been spotted a few times and your mission is to capture it. Beware. Big Foot is notoriously hard to find because it can take the form of any animal at will and when cornered it has the ability to paralyse others by freezing them.In order to trap it you not only have find Big Foot, you’ll need to have life bands and enough energy to keep you warm enough from being frozen by its power. To do this you need these energy tokens. You will only survive from being frozen and over coming it if you have enough energy tokens.Distribute out small cards with various amounts of energy on them (1 to 5) and give everybody a life band (coloured cotton to go around the wrist or other method).
Before they go out warn them that not only will failure to capture Big Foot everytime result in loss of their life band/s needing them to return to base for a new one. Big Foot will also steal all their energy and have their power increased by that amount.
What the youth don’t know is that one of the leaders with them at that moment is playing ‘Big Foot’. It would be useful for one or two leaders who are known to the youth to be mysteriously absent (and in the woods) so the youth immediately suspect them. In addition Big Foot is given a high energy rating of 15 or so to start off with…. So the youth have to discover not only who Big Foot is, but to capture them they have to collectively work together to have enough energy tokens between them to win.
When the groups disperse into the woods the leader playing Big Foot sets the game in motion, waiting for an opportune moment to freeze the members of a small group.Big Foot has one other trick up their sleeve…. on meeting another leader they can make the other leader become Big Foot (and hand over the power tokens) so that youth don’t always know who Big Foot is.
Effectively if approached/challenged Big Foot must announce truthfully if they are and then find out what the collective power rating of the hunters is… So if Big Foot has a 15 energy rating and a group of players challenges with a collective energy between them of 12. This is lower than 15 so the group all loose their life bands AND power cards. Big Foot keeps these and now has an energy rating of 27! In the event of a tie where its equal power rating… Players loose their life bands forcing them to return to base and get new ones, but not their power rating cards.
Lifebands (one colour per team)
15 potatoes per team (The Gold)
For 2 or more teams. Simply split into teams and establish a base for each team equal distances apart from other teams (if more than 2), by placing the 15 potatoes (the gold) in a pile. Set up a no go zone round each set of potatoes about 2-3 metres, this is now a safe zone that only any opposing team member that can get there can enter. State that only a limited number of people (4-6) can hover round the base as defenders. Tie a piece of wool to the wrist of each player. (Do not allow players to tie onto their upper arm and then put on a sweater). Blow a whistle so that people know that combat can commence. Players must then infiltrate the other team bases to steal their gold (potatoes). Players may only take one potato. However once out of the opposing base they may pass it to another player or can take it back to their base themselves. How to stop people: Before attacking anyone make sure you are wearing a life band. Only players with a band may remove other players bands. To remove their life simply take it off their arm .... However the other player does not have to let you do so. This then causes the fun bit i.e. rugby tackles, jumping people, royal rumbles. This may sound dangerous however if you ask for a little common sense this is not a problem.
Human Pac Man
4-5 leaders hide around the wood/field/playing are each with a different colour marker. Players divide into two equal teams using coloured bands or similar to distinguish between them. Both teams have to find the leaders and collect as many marks from the leaders as possible, but at the start one team is also designated to hunt the other. If a player in the team being hunted is captured they have to be escorted back to a common jail (Players unescorted are allowed to escape but can not do so one once they have reached jail ) where they have to stay until teams switch roles as the leader running the game (eg the counsellor) can at any moment, change which team chases the other and uses a noise maker to signal teams to switch roles. Suggest switch roles fairly frequently, eg every 3-5 minutes, but at random times so players can't guess when it will happen. If you have a large playing area and it takes time to reach the jail you may want to lengthen the amount of time between switching teams. After a set amount of time (20 or so minutes) the counsellor counts how many marks each team collected from the leaders- whoever has the most wins.
Big lads can help the littler lads in by acting as a blocker.. Little lads can remove the bands of the bigger lads by getting another big lad on his team to sit on the attacker.
Leaders must sit in a central location
Raiders II (Enhanced Elves, Wizards & Giants)
A number of tokens marked either Elf, Wizard or Giant
Split the group into two teams. Either create a base for each team of allow each team to find and make their own (A base can simply be a particular tree or landmark).
Teams go to their bases and each team member is given one life band and token of their choice (elf, wizard or giant). The token stops arguments as to who wins.
Giant defeats Elf
Elf defeats Wizard
Wizard defeats Giant
Each team member then goes out to try and get a band off opposing team members, but the token players hold decides who wins each meeting according to the system above. If tokens are the same nothing happens and players go to find another of the opposit team. The winning player gets the other’s life band and returns it to their base. The looser returns to their base to collect another life band and change tokens if they wish.
At the end of the game the winning team is one that has most life bands.
Hunt the Leader
Use a limited area of fields and/or woodland. Leaders can move freely around if they wish (advisable). Players have to collect signatures from each leader, but the objective is to collect as many signatures as possible in a time limit so the same leader can be found several times. However before another signature is given by any leader, each team must return to base to get their form counter signed by somebody at base.
Search and Rescue
A number of differently coloured straws (one colour for each team) + some 'bonus' straws coloured black and/or some that have been covered in luminous paint.
Open playing field, or similar area with short grass.
Optional: Luminous marker posts
Spare torches for any members of the group that doesn't have one.
Hot drinks for afterwards!
Mark out the playing area with luminous marker posts, and widely scatter the coloured straws before teams arrive.
Make sure everybody has torches. Group is organised into teams who are told an aircraft carrying important isotopes has had to ditch its cargo in mid air. This has been traced to falling within the area of the playing area (describe the boundaries). Teams are told that they are each responsible for finding a particular isotope as well as the rare black one which gives each team bonus points (have examples). Teams may ONLY pick up their own isotopes.
Give the group an hour or so (depending on weather, etc) and then round everybody up for results and hot drinks before finishing.
This is an ideal surprise NWG for younger groups.
Night Wide Games
There's something about doing games and activities at night in the dark that makes it just that all the more exciting for children and youth. However if you are organising or taking part in any outdoor night activities, there are a number of Safety Guidelines you should be aware of, many of which are just as applicable to events organised during the day.NWG's are best played as organised group events and preparation is everything to it being a success. Virtually all wide games (except Town Hunt…) lend themselves to being played at night, but for various reasons its better to use games where the rules are relatively simple!Scout out the area you are considering using during the day. Use natural boundaries where possible that can be easily found at night, but also consider buying or making luminous marker posts (eg a small LED lights and attached to short waist high post or use luminescent marker paint, or a number of chemical glo-sticks). Because it's dark open fields can be used just as well as woodland for hiding.