Animal Relay
Based on text from: [email protected] (Dan
Mott)
Each member of a team is allocated a different animal. He must then
move across the hall in the style of that animal. Brilliant fun, but hard
to grade.
Backward Trip Race
From: [email protected] (Dan Mott)
This is run in teams of three, the central player facing forward; the
other two, with arms linked, facing backwards. The first team to finish
intact wins.
Bat the Balloon
From> [email protected] (Jim Speirs) - 'Games
Galore', BSC publication
• A pack of balloons.
Teams line up with members standing side by side, separated by the
distance obtained when players stretch their arms sideways. Fingertips
should touch between players.
The first player in line takes and inflated balloon, and bats it towards
the second person in line, who bats it to the third person, on down the
line and back again.
The only rule is this: once the players have taken their stance, they
may not move their feet. If a balloon falls to the floor, or if someone
moves his feet in an attempt to reach the balloon, the first person in
line must run and get the balloon, and take it back to the starting line
to begin again.
Refinement:
Add more than one balloon per line, going in both directions.
Blind men's Race
From: [email protected] (Dan Mott)
• Blindfolds for 2/3
players
This is raced by teams of three. Two are blindfolded, and clasp hands.
The one not blindfolded holds their outside hands and guides them through
the course.
Bucket Relay
From> [email protected] (Jim Speirs) - 'Games
Galore', BSC publication
• Two buckets per team
• Water
Fill one of the buckets half-full with water, and leave the other empty.
On 'Go', the first player runs to the other end of the playing area where
the buckets have been placed, pours the water into the other bucket, leaves
the empty bucket there, and carries the full bucket to the next player
in line.
The second player takes the bucket with water down to the other end
of the playing area and empties it into the empty bucket. He then picks
up the full bucket and carries it back.
The relay is finished when all have had a turn. The winner is the team
with their water intact.
Candle And Straw Relay Race
• A Candle per team
• A box of matches per
team
• A drinking straw per
team member
Each team member is given a straw. They have to race to the opposite
end of the hall where their candle and box of matches is located. They
must light the candle and then blow it out by blowing the flame through
the straw. This can also be played in subdued lighting.
Candle Race
From: [email protected] (Dan Mott)
• A candle per team
• Matches
First person lights a candle, carries it to a specified point, returns
to the next person in line, hands him the candle; all without letting the
flame go out. If the flame does go out, he must return to the starting
line, re-light the flame and start over again.
Centipede Relay
Cub 1 of the team runs up hall and back, he puts one hand between his
legs for the cub 2 to hold. They run up hall and back together, cub 3 joins
chain etc. Team penalised if chain breaks - must start again.
Variation:
Instead of holding hands the team holds onto a pole.
Checker Relay
• 6 Wooden checkers playing
pieces (or coins) per team
Scouts race up and down the hall in relay fashion, with a pile of 6
checkers balanced on the back of one hand. They are not allowed to steady
the pile with the other hand. The only time they can touch the checkers
with the other hand, is either when they have dropped them and are picking
them up, or when they are transferring the checkers to another scout in
their team.
Clodhopper Race
From: [email protected] (Dan Mott)
• A Newspaper per teamA
Blindfold per team
A series of pieces of paper are placed in a circle after a team member
is blindfolded. The team member must step on each piece of paper following
directions from team mates. They cannot touch him or move him themselves.
Clothes Pin Relay
>From: Jack W. Weinmann
• Clothes peg per team
• Bottle per team
Divide into teams. Each team member must run from the starting line
to a team bottle placed a distance away, attempt to drop a wooden clothes
pin into the bottle (Each boy has only one attempt to get the clothes pin
in the bottle) and run back to tag the next team member, who then repeats
the action. The rules are to hold the clothes pin with a straight arm at
shoulder height or with a bent arm at waist height (as long as all do it
the same way. When all the teams are done the team with the most clothes
pins in their bottle wins the game.
Compass Skills Patience
• Sets of cards with
compass points printed on them
This game is played the same way as the patience relay (described earlier).
This time the boys have to place the cards at the correct compass position
for that card. Suggested order for laying down cards: North, South, East,
West, North East, South East, South West, North West. NNE, SSW, NNW, SSE,
ENE, WSW, ESE, WNW.
Refinement:
Replace some directions with bearings (eg. 270 is East)
Cone Race
• Cord per team
• Paper cone (cup) per
team
Thread paper cones onto a cord stretched between chairs, or posts.
Each team member blows cone to the end of the cord, brings it back; next
boy does the same. First team finished wins.
Crew Race
From: [email protected] (Dan Mott)
• A pole per team
Groups of four or more straddle a pole, which must be held with both
hands by each player. The front racer having at least one hand on the rail
in front of him and the boy on the rear having at least one hand on the
rail behind him. All scouts face backward except the last one who is the
crosswain and steers.
Cross
the River
• 4 Card or carpet tile
stepping stones per team
• 3 Awkward pieces of
equipment per team eg.rucksack, football or hoop
Line up sixes with their equipment and draw two lines to represent
the river. Lay the stepping stones across the river. Cub 1 carries cub
2 on his back across the river using the stepping stones. Cub 2 comes back
and picks up cub 3 plus a piece of equipment. Cub 3 comes back and picks
up cub 4 plus a piece of equipment and so on until all the cubs have crossed
the river. Those cubs on the bank should be encouraged to cheer their team
on.
Dizzy Pole Relay (Izzy Dizzy)
• A pole per team
Each team member runs up hall, picks up a pole. Then puts one end stationary
on the ground and runs around it 10 (or so) times before running dizzily
back to his team to tag the next boy.
Donkey Race
• Pole or broom per team
Two boys straddle a broomstick, back to back. On signal, one runs forward
and the other runs backwards about 50 ft. They then run back to the starting
line, but this time they change positions (forward becomes backward runner)
then the next two team members go.
Dribble Ball
• A Ball per team
• 3+ Skittles (or chairs)
per team
Standing in teams, each person in turn dribbles the ball down the line
of skittles slalom fashion, either using their foot, a stick or a washing
up liquid bottle and then straight back to the next man in their team.
If a skittle is knocked over, the player has to return to the start and
begin again.
Driving the Pig
• A 3" pole per team
• A 5 pint plastic milk
carton per team
Fill each bottle with a little water as ballast. In turn, each member
of the team uses the stick to push the bottle (pig) to the end of the hall
(fair) and runs back with the equipment. (Game not too suitable for varnished
wood floors)
Variation:
Teams run laps around a grand-prix course around several chairs in
a circular or (harder) figure-of-eight course.
Feather Relay
• A long feather per
team
Each player throws a long feather javelin style, toward the finish
line. As soon as it comes to earth, he picks it up and throws it again,
and continues until across the finish line. He then picks it up and runs
back to his team to give the feather to the next player.
Variation:
Replace feather with a paper aeroplane (each team can make it) for
outdoors.
File Race (Chinaman's Race)
From: [email protected] (Dan Mott)
Teams of 6 to 12 ( or 4 to 8) each race, one behind the other. No scout
is permitted to pass his teammate ahead of him.
Fireman, Save My Child
• Drinking straw per
player
• Paper cut-out of a
child, about 1.5 to 2" tall.
Each team has a pile of the cut-out children on a table and a drinking
straw for each player. Approximately 15-20 feet away from the start, place
a small pail for each team on another table, chair, stool, or whatever.
At the call of "Fireman, save my child", the first player on each team
must pick up a child by sucking up the figure against their straw. While
holding the figure this way, they run to their respective pail and deposit
the figure. The next team member then goes. If they drop the figure en-route,
they must stop and pick up their child, again, by sucking it up with the
straw.
Variation:
Use dried peas instead of paper cut outs.
Flapping Fish Relay
A paper fish per team
A newspaper per team
Players must waft a paper cut-out of a fish (1' length) across the
hall and back using the newspaper as a fan. Best approach: fan the fish
using flat slightly unfolded newspaper standing a couple of feet back,
or just cheat. Worst Approach: Whack the fish as hard as you can with a
rolled-up newspaper.
Heel Race
From: [email protected] (Dan Mott)
Each runner runs on his heels. Scouts are not allowed to touch the
toes to the floor.
Highwayman
• A short rope per team
• A chair per team
Teams stand in lines at one end of the hall. There is a wooden chair
with a bar back at the other end of the hall opposite each team. The front
player of each team has a length of rope in one hand. On the command 'GO'
the second player jumps onto the back of the front player and they race
piggy back style to the chair at the other end of the hall. The player
riding jumps down and ties one end of the rope around the top bar of the
chair using the highwayman's hitch. He then jumps back on the other players
back, pulls the end of the rope to free it and they then race back to their
team. The player who was the horse goes to the back of the team and the
player who was the rider now becomes the horse or front player.
Human Boat Race
Each boat is made up of eight to ten players each in full knees-bent
position. Each player has his hands on the shoulders of the man in front.
Facing the line of players in each boat is a 'COX'. The cox holds the hands
of the front player in the boat. When the race starts, the boats move forwards
by all players in a boat springing together off both feet. The cox for
each boat shouts encouragement for his team and calls out the rhythm for
the spring. During the race, any boat that breaks up into two or more parts
is deemed to have sunk and is disqualified from the race.
Island Race
• 4+ chairs per team
Each team must cross the hall without touching the floor. This can
be done if the team stand on all but one chair which is passed to the front
of the 'island'. The team can then move forward so that the chair at the
back is free, this can be passed to the front etc. To increase difficulty
reduce the number of chairs.
Nail Driving Relay
>From: Jack W. Weinmann
• A Hammer per team
• A Wooden block per
team
• Bag of nails
Stand one 2x4 block for each team on edge and start two or three 16
penny nails to the same height in the edge. Place the blocks about fifteen
feet from the starting line and put a hammer next to each of the blocks.
On "GO!" one boy from each team races to the block, picks up the hammer,
and swings ONE blow to drive the nail into the block. He then lays the
hammer down and returns to his team, tagging the next boy in the relay.
The race continues, with each boy in turn going as many times as it takes
for one team to drive all of its nails flush into the block. Be ready to
straighten bent nails.
Variation:
Drive tent pegs into the ground with a mallet.
Newsprint Race
From: [email protected] (Dan Mott)
• 1 Newspaper
Each scout is provided with two sheets of newspaper which he uses to
run the race. He can only step on the newspapers; this is done by: stepping
on one, lay the other in front of him, steps on it, retrieves the paper
behind him, which he places in front of him moving forward in this fashion.
Paper Hoops
From: Joe Irvine; Helper/Warboys Wizards Pack - Cromwell
District
• Several newspapers
This is a relay race between sixes. A pile of newspapers for
each six is placed at one end of the room with the sixes lined up at the
other end. When the whistle blows they race up to the newspapers.
The object is to cut the newsper sheet in the middle and then step through
the paper without ripping it right through to the edge. If that happens
they have to start again. When they have stepped through they race
back so that the next team member can go. The winners are those who
are all sitting down with their arms folded. Use newspapers that are not
too big.
Patience Relay
• A pack of playing cards
for every 4 teams
Separate the cards into a suit per team. Lay out the 10 number cards
(including ace) in any order face down at the end of the hall. One at a
time the boys run up and turn over a card. If it is not the Ace then they
turn it face down again and run back to their team and the next player
has a go. When the ace is turned up they can lay it face up. The next card
needed is the two and so on. Play continues until one team has all its
cards turned face up. Requires team to use memory and team-work to reduce
errors.
Ping Pong Ball Relay
From: [email protected] (Dan Mott)
• A party blower per
team
• A ping pong ball per
team
Each player gets a party blower (the type that unrolls when you blow
it) That he uses to push the ping pong ball across the floor. He can only
use the party blower, nothing else, he can't blow the ball himself, or
touch it in any way except for the blower.
Potato
Jump Race
• Small ball per team
Establish a start and a finish line. Line the boys up on the starting
line. Give each boy a potato (ping-pong ball, balloon, etc.) to put between
his knees. On 'GO' see who can jump to the finish line first without dropping
the potato.
Potato Race
• Fork per team
• Potato per team
Each team member tosses the potato into the air and catches it on the
fork, takes it off and hands them to the next player.
Rocket Relay
From> [email protected] (Jim Speirs) - 'Games
Galore', BSC publication
• A chair per team
The Sixes line up with a chair at the head of each, facing away from
the Six. The chairs are 'launching pads' and the first Cub or 'rocket'
stands on the chair awaiting the countdown. When the leader reaches zero,
the 'rocket' blasts off round the room, touching all four walls, and returns
to the 'launching pad' where the next 'rocket is waiting to be launched.
The first 'rocket' lets off the second and returns to his Six.
Round the Moon
From> [email protected] (Jim Speirs) - 'Games
Galore', BSC publication
• A chair per team.
All the Sixes line up at the end of the room. Each Cub places his hands
on the waist of the Cub in front so the Sixes form a 'rocket'. One chair
is placed at the far end of the room opposite each Six, these are the 'moons'.
When the leader calls 'Go', the Sixes run the length of the room, round
their 'moon' and back into orbit. As they pass base, the 'rockets' drop
a section each time and the Cubs sit down there one by one, until finally
the 'nose cone' - the Sixer - returns home. The first team to be sitting
down is the winner.
Skin the Snake
From: [email protected] (Jim Speirs)
Team members stand one behind the other with legs apart and pass their
right hands between the legs to grasp the left hands of those behind. Starting
at the back, members crawl through the legs of those in front of them,
without losing hand grip, until the whole team is standing in a line holding
hands.
Seed Planting Relay
• 6 cups, or jars per
team
• One bag of seeds, or
pasta shells, or dried peas
Following a line, or rope on the ground, and by walking heel to toe,
each team member must stop (about every 3 feet and drop a seed in a small
mouthed jar set near the line. When he reaches the end, he runs back and
taps the next boy on the team.
Stacking the Cans
• 6 cans per team
Patrols or sixes stand in lines. They have to run to the end of the
hall in relay fashion and each one add a can to the stack. The winning
team is the first one back with a completed stack and all their team standing
to attention.
Variation:
Teams work against each other in pairs - One team stands at the side
throwing bean bags or dusters at the piles of cans, the other team attempts
to build up the pile. After swapping over the team with the fastest time
wins.
Tunnel Relay
The team members stand in a line one behind another with their legs
apart. The person at the back of the team crawls through the legs of the
other members and then stands at the front, legs open. The next team member
then goes. When everyone has crawled through (team is back in order) the
team has finished.
Variation:
Instead of crawling through a ball is passed backwards between the
legs of the players. This will require the person at the end of the line
to run to the front when he receives the ball.
Water Relay Race
• Paper cup per team
• 2 dixies or buckets
per team
Transport water from point A to point B holding water can above head.
Water can has small nail holes in bottom edge resulting in a shower effect
on the carrier. Team that has the most water average per den wins.
Variation:
Carry cup of water on foot.
Wheels
Line patrols up. Give each team member a number. Then shout
out modes of transport e.g. car. Number four runs because it has
four wheels. Any mode of transport is applicable:
Whirling Wheels
From> [email protected] (Jim Speirs) - 'Games
Galore', BSC publication
• A beanbag per team
Formation: Relay, like the spokes of a wheel, facing in a clockwise
direction with the Sixers in the centre. The beanbags lie at the feet of
each Sixer and when the leader gives the starting signal, they pick up
the beanbag, run down the back of their Six and in a clockwise direction,
round the wheel and back to the outside end of the Six. The beanbag is
then passed up the Six to the Cub now at the centre. This continues until
all the Cubs have had a turn.
Wild Wheelbarrow
Adapted by [email protected] (Dan Mott) - Great
Salt Lake Council
• A blindfold per team
One pushes a wheelbarrow and the other person blindfolded with the
rider giving directions.
Some other very well known relays:
• Egg and spoon race
• Running Backwards
• Hopping, Jumping
• Wheelbarrow race
• Piggy-back race
• Sack race
Relays are described in other chapters
• Obstacle courses
The
Games Compendium
Brought to you by your friends at Bonaly Scout Campsite
http://www.bonaly.org.uk/