Wide games are generally played over a large area and can comprise 'chases'
or complex strategy on the part of the team members. If you have a favourite
that can be added here, feel free to send it over.
Cattle Rustlers
You need: Wood, red paint, 2 different wool colours.
Divide the youth into two teams: "Cattle Rustlers" and
"Cowpokes". Each team is identified by tying different colours of
wool to their arms.
The "Cattle Rustlers" have stolen the "Cowpokes'" cattle during
the night, and are herding them back to their hideout. On the way
to the hideout, the cattle brush against bushes, trees, etc., and
leave hair attached to them (coloured wool). Some of the "Cattle
Rustlers" were injured during the raid, and drip blood (the red
paint) on the ground.
After the "Cattle Rustlers" have left for their hideout, one of
the "Cowpokes" wakes up and realizes that their cattle herd is
significantly smaller. They spot the trail of hair and blood,
and head off in the same direction following the marked trail.
The "Cattle Rustlers" believe that they haven't gotten a clean
getaway, and decide to ambush the "Cowpokes" from a convenient
location.
Playing the game:
The game is played with two known items: 1) the "Cattle Rustlers"
will be waiting in ambush, and 2) the "Cowpokes" are following
the "Cattle Rustlers". However, neither side will know exactly
when and where either team will appear. When the "Cowpokes" fall
into the ambush, the "Cattle Rustlers" jump out of hiding and
attempt to do in the "Cowpokes" by breaking the wool tied to
their arms.
The Zulu Boy
This game is based on the Zulu Boy legend, where he is painted
white and given a head start before the tribe hunts him down.
Select one youth, and instead of painting him/her white, have
him/her wear a white t-shirt or white paper hat. The white item
cannot be removed by the Zulu Boy during the game.
Given ten minutes or so head start, the Zulu Boy must get away
from the rest of the group and hide. The balance of the group
pairs off, and are sent off in random directions to hunt the Zulu
Boy.
When one of the pairs locates the Zulu Boy, they must try to
capture him by either both of the pair touching him/her, or
removing the white paper hat.
Vary the conditions of the game according to the layout of the
land that it is being played in. An urban setting may require
some restrictions on where the Zulu Boy can or cannot hide. Make
sure you set boundaries for the game
Limit the time of the game, and end it using whistle signals. If
the Zulu Boy have avoided capture at the end of the time limit,
then he is the winner of the game.
Pony Express
Equipment: Four sashes or neckerchiefs, two red and two blue. Two
boxes to receive delivered letters. Supply of postcards or index
cards, half bearing blue stamps half bearing red stamps.
The boys are divided into the Indians and the Pony Express
Riders. The object of the game is that the Riders are attempting
to deliver mail without being intercepted by the Indians.
Leadership should consist of at least one leader with the Indians
and a minimum of two leaders for each of the two groups of
Riders.
The pack is divided into three groups, one group of Indians and
two groups of Pony Express Riders, the Red Riders and the Blue
Riders. The boys are placed in the field as in the diagram. Their
leaders are with them. There should be one Red leader and one
Blue leader at each end of the field, wearing sashes or
neckerchiefs of appropriate colours. Each boy on each side is to
have a post card bearing the appropriate colour stamp. At "GO"
the Riders are to attempt to get to the other end of the field to
deliver their letters to the boxes.
If intercepted by an Indian, the Rider forfeits his card and has
to say his Cub Law for the Indian leader before being allowed to
get back into the game. He then goes to one of the leaders of his
side, gets another stamped postcard, and again attempts to get
through. When a Rider gets through the Indian ambush he puts his
card in the mailbox and goes to the appropriate leader for
another card to deliver to the other side.
And who are the winners? At the end of the game the cards in each
set of boxes are counted, to see which group of Riders was able
to deliver the most letters. Or did the Indians beat both sides
by intercepting more cards than were delivered?
Capture the Flag
A game of stalking and hunting, Capture the Flag is best with the
woods for a setting. The game has all the elements of woodland
combat -- scouting, reconnoitering, stalking the enemy, capturing
the loot, and escaping to the home camp. It can be played for an
hour or made an all day event.
Divide players into two equal teams. Divide the playing area into
two camps by a natural boundary line -- a road, a stream, etc. If
the game is to be an all day event, the entire campsite may be
used. For a shorter game, the area should be reduced accordingly.
On opposite sides of the boundary, about twenty feet behind the
line, two prisons are marked out, or trees or stumps are
designated as guard houses. A guard, or several guards, if the
group is large, stand sentry about twenty-five feet away from the
prison to prevent escapes. Members of each team wear distinctive
arm bands, head bands or neckerchiefs so that during the game a
boy has no difficulty identifying his friends from his enemies.
How to play: The two teams go to their respective campsites and
hide their flags in in conspicuous places. The flags should be on
long, thin poles and these must be standing. The flag must be
visible at a distance of twenty-five yards -- less if the area is
small. Guards may be stationed near the flag to protect it from
the enemy, but they may not be closer than a hundred yards, or
fifty yards if the game is to be played for a shorter time and
the playing space is smaller. They may close in, of course, if
they spy one of the enemy approaching the flag.
Allow a reasonable period for hiding the flags, then signal the
warning that the attack is on. The boys should be cautioned to
take their time, for stealth and strategy count as much as
swiftness. Players from both teams venture into the enemy's camp
to find its flag, the object of the game being to capture the
flag and bring it safely across the boundary line into the home
camp. Players may be tagged in the enemy camp, and if they are,
they are put in prison. A team mate may free a prisoner by
touching the prisoner's hand while the latter has his feet on the
prison. If his team mate succeeds in eluding the guard and
touching the prisoner's hand, both he and the prisoner are
allowed to return free to their own territory. A rescuer may free
only one prisoner at a time, however.
If the flag is successfully captured it is carried back to the
home camp. If the raider is caught before he crosses the boundary
line he is put in prison, and the flag is set up again on the
same spot from which it was taken. The boys will soon learn that
the best strategy once the flag has been discovered, is for team
mates to work together, several of them drawing the guards away
from the flag, to give one of their team the chance to carry it
off.
If neither team captures the enemy's flag, the game is won by the
team that has most prisoners at the end of the playing time.
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