Wide Games
Mad Scientist - Divide the players into two teams
• They are told that a mad scientist (one of the leaders) has tried out a top secret potion on himself and gone berserk. He has run out of the laboratory and is somewhere in the woods nearby.
• Team one is told that they must quickly find the scientist and bring him back in so that the antidote can be administered
• Team two are told that they want to find the scientist and sell him to a foreign power to steal his secrets
• Both teams are told that the scientist has gone completely mad and is unlikely to cooperate (the leader playing the scientist can have some fun here, but may well be roughly handled)
• The winning team is the first to return the scientist to
their home base.
Escape from Colditz. - several leaders hide around a large playing area and set the Explorers/Scouts out to work as patrols. Each patrol has to try to get as many stamps as possible (from the leaders). However there are other leaders out looking for them with red pens (the gestapo). If they catch them they sign the card. At the end of the game they get 5 points for every stamp they found, and -2 points for every time they were caught. Patrols have to work as a team to get the most stamps (they have to decide whether to split up and search then all meet up, or all run around together).
Stalk the Lantern - A lantern is placed in the centre of the site, the Explorers need to make their way to the lantern without getting caught. The leaders try and spot the Explorers has they make their way to the lantern.
Jail Break - There are two "cops" and one "jailer". The rest of the people are "robbers". The number of "cops" and "jailers" can vary depending on the number of players. A fairly central location is designated as "jail", The jail should be fairly out in the open and the boundaries definite.
A picnic table can work great as a jail (those in the jail would sit on top of the table). All robbers are given some designated time to go hide. After the appropriate hiding time, the cops go looking for the robbers. The robbers usually are not in the same spot all of the time for reasons I will describe in a minute. The cops catch a robber by one of many methods (this is where the variations come into play). The robber may be tagged, hit with a light beam, person identified correctly, or combinations of these. When a robber is caught, they are taken to jail by the cop. The big difference between this and hide-n-seek is, if a "Robber" is quick and sly, they can cause a "jail-break" and let all that are in jail get out of jail. This is done by sneaking up into jail (not being caught by the jailer), stepping IN the jail (or touching the table with both hands), and yelling "JAIL BREAK!" At this point, all that are in jail are FREE. The jailer must give everyone that was in jail and the breaker some time to get away (maybe 15 seconds). Sometimes this game has gone on for hours for one game. Sometimes it is a fairly short game (but not too often). If you want, you can have the game continue on by having the final (in this example) 3 people to be the cops and jailer.
Light the Candle - A pack of matches and a candle are set together, the leaders (with torches) sit a short distance away from the candle. The Explorers start at the far end of the field (candle is between leaders and Explorers - but closer to the leaders). The aim is for the Explorers to approach the candle, and light it. If the leaders hear movement they shine their torch and if they spot an Explorer they need to call the Explorers name, then that Explorer is sent back to the start. The game ends when an Explorer manages to light the candle. Leaders should only shine their torch if they hear movement......and only in direction of the sound. Some Explorers may make it difficult if they wear army camo, or swap coats etc, so its difficult to identify them.....more of a challenge for the leaders though.
Approach the Billy - Same as Light the candle, but instead of a candle and matches, there is a Billy can and a cooking utensil. The Explorers have to approach the Billy can, and hit it with the utensil.
Bootleggers - Equipment - **Food Dye coloured water in old squash bottles, plastic cups, empty squash bottles (with lids)**
Two leaders roam an outdoor area (preferably woods). Each blows whistle blasts at 3 minute intervals (staggered). They should try to remain in hearing of each other. One leader blows 2 blasts, the other leader 3 blasts. One leader has a large squash bottle of coloured water and a supply of plastic cups. The other leader starts with one empty squash bottle per team, with the each team’s name written on their bottle. Teams ferry water between the two leaders, at the end of the game (signalled by long whistle blasts) the team with the most water is the winner.
To encourage teamwork it is a good idea to rule that water will only be given to or received from complete teams (or groups of 3-4 scouts).
Teams are allowed to break each other’s cups, but are not allowed to lurk around either of the two leaders.
• They are told that a mad scientist (one of the leaders) has tried out a top secret potion on himself and gone berserk. He has run out of the laboratory and is somewhere in the woods nearby.
• Team one is told that they must quickly find the scientist and bring him back in so that the antidote can be administered
• Team two are told that they want to find the scientist and sell him to a foreign power to steal his secrets
• Both teams are told that the scientist has gone completely mad and is unlikely to cooperate (the leader playing the scientist can have some fun here, but may well be roughly handled)
• The winning team is the first to return the scientist to
their home base.
Escape from Colditz. - several leaders hide around a large playing area and set the Explorers/Scouts out to work as patrols. Each patrol has to try to get as many stamps as possible (from the leaders). However there are other leaders out looking for them with red pens (the gestapo). If they catch them they sign the card. At the end of the game they get 5 points for every stamp they found, and -2 points for every time they were caught. Patrols have to work as a team to get the most stamps (they have to decide whether to split up and search then all meet up, or all run around together).
Stalk the Lantern - A lantern is placed in the centre of the site, the Explorers need to make their way to the lantern without getting caught. The leaders try and spot the Explorers has they make their way to the lantern.
Jail Break - There are two "cops" and one "jailer". The rest of the people are "robbers". The number of "cops" and "jailers" can vary depending on the number of players. A fairly central location is designated as "jail", The jail should be fairly out in the open and the boundaries definite.
A picnic table can work great as a jail (those in the jail would sit on top of the table). All robbers are given some designated time to go hide. After the appropriate hiding time, the cops go looking for the robbers. The robbers usually are not in the same spot all of the time for reasons I will describe in a minute. The cops catch a robber by one of many methods (this is where the variations come into play). The robber may be tagged, hit with a light beam, person identified correctly, or combinations of these. When a robber is caught, they are taken to jail by the cop. The big difference between this and hide-n-seek is, if a "Robber" is quick and sly, they can cause a "jail-break" and let all that are in jail get out of jail. This is done by sneaking up into jail (not being caught by the jailer), stepping IN the jail (or touching the table with both hands), and yelling "JAIL BREAK!" At this point, all that are in jail are FREE. The jailer must give everyone that was in jail and the breaker some time to get away (maybe 15 seconds). Sometimes this game has gone on for hours for one game. Sometimes it is a fairly short game (but not too often). If you want, you can have the game continue on by having the final (in this example) 3 people to be the cops and jailer.
Light the Candle - A pack of matches and a candle are set together, the leaders (with torches) sit a short distance away from the candle. The Explorers start at the far end of the field (candle is between leaders and Explorers - but closer to the leaders). The aim is for the Explorers to approach the candle, and light it. If the leaders hear movement they shine their torch and if they spot an Explorer they need to call the Explorers name, then that Explorer is sent back to the start. The game ends when an Explorer manages to light the candle. Leaders should only shine their torch if they hear movement......and only in direction of the sound. Some Explorers may make it difficult if they wear army camo, or swap coats etc, so its difficult to identify them.....more of a challenge for the leaders though.
Approach the Billy - Same as Light the candle, but instead of a candle and matches, there is a Billy can and a cooking utensil. The Explorers have to approach the Billy can, and hit it with the utensil.
Bootleggers - Equipment - **Food Dye coloured water in old squash bottles, plastic cups, empty squash bottles (with lids)**
Two leaders roam an outdoor area (preferably woods). Each blows whistle blasts at 3 minute intervals (staggered). They should try to remain in hearing of each other. One leader blows 2 blasts, the other leader 3 blasts. One leader has a large squash bottle of coloured water and a supply of plastic cups. The other leader starts with one empty squash bottle per team, with the each team’s name written on their bottle. Teams ferry water between the two leaders, at the end of the game (signalled by long whistle blasts) the team with the most water is the winner.
To encourage teamwork it is a good idea to rule that water will only be given to or received from complete teams (or groups of 3-4 scouts).
Teams are allowed to break each other’s cups, but are not allowed to lurk around either of the two leaders.