General Rules for Game Leaders
1. Adopt a positive attitude
(Your attitude will be reflected in the Scouts)
2. Be enthusiastic
3. Overlook mistakes and be lenient
4. Include Everybody
5. Don’t wear a game out — quit while they are still having fun
6. Get enough assistant leadership to handle the group
7. Don’t be tempted to join in the game —
(you have to keep your eye on everyone)
Running an Inter-Patrol Competition (IPC)
1. Explain it
2. Dry run it first
3. Make a big deal out of the winner
(announce the 4th, then 3rd, then, 2nd place… lst place last)
4. Pump them up with cheers
eg. “Who won the IPC?
“Who is gonna win the next IPC?”
5. When it is over, explain what went right or wrong
(how the winners were able to come out on top and
how the losers can do better next time.
1. Relay Games:
One problem with relays is what to do with patrols of unequal size. If combining patrols is not an option, then have the small patrol(s) have some members compete twice in order to equalize the numbers. Be careful though, not to let the best Scouts always compete twice, since that would allow them to have an advantage over a large patrol and would not help encourage them to expand their patrol up to the size of the others.
2. What about the big/older guys always winning?:
One point to keep in mind is that the older Scouts will often dominate and win games with some consistency unless games are occasionally selected in which younder, smaller Scouts can compete and have a chance of winning. Try to select other games in which speed and agility are more important than age, size or experience and gives the yourner Scout the opportunity to compete on an equeal basis. It is very important for them to also win occasionally in order to maintain their interest. Caterpillar Race or Steal the Bacon are possibilities here.
3. Games need “action”:
In order to be successful, a game usually has to have “action”.
Not always, but as a general rule, a game that lets your scouts blow off some steam is better than a quiet one. The instruction period is frequently “quiet” and they will need some activity for a change of pace. Games can provide this necessary variety of action and quiet.
4. You have to play a “quiet” game:
You may find that some night at the troop meeting the weather is bad and you cannot go outside or there may be another activity going on in an adjacent room which would require the playing of a game that would make no noise that would disturb others in the building. A game, like Silent Hunt, can fill that need. It’s fun even though it is not active or boisterous.
INTRODUCING A NEW GAME
1. Name the game (if it has a name)
This will give it a “handle” by which to identify and remember it the next time it is played.
2. Form up the troop
So that you can give everyone the information needed to play it.
3. Explain the rules
Make them short, but clear.
4. Demonstrate the game
Go through the motions — WALK THROUGH IT!
5. Ask for questions
6. Run the game
Make sure the rules are understood by everyone and then stick to them. If there is confusion, stop the game, re-explain it, and then start over.
1. Everyone should be active; “lookers-on” get bored and cause mischief.
2. Teams should be patrols, if possible. One of the objectives of a troop meeting is to strengthen patrols; competition through games helps. Try not to break up patrols to play a game. (Example: in relays, the small patrol should have some members compete twice to equalize numbers).
3. Boys do not come to Scout meetings week after week to play games that they play daily on playgrounds or in school gymnasiums.
4. Strike a balance between games of physical action and general fun with those games related to scoutcraft skills.