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Explorer Scout Wide Game Ideas

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Sean Williams

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Apr 5, 2003, 1:00:47 PM4/5/03
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Anybody know of a suitable source for Wide Games ideas for an Explorer Unit
for approx. 16 people ?

We have tried the traditional 'life' based ones, but would like a game with
more structure than just running around capturing people and pinching there
life - if you see what I mean.

Thanks - Sean


James Bentall

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Apr 5, 2003, 1:37:57 PM4/5/03
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In article <b6n5kf$e30$1$8302...@news.demon.co.uk>, "Sean Williams"
<se...@grobynet.demon.co.uk> wrote:

Some I've done recently with my older scouts (14-15 yr olds) which might
work with Explorers: [All these have either been borrowed or adapted
from other ideas I've seen on the NG, so apologies if you recognise your
idea below. All I can say is thanks for the great idea!]

(i) Works best in woodland or other vegetation. Split into two teams.
One team attackers, one team defenders. Attacking team are given a full
water carrier or other heavy object with a piece of wool attached to it.
Attackers have to get said heavy object from A to B, where B is about
200m away and a fairly large space. Defenders have to get piece of wool
from water carrier.

Although this may sound like a classic life game is isn't, cos the
defenders are not trying to stop people getting through. The attackers
can use widly different tactics - e.g. have a noisy group of people to
try and lead the defenders away from the two people quietly carrying the
water carrier through, or decide to hide the water carrier up a tree for
a while and lead all the defenders away then return for it or whatever.

(ii) Sure this has got a well known name, but can't think of it at the
moment. One person guarding a store of small objects (we use tentpegs)
and a torch. Other YP have to try and reach the tentpegs and take one
without the torch being shone on them. We say torch cannot be on for
more than a second at a time, and again, play it in an area where there
is plenty of cover so it's not impossible.

(iii) Benchball at night with a small luminous ball on a field has
worked before!

(iv) If it's a fairly warm day, split into two teams. Give one group
five-ten minutes (depending on proficiency!) to get a fire going. Equip
the other team with a water source about 200m away, and a number of
plastic cups. (You can see where this is going...) If the fire is still
alight after 15 minutes the first group wins, if it isn't the second
group wins. First group need to split themselves between making sure no
water gets through, and having a couple of people to keep feeding the
fire. We have a cut off zone about 10m around the fire - if a YP with
water gets through that they are 'safe' to make sure no 'action' takes
place near the fire which mind lead to injuries.

YiS

James

--
James Bentall
SL 2nd Hatfield
http://www.hatfieldscouts.org.uk/2nd
Do you Baloo? - http://www.baloo.org.uk

John Russell

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Apr 5, 2003, 2:43:45 PM4/5/03
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James Bentall wrote:

>(iv) If it's a fairly warm day, split into two teams. Give one group
>five-ten minutes (depending on proficiency!) to get a fire going. Equip
>the other team with a water source about 200m away, and a number of
>plastic cups. (You can see where this is going...) If the fire is still
>alight after 15 minutes the first group wins, if it isn't the second
>group wins. First group need to split themselves between making sure no
>water gets through, and having a couple of people to keep feeding the
>fire. We have a cut off zone about 10m around the fire - if a YP with
>water gets through that they are 'safe' to make sure no 'action' takes
>place near the fire which mind lead to injuries.

I've played this with Cubs, but both teams have a fire and try to put the
opposing team's fire out. So teams have to organise themselves to attack
and defend and keep the fire going. Use the last fire alight to cook
sausages.

--
John Russell
CSL 1st Pinhoe Exeter Devon
http://www.pinhoescouts.org.uk/cubs/
Cubs don't care how much you know, but they need to know how much you care.

Grant Mitchell

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Apr 6, 2003, 4:47:30 PM4/6/03
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"Sean Williams" <se...@grobynet.demon.co.uk> wrote in message
news:b6n5kf$e30$1$8302...@news.demon.co.uk...

A couple of games I've played successfully with Scouts, although the
subtleties tend to be a bit complicated for the younger ones so might
work better for Explorer Scouts. Again, I can't remember where I
pinched the ideas from, so if it was someone here, thanks!

1) Siege of Mafeking
Two teams - one attacking, one defending the town. The teams aren't
necessarily equal in size - we find it works best with a smaller
attacking team, although this causes some problems when you come to swap
over. The defenders get 5-10 minutes to build fortifications around a
defined base (we use a circle of rope, say 5m across). We usually
provide some bits of equipment (broomsticks, old water carriers) and
they can use anything else they can find (tree branches etc).

The attackers' aim is to take control of the town - i.e. to have more of
their team in the base than the defenders. (Note this needs a leader
stationed by the base to continually count numbers of each team!) The
defenders try to withstand the siege until relief is forthcoming (15
minutes after the defending team manages to get a message through to the
designated leader). To withstand the siege, the defenders need food.
We give them a small supply to start with (we use old CDs to depict food
items) and scatter more around the playing area, that they have to send
some of their number out to find. The attacking team isn't allowed to
move food items, although it would be permissible to guard them. We
take food items away from the base at the rate of 1 per minute. If the
base runs out of food then one individual loses a life each minute until
some food is found.

Each Scout has a life and loses it as above if they run out of food, or
in the usual way if the piece of wool is snapped by the opposing team.
We let them have one more life each if they are killed once by the
opposition, but not if they run out of food.


2) Mad Scientist
Each team represents a different country. The game is set in another,
neutral country, which has five inhabitants of interest, namely the
illustrious scientist, an illegal passport supplier, a drug dealer and
two policemen. (We don't have enough leaders to play all these roles
but the PLs love it!) The teams know that these five people exist but
don't know (at the start) which individual leader or PL has which role
and have to observe their behaviour to find out. Each Scout has a wool
life, which can be lost in the usual way has teams attempt to disrupt
eachother.

The teams aim to smuggle the scientist (who has knowledge essential to
the country's future survival) out of the country. Unfortunately, the
scientist has recently tried out a new invention - by drinking it - and
gone temporarily insane. Before being smuggled out of the country, he
will need to be given the antidote. He will also need to be provided
with a passport.

"Passport photos" of each of the five leaders / PLs (in fact usually
clip art with a vague resemblance to each one) and "money" are scattered
around the playing area for the teams to find. The teams can buy a
passport from the passport supplier by taking a photo of the appropriate
person and a sum of money. The drug dealer will supply the antidote to
the scientist's potion, in exchange for a passport (being a wanted
criminal, he too wants to flee the country). The drug dealer can also
heal the loss of a wool life in return for either money or a passport.
The policemen can also issue new lives; they also remove lives from
anyone seen dealing with a known criminal (either the passport supplier
or drug dealer), or anyone who mistakenly ask them (the policemen) for
drugs, passports etc. (Now you see why the PLs love playing these
roles.)

Each of the five roles should act in the appropriate way - the criminals
tend to lurk in the shadows and keep a low profile, the policemen are
more open and the scientist is, well, mad! Until he is fed the
antidote, when he becomes sane again (although a second dose sends him
mad again, and so on ad infinitum). Finally, the scientist has hidden
essential scientific equipment and won't leave the country without it
(the teams don't know this until they have spoken to the sane
scientist.) Unfortunately, the scientist has forgotten where he hid his
equipment or what it looked like. So you end up with different teams at
different stages either looking for the equipment, trying to feed the
scientist the potion to send him insane again to sabotage other teams,
etc. Chaos guaranteed, but it's great fun.

Hope all that made sense! If you want any more details, let me know. I
think I've got briefing info for teams and leaders for the mad scientist
game on computer somewhere.

Grant
SL, 1st Disley


Mark Winn

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Apr 6, 2003, 6:42:30 PM4/6/03
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"Grant Mitchell" <grj...@msn.com> wrote in message
news:b6q48r$7n61k$2...@ID-112146.news.dfncis.de...

> 1) Siege of Mafeking
Snip
>
> 2) Mad Scientist

Snipped excellent sounding wide game

> Hope all that made sense! If you want any more details, let me know. I
> think I've got briefing info for teams and leaders for the mad scientist
> game on computer somewhere.
>
> Grant
> SL, 1st Disley
>

Yes please Grant, by email would be great, or posted on a website.

Mark Winn
(Feverishly planning for a wide game this Friday )

MatSav

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Apr 6, 2003, 7:22:33 PM4/6/03
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"Grant Mitchell" <grj...@msn.com> wrote in message
news:b6q48r$7n61k$2...@ID-112146.news.dfncis.de...
>
> 2) Mad Scientist

<snip wide game description>

One for the UKRS Archive, perhaps?

--
MatSav


Pete Edge

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Apr 7, 2003, 5:11:34 PM4/7/03
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"MatSav" <matthew DOT savage AT felthamscouts DOT org DOT uk> wrote in
message news:3e91e4f2$0$236$cc9e...@news.dial.pipex.com...

Added it as a *.txt in the files section, if anyone wants to edit it feel
free, just give credit to Grant :)

Grant Mitchell

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Apr 10, 2003, 1:44:25 PM4/10/03
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"Grant Mitchell" <grj...@msn.com> wrote in message
news:b6q48r$7n61k$2...@ID-112146.news.dfncis.de...
> 2) Mad Scientist
> Hope all that made sense! If you want any more details, let me know.
I
> think I've got briefing info for teams and leaders for the mad
scientist
> game on computer somewhere.
>

Richard Owen - I haven't been able to send you this - I get a delivery
error. Can you let me have an email address that works please? :-)

Grant


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