Mouse-Trap Attack
• 4 Spring loaded mouse
traps
• An endless supply of
rolled up paper balls
We will suppose that there are four teams or patrols of six boys. They
are spaced at equal distances down the length of the hall. Each team or
patrol has it's mouse traps cocked at one side of the hall on the fkoor.
At the other side of the hall opposite each group of mouse traps are three
attacking boys from each of the other patrols. These attacking boys are
armed with rolled up balls of paper. Each patrol is allowed up to three
defenders for their mouse traps. These defenders must sit on the floor
half way between their mouse traps and the defenders. The attackers must
lob the paper balls over the heads of the defenders and set off the mouse
traps. The winning patrol is the one that has the last loaded mouse trap.
Mouse-Trap Fishing Game
• 1 Spring loaded mouse
trap
• 3 Bamboo canes
• 3 Lengths of string
• Some objects such as
plastic bottles to be picked up, for each team.
You will have to bore a hole or fit a screw eye in one end of each
mouse trap so that it can be attached to a length of string. Each team
stands at one side of the hall and the objects they have to collect such
as plastic bottles are on the other side of the river (hall). The only
way that they can get the objects, is to lash the three bamboo poles together
to form a fishing pole and attach the string with the mouse trap attached
to the end. You will have to show the scouts how to cock the mouse traps
safely or you may have to do some first aid on bruised fingers.
Trader
• 4 Counters per person
(red, blue green and yellow one of each colour.)
When the game starts the boys are given a set time 5 to 10 minutes
in which they are allowed to trade. They trade in the following manner.
A boy approaches another boy with a counter in his left fist, he does not
show the other boy what colour he is holding. If they agree to trade then
they give each other a counter taking care that they do not show the colour
they are swapping (All trades are final). Any boys who do not wish to trade
simply cross their arms, this indicates that they are not open for trading.
After the trading period is ended you show the lads the stockmarket chart
shown below and get the lads to add up their scores.
Stock Market Chart - Trading Chip Values
4 Red counters
100 points
4 Blue counters
80 points
4 Green counters
60 points
4 Yellow counters
50 points
3 of any colour
40 points
2 of any colour
15 points
Single Red
1 point
Single Blue
2 points
Single Green
4 points
Single yellow
5 points
After they have added up their scores and you have found out which scouts
have the highest scores, collect the counters in and hand out one of each
colour again to the scouts. Now play it again with the scouts knowing the
values and see the difference in tactics. From time to time you could introduce
jokers these are White counters. You place some of these on the table and
the boys are told they can take them if they wish. The value of these is
unknown until they add up the scores. You then tell them that they either
get 10 extra points for each White counter they have or minus 10 for each
White counter they hold, much like Bulls and Bears in the stock market.
You can decide if it is going to be a plus or a minus by either tossing
a coin or rolling a dice.
Variation:
Alternative points chart
Red Chip
20 points
1 Green Chip
30 points
1 Blue Chip
40 points
1 Yellow Chip
30 points
1 White Chip
20 points
4 Red Chips
90 points
4 Green Chips
80 points
4 Blue Chips
50 points
4 Yellow Chips
60 points
2 White Chips
50 points
3 Any Colour
40 points
2 Any Colour
20 points
Trading Post
• Sell Price list (1
per team + 1 per leader)
• Buy Price list (1 per
team + 1 per leader)
• Raw materials
• Paper Currency
At the start of the game, each team is given the same amount of currency.
They then have to decide what they are going to buy from you in order to
make something to sell back to you for a profit. Most things that you buy
back should result in a profit, but you should put in some items that produce
no profit or even a loss.
For example the team should buy poles and a blanket to build a simple
stretcher or pen, paper and compass to produce a map of the locality, triangular
bandage to demonstrate an arm sling.
From experience, the best method to organise leaders is to allocate
each leader a different theme such as pioneering, first aid, navigation,
etc. These leaders can then award money, or even refuse the item, fairly
depending on the quality.
Refinement
Sell some items cheaply for a limited period, or buy back some items
more expensively to encourage the teams in some areas.
Refinement
Make the tasks fairly difficult and sell training to the teams. You
could ask the PLs to do the training whilst the leaders ran the trading
post and the APLs led the teams.
Refinement
Some time back I helped organise a trading post in which we used a
computer to act as a bank. The teams started by registering their company
and getting a small loan to cover the registration fee and raw materials
to start. The loan was charged a high rate of interest and so the teams
had to repay it as quickly as possible. To prevent the teams spiralling
into debt for ever we did advise them not to ask for too big a loan and
we could reduce the amount of interest charged to help some teams catch
up. Once the loan was paid off a team could invest the money with the bank
and earn a small amount of interest on it.
The theme of running a company really helped the teams stay enthusiastic.
Even if you don't have access to a computer you could do the registration
and book keeping by hand and advertise a very small amount of interest
(which will amount to nothing).
Refinement
From: Tony Felgate; SL. 2nd Horsham, England.
Instead of paper money we have used silver and gold wrapped sweets
(silver worth 1 unit and gold worth 5). At the end of the game the
six/pack gets to keep the sweets!
The
Games Compendium
Brought to you by your friends at Bonaly Scout Campsite
http://www.bonaly.org.uk/