Games without much preparation

Crown Jewels

Beefeaters = one patrol
Rogues = all other patrols
Collectors = Guiders

Equipment

Sceptres (Mallets)
Orbs (Plates)
Tiaras (Card board)
Rings (pull tops)
Score tokens

How to Play

Jewels are place in batches at one end of the field. Collectors are at the other end. Beefeaters patrol the middle.

Rogues have to try to smuggle jewels to the collectors by hiding them in their clothing. They must hide only one piece of jewellery and travel alone.

Beefeaters try to stop the rogues by looking - and saying where the jewels are hidden.

Rogues continue unchallenged if Beafeaters guess incorrectly.

Scores

 

Rogues

Beafeaters

Mallets

4

1

Plates

3

2

Cardboard

2

3

Rings

1

4


Knights of the Garter

Story

The king and queen have had a baby. The commoners want to decorate the palace but the army won't allow this.

Equipment

Long rope (or deck chairs etc.,)
Lengths of wool (colour per patrol)
Jelly babies 'momentos'

Soldiers = Guiders
Commoners = teams of Guides

 How to set up

Set your rope up in the middle of the field. Stand all 'commoners' a good distance away behind a start line where they are 'safe' from the army. This is also where they keep the wool. T army wait around the field. The commoners must try to reach the castle and tie the wool on the rope, on piece only at time. If they are caught doing this the wool is confiscated by soldiers. At the end count the wool to see find the winner who is knighted, Jelly babies for all!


Card Challenge

Teams

Two teams (red and black)

(Four teams if using 2 packs of cards with different back colours)

Equipment

Pack of cards split red/black.

Aim

To collect as many cards as possible.

How to Play

Each team has a base at the opposite ends of the space you are playing in.

Each Team has their pack of cards which they must get from A to B. Only one card can be carried at a time. If a member of the other team challenges them a high card takes a lower card.

Ace is high except against picture cards. Joker is lowest except against picture cards when it wins.

Set time limit and boundary area and at the end of the game count the cards which got 'home'. (complete royal family = double score)


Posting Letters

Equipment

Letter box
Small post cards
Coloured spots (stamps) - one colour per patrol

How to Play

3 Guiders each have one of the items of equipment and keep moving around the site throughout the game.

The aim is to post stamped letters (highest number posted wins). Each Guide may only carry one letter at a time.

Limit time and boundary area.


Collecting Cattle

Equipment

Potato, Ink Pad and face paint per Patrol
Cardboard 'cattle' concealed around field

Guiders = Game Wardens

Guides = Tribes

The Story and how to play

Each tribe believes all the cattle on earth belong to them. Cattle are valuable as a source of food, clothing and warmth. All cattle found are immediately claimed and branded.

1) teams make brands from potatoes and mark their faces with the same sign.

2) The Guides travel in tribes and find cattle and brand them

3) Game wardens will arrest any tribes caught anding and imprison for ten minutes

4) Scores - successful brand = 5pts deduct points for times captured and not having faces marked.


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