Recon
Scouters or Guards will set up a camp site, with many items and details. Tent, tarp, pot , pans, back pack, chair, coat, boots, etc.
Each Patrol will get their own 5 minutes, too “Sneak up” to the camp site without getting spotted, observe as many details as possible. If a youth is caught by a guard during the observation time, they will be brought to a holding area and cannot contribute to the final task. Before the time is up, the patrol must signal each other to withdraw and return to their patrol corner for safety. Anyone from the patrols caught around the camp site after the time is up, is brought also to the holding area.
Their final task is to combine their observations into a map of the site, by drawing it out on their white board. They must be as accurate as possible.
Once each patrol had a turn, the patrol with the most accurate map wins.
Special notes:
-The campsite will not have any lights on. It’s int he dark.
-Observers can use their flashlights to see better, but they will attract the guards.
-Guards have flashlights, while walking around, they can use the light to spot anyone. They can only use the light in bursts.
-Guards will once and while do a “Laser sweep”. They will beam their flashlights at a certain distance off the ground. Observers need to be flat on the ground to not disrupt beam and get spotted.
Zombie Apocalypse
How to Play: Basically, there will be three teams. One is the Zombies, one is the Survivors, the last is the Helpers.
The goal of this game is for the Survivors to get back to the starting point without being tagged by a zombie. The starting point can be wherever you like a classroom, the playground, the grass, etc. Wherever you choose is where the Zombies and the Helpers start off.
After you choose the starting point, the Survivors will have to run to a spot where they think is secretive enough for the zombies not to tag them.
A minute after the Survivors find their hiding spot, the Zombies come out and look for them and then tag them.
A minute after THAT the Helpers come out. Basically what the Helpers do is lead/guide the Survivors back to the starting point. Zombies cannot tag Helpers, so that gives the Survivors a chance to get back safer.
The Helpers can circle around a group of Survivors to take them back or they can run behind the Survivors.
Some of the Survivors, of course, cannot get help from the Helpers, so they have to get back themselves.
If one of the Survivors get tagged by a Zombie, they become one. So be careful to watch out for zombies!
The Survivors/ Survivor that make it back to the starting point without getting tagged wins! :D
Additional Rules:
- Make sure you split up the teams where there are a few more Zombies then Survivors and Helpers.
- This game usually only works when you have a large group of people.
- Zombies are allowed to reach through gaps that Helpers don't cover when they surround Survivors.
- Make sure the Zombies don't tackle the Survivors to the ground because then it'll hurt.
Giants, Wizards and Elves
HOW TO PLAY
Establish boundaries for play in a reclangular area, around the size of halfa basketball court. Two of these boundaries should face each other and should be visible to all players: when a player passes those lines, they are in the safe zone.
Divide the group into two even teams and have them line up along their safe line facing each other.
Explain that they are in a magic forest where ancient mystical Giants, Wizards and Elves battle for supremacy.
Explain that the Giants always defeat the Elves because they can step on them.
-The Wizards always defeat the Giants because of their magic powers. The Elves always defeat the Wizards because Elves are such tricky, scheming little creatures.
Then teach the players the actions that go with each of the creatures.
• To pretend to be Giants, players stand on their tiptoes with their arms above their heads.
• To pretend to be Wizards, players point their hands straight out and wiggle their fingers as if they are casting a spell.
• To pretend to be Elves, players crouch and hold their hands up to their ears to make pointed Elf ears.
After you have practiced making the various actions, and after the players have an understanding of who defeats who, have the two teams huddle up separately. Each team must pick a first action and a second action Giants and Elves, for example, or Giants and Giants. (We pick two actions in case the first actions of both teams are the same.)
The players move from their safe zone and line up facing each other a few feet apart in the middle of the playing area. When the leader calls, “Go" each team must perform their action.
The winning team must chase the losing team back to the losing team’s safe zone. For example, the Wizards would chase the Giants back to the Giants' safe zone, or the Elves would chase the Wizards to the Wizards’ safe zone.
Any players tagged by the winning team cross over to the other side.
Between chases, allow between 10 and 20 seconds for strategizing in the huddle. If both teams choose the same first action, it is a stalemate and the second action is performed on the call of the leader.
Speed Rabbit
HOW TO PLAY
Have youth stand in a circle, and pick one player to go in the middle and be It.
It chooses one player in the circle to give a command to.
The command will be to form one of several special positions to create a shape.
If It says "Elephant!" to the player, that child and the two players immediately on either side of her must comply as quickly as possible, creating an elephant.
The last of the three players to get into position is out. The types of commands can vary, some groups create their own, but here are some of our favourites:
• Rabbit: The player in the middle pretends to chew a carrot, while players on either side hold their arms up in the air in bunny-ear shapes.
• Elephant: The player in the middle holds one arm straight in front of herself, looping the other arm around the first and holding her nose with her fingers.
This makes the elephant trunk, which she will wave about. The players on either side must create large circles with their arms and hold them out to the side to create the ears.
Palm Tree: The player in the middle stands straight with arms in a V-shape. She is the palm tree. Players on either side must hula-dance, arms directed away from the palm tree.
Elvis: The player in the middle must play guitar and knock her knees, like the King of Rock and Roll. Players on either side get on their knees and act like adoring fans.
Television: One of the side players gets down on his hands and knees and creates a "couch" on which the middle player sits, eating a bowl of chips, and watching the third player pretend to be a television.
MODIFICATIONS
In smaller groups, Speed Rabbit should be played without elimination.