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🖐 Scout Wide Games | 4th Eastcote Scouts

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Scout skills: wide games. A wide game is an outdoor activity, usually between two or more teams which have to achieve specific objectives in order to win the game. This might be simply preventing the other team(s) from finishing or collecting certain items.
Scouting Resources - This site contains a variety of resources and helpful content for those in the scouting movement. From games to gadgets, songs to saints you can find what you need here.
The Guides were after another wide game, so all the coverage of the D-Day Anniversary sparked an idea for a postcard wide game. "It is June 1944, and you are British soldiers who have been dropped by parachute, ahead of the main invasion force who will soon land to start re-capturing France.

Cubs and Bulbuls Camp 2015 Day 2 Part 2

Wide games usually have a theme or storyline which helps set the scene and can provide the highpoint to a camp. Apart from having fun, wide games provide an opportunity for the participants to develop teamwork, planning skills, endurance, resourcefulness, initiative, and physical fitness!
Scouting Resources - This site contains a variety of resources and helpful content for those in the scouting movement. From games to gadgets, songs to saints you can find what you need here.
Find your new favorite scouting activity, worksheet or game! This is the most complete activity list you will find for boy scouts, girl scouts and cub scouts.
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Wide game - Wikipedia Wide game for scouts and guides

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• Visit an art gallery. Create a wide game/treasure hunt relating to the detail in each of the paintings. • Make a viewfinder for use when drawing panoramas. Obtain a piece of strong card and make a viewing slot 200mmX 100mm. Divide this opening into a grid with thin string or wire. Look through the viewing slit when using it.
Games for girls ages 9 to 11 years Guides . Active Gather Logic Mixers Night Outdoor Quiet Team Wide. Active Games
Scout Books. Site Contents. Wide Games! More ambitious than typical outdoor games is the wide game (also known as field games, or cross-country games). Here is a collection of 84 different wide games from different sources! Night Games . A complete guide to nighttime Scouting activities and training.

starburst-pokieScout Wide Games | 4th Eastcote Scouts Wide game for scouts and guides

Scouts - Wide Games Wide game for scouts and guides

A Girl Scout "wide game" is a term that generally refers to a rotation of outdoor activities that follow a common theme. Wide games are appropriate for encampments, for a Juliette Low celebration, or a multi-troop activity during a weekend camping trip.
Our service unit is planning a wide game for our campout next April. Here are some useful links: http://prokidwriter.hubpages.com/hub/Girl-Scout-Wide-Game-to.
Games for girls ages 7 and 8 years Brownies. Active Gather Outdoors Quiet. Active Games.. Outdoor Games. Barnyard (Woodland) Bedlam; Canada Day Scavenger Hunt.

Wide game for scouts and guidescasinobonus

A wide game is an outdoor activity, usually between two or more teams which have to achieve specific objectives in order to win the game.
This might be simply preventing the other team s from finishing or collecting certain items.
Wide games are organized within a given geographical area and can be played either on a Troop night, at camp or at night or at least, in the dark as well as daytime.
Wide games usually have a theme or storyline which helps set the scene and can provide the highpoint to a camp.
Apart from having fun, wide games provide an opportunity for the participants to develop teamwork, planning skills, endurance, resourcefulness, initiative, this web page physical fitness!
As you can see, there are no hard and fast rules to wide games which is what makes them flexible and allows you to be as creative as you like.
There may be one or more different objectives or purposes within in any wide game for the teams taking part.
These might include: It is important to make sure that the purposes or objectives are realistic, understandable and challenging.
These should be click to see more and care taken that all participants and any staff understand them and accept any rules before the wide game takes place.
Keep the instructions as simple as possible - too many can complicate things and lead to misunderstandings.
It is also important to ensure that participants do not take 'the law into their own hands', that is, that they know of any penalties or disqualification if they don't abide by the rules!
The size of the teams will depend upon the wide game, its purpose and the activities involved, and possibly vice versa: that is, the game may need to be tailored to the number of participants that will be taking part.
Again depending upon the game, it may be necessary or not for a leader to be selected for each team from within its members.
This might be a nomination by the staff or organizer, or elected from within the group by the members themselves.
The number of teams will depend on the type of game and the number wide game for scouts and guides participants involved.
It is possible to have just one team with the 'public' being the opposition!
This can become the most complicated aspect if not carefully considered and thought through.
The 'count' vampire mmorpg browser games be due to: There may be no necessity for any scoring as simply achieving the objective of the game is sufficient for example the team arriving back at base having completed their task.
If the game requires participants to hide, then an area such as a wood would obviously be desirable, but whatever area you have available, the game must be appropriate and adapted if necessary.
Check that the size of the area is appropriate and that it is not too large to 'lose' people.
Make sure that if you are using privately owned land at any point, that you have obtained permission to cross it or use it.
The one thing which makes wide games different from other activities, is the storyline or theme which is attached to the game.
This sets the scene and gives a framework, which can be built upon in whatever way is appropriate.
The theme can be linked to the surrounding area, an overall theme of the camp, historical events, or any unusual story-lines.
For example, a scenario about UFOs and aliens landing, the protection of the crown jewels or being stranded on a desert island with hostile natives, will all allow the participant's fertile imagination to run wild!
Ensure that the area can be marked appropriately so that everyone knows the boundaries and precautions taken so that participants can be recalled if necessary.
Over very large areas, it may be appropriate to use a continue reading system' where a pair of Scouts are responsible for each other at any time.
If a whistle can mean more than one thing, make sure that the whistle blasts are clear enough to be heard and understood.
However tempted you may be to devise a wickedly devious scenario, too many rules or pieces of equipment can lead to confusion and a disappointing wide game for all concerned.
Different colors can also identify teams.
Other methods for losing a life might include 'flour' or 'water' bombs!
But these methods require cleaning up afterwards - so make sure you have the facilities and time to do so!
If they are 'caught', they wide game for scouts and guides be reinstated, join another team or in some way be involved.
No one should be out - sitting around waiting for everyone else is likely to cause frustration and will do nothing for that individual.
If the game goes on for too long, it is likely that the participants will start to get bored.
But ensure that it does not just become a series of bases - this would become more of an incident hike.
Time It is difficult to quantify the time required to design a wide game.
It will depend upon all the factors that we have looked at.
It can take between 30 and 60 minutes to outline a relatively simple wide game but obviously more time will be required to work out the finer details.
Indeed, to plan one from square one to making it happen could take days!
But don't let this put you off - if you start off with a simple game you can make it more complicated as time and resources permit.
You https://berezka-land.ru/and-games/challenge-games-pat-and-jen.html probably require other equipment specifically for your wide game.
This may include tape or string for marking out areas, items which might be used for bartering, costumes, other means of communication, balloons, water and so on.
The secret of an effective wide game is to be creative; adapt to the surroundings, the people involved, the resources that you have available at the time, and convince the participants, if not to believe the story itself, to become part of the story or plot.
For this example, we are using a wooded area with a clearing and for safety, the outer limit for our game is the edge of the woods.
However, if this is necessary, you will preferably need high visibility tape and place it where it is least likely to cause harm when approached at speed.
That is, not so low on the ground as to trip people up or at a height which could strangle someone!
Ensure that there are no areas of danger which would be unexpected such as roads, lakes, cliffs and so on.
In this instance, we have enough participants for two teams of which one the attacking team must return an object to a safe area.
The other defending team must try to stop them.
This can be done by touching a player on the attacking team.
This player must then become one of the defenders.
The attackers may pass the object from person to person noughts and crosses play if the attacker holding the object is caught, then the defenders have vampire mmorpg browser games />If the attackers manage to return the object to the safe area, then the attackers have won.
That is, the safe area and the teams' bases can be allocated.
The clearing that we have is the minimum distance that the defending team can lie in wait!
In this example, the whistle will be blown once to say that the defenders are being let out, then another single blast to allow the attackers to start attacking, and subsequent long blasts signify that the game is over.
If you are using, for example, an historical event which occurred near to the locality of your camp, it may be appropriate to consider this first and then work out the game's objective.
Their mission is to get the Hammer to Valhalla without being caught by one of Bytor's soldiers.
click the following article finds the most wins a prize.
Bury pennies in sand and let kids find them.
You most complete the following tasks, in any order.
All the tasks must be completed before the Shipwreck Challenge is finished.
You have been shipwrecked on a deserted island.
Fortunately, you had the presence of mind to grab your sit can while you swam to shore.
From time to time, you apologise, jekyll and hyde online game you hear other people on your island, but try to avoid them at all costs.
They may be members of an unfriendly tribe and you don't want to accidentally start a war before you are rescued.
The pole of the flag must be at least 6 feet long.
Your rope is approximately 6 feet long.
You must stick the end of your flag in the dirt well enough that it is still standing at the end of the Shipwreck Challenge.
The banner of the signal flag must be large enough to be easily seen from a distance.
Your underpants are not a good choice.
The shelter must protect from rain and wind on at least one side and the top.
Your whole tribe must be able to fit in it at one time.
You may not damage nature, but you may use downed branches or other nonliving material.
Your home must have a name that clearly reflects how you feel about living there.
While everyone knows that "potato fish" are delicious and nutritious, the water of "Bucket Lagoon" is poisonous so you may not reach into "Bucket Lagoon" with your hands or anything else.
If part of you gets wet, you will become too ill to participate in the rest of this challenge.
Bring your speared "potato fish" being careful not to get wet to your Wide game for scouts and guides Sweet Home and lay it carefully on the grass until it is time for dinner.
article source the way, potato fish feel no pain and are happy to be speared and eaten by shipwrecked tribes.
It makes them smile and wave their little fins with satisfaction.
Note: A potato fish is an already-sprouting potato that I had at home so as not to waste good food on which I drew a cartoon fish with permanent magic marker.
The bucket lagoon was a fire bucket filled with water with the potato fish at the bottom.
Also, the reason we required garbage bags was that if it was raining heavily, we didn't want them to sacrifice their ponchos to make a shelter.
This was a speed challenge, so as long as they met the conditions in the instructions they did not get extra credit for better construction, superior lashing, etc.
One patrol tied bandanas together for their signal flag and one used a garbage bag -- both acceptable to meet the challenge.
SetupThe game is designed to teach, first hand, some of the skills required to survive in the wilderness if they manage to get lost or injured.
These games are best played at a weekend camp.
Some preparation is required beforehand: in the meetings leading up to the game, the girls should be assembling first aid kits and survival kits.
Girls should come to the game with all the gear they would usually take on an afternoon hike: daypacks, survival kits, first aid kits, rain ponchos, some snacking food, something to drink, etc.
Leaders lay a trail for the girls to follow, using either trail signs, flagging tape or bright-colored wool.
If times allows, lay a trail for each team of girls.
Along the trail the leaders place Situation Cards described below ; on each card is a situation the girls will have to think about and solve before moving on.
Try to make sure that the last Situation Card is placed in an area that has suitable shelter-building materials available, and, if at all possible, is safe for lighting fires.
Remember to practice extreme caution when using fire in the middle of the woods, especially in summer!
The Pathfinders are split up into groups of around 5 or 6 girls each.
If you only have one trail, send the teams down the trail at around 15-minute intervals, and try to split the trail so that each team winds up in a different spot at the very end.
Once the girls reach the end of the trail they must remain where they are until the leaders come and inspect their work.
During the game, the leaders tour the area, but remain as observers only.
After the game is over, everyone should sit down together and discuss the different strategies used, as well as what improvements could be made for surviving a real emergency situation.
Each group of girls should be carrying, minimum, one first aid kit, one survival kit, drinking water, matches, fire starters, a bit of gadget string, and a tarp.
Welcome to the Summer Edition of the Survival Game!
Stay together and follow the trail, and be prepared for anything.
It started out as a great day hike: blue skies, birds singing.
However you were so enchanted by the wonders of nature that you somehow lost the trail!
You decide to keep walking.
Continue down the marked trail and look for items that you think might come in handy.
Solution: The girls should be looking for useful items: birch bark, small twigs, other fire starting material.
They could also possibly look for methods to mark their trail so that rescuers could follow them.
One of your friends trips, falls and sprains her ankle.
But this is NOT a good place to stop - you're surrounded by poison ivy!
So now what do you do?
After you have dealt with this situation, continue down the trail.
Solution: Carry the injured girl to a suitable place to administer first aid.
Then the girls could administer the proper first aid for a sprain and assist her in hobbling down the rest of the trail or carry her.
Suddenly, something large growls at you and crashes off through the bush.
One of your friends is afraid it's a bear and freaks out.
What do you do?
Solution: Girls should lie down on their bellies and cover their faces, i.
If they are carrying food in their daypacks, they should take them off and toss them away from themselves.
Try to keep the panicky girl calm.
As an option, you could have a leader act as a bear and take the daypacks with smelly food items.
This would force the girls to use their survival kits, which should be on their person.
You have been walking for a very long time, several hours at least.
There's no end to the forest in sight.
The girl with the sprained ankle needs a rest.
In your survival kit there is candy.
Should you eat it now?
The girl who heard the bear sees a snake on the path, screams and faints!
What do you do?
Once she wakes up, she feels very sick.
It is now almost night; the clouds are very dark, the wind is picking up.
Perhaps you should make a shelter here!
Set up a shelter and care for your sick and injured friends.
If you think a fire would be good, you may build one but do not light it unless leaders have already given you permission!
Do not move from this spot until the leaders give you permission!
Solution: Treat the ill girl for shock: elevate legs, cover with a blanket, monitor airway.
The other girls could build a lean-to, and a fire but don't light it.
This is an incredible set of night games suitable for girls of Pathfinder 12-14 or Sr.
Branch wide game for scouts and guides and up ages.
Setup You need a large area.
Establish a trail through your area and find spots along the way where your stations can be placed.
Ideally the stations should be equally far apart from each other.
Once you've decided where the stations will be, either show the girls a map of the area or better still take them down the trail so they are familiar with the area in daylight.
Make sure you set up your stations well before nightfall.
For each station you need at least one and preferably two people to run the station.
For us, it was nice to have two people because we had approx.
There are two basic ways you can send people down the trail.
Either send the groups down one at a time, at about fifteen minute intervals, or have each team start at a different station and have them rotate around the trail in a circle.
Each team should consist of at least six girls.
You can allow flashlights as long as you stress that they are only to be used in an emergency!
There are two basic purposes for Night Maneuvers: a to get the girls comfortable with the darkness, and b to develop teamwork!
Once a team arrives at a station, the Station Leaders should describe the challenge and answer any questions they can so there will be a minimum of confusion when the games begin.
We also had a couple of extra leaders wandering the circuit while the girls were out, in case a group managed to get lost or if there were any other problems.
So sit back and enjoy!
Remember that there are no losers in this game.
Some sort of discussion with the whole group after the games are over is useful for comparing different strategies used at the stations.
Late-night hot chocolate and cookies are usually also appreciated at wide game for scouts and guides end!!
Here are some of the stations I have used in the past.
The bell must be rung by hand -- i.
A time limit is recommended.
Wrapping hands completely around the pole and reaching through the invisible wall is also not allowed.
One option is to hang a large tarp off of the beam so that the girls can't see the other side of the wall.
There are doors at either end of the building.
Inside the building, using the tables, chairs and various other objects like doors and garbage cans, we built a maze.
Then we took the tarps and roofed it over completely, using duct tape to secure everything in place.
The result was that to go through the maze people would have to crawl through the obstacle course on their hands and knees.
The Challenge: The team must find their way through the maze from one end to the other, in the complete dark!
Lots of fun and giggles, especially when four or five people wound up in a dead end together!!
The Challenge: a major flood will inundate the station area in three minutes feel free to vary the time.
In order to survive the flood, the team must get everyone at least five feet off the ground using only the materials at hand i.
The Challenge: The team must tie the ribbon as high up the pole as possible without touching the pole.
Typical solution is to build some sort of human pyramid so the top girl can tie the ribbon around the pole.
The Challenge: One at a time, the girls are blindfolded, given the gun, and then led down the path.
When they reach the candle should be standing about 5 feet from the candlethe Station Master removes the blindfold and as quickly as possible the girl has to try and put out the candle flame using the water gun.
Not as easy as it sounds, when the girl has been blindfolded and used to the absolute dark!
The path that the girls have to walk down should take at least 1-2 minutes to walk.
Set-up: Take the rope and string it between the trees as a gigantic spider's web.
Web should be about 6-8 feet long and at least 5ft high.
Leave lots of holes, but don't make them too big!
To add an extra bit of challenge, string bells along the web.
The Challenge: As a team, the girls have to get from one side of the web through to the other.
No one may touch the web this is why bells are great!
Use the flashlight to illuminate the web if it's in a very dark place along your trail.
This is the ONLY station where a flashlight really is required.
It doesn't matter how long it takes everyone to get through, although you may want to impose a time limit if you know another team will be heading your way shortly.
Variations on this include: a each girl must use a different hole in the web, b set a time limit after which a "spider" would appear and "eat" the remaining girls, c team must cross from one side to the other and back again.
Lay a trail during the day use duck tape, it reflects light.
Set a of stations along the trail and have a person to man them during the trek.
To make this truly a team event, arrange group by lining up by height small to large.
Then count off 1 through click at this page of stations you have.
Game begins when a whistle is blown to start and change stations.
Give enough time to complete each station and walk to next station.
Station 1 - leader says "you are trying to escape from Alcatraz.
The piece of newspaper on the ground is your boat.
You have to keep part of your bodies on it at all times to escape.
Station 2 - three candles and one squirt washing up liquid bottle bottle of water.
The 2 -2 X 4's were not long enough to cross the ravine so person had to move them stand on one and push the other out in front of you the hop on it then pick up the one behind and move it in the front.
After the game ends you can all come together for an evaluation.
Some of the things we found out were some of us were natural leaders at some of the stations.
Trust was a necessary part of working together as a team and lots more besides.
The game is designed to teach Pathfinders, first hand, some of the skills required to survive in the wilderness if they manage to get lost or injured.
These games are best played at a weekend camp.
Some preparation is required beforehand: in the meetings leading up to the game, the girls should be assembling first aid kits and survival kits.
Girls should come to the game with all the gear they would usually take on an afternoon hike: daypacks, survival kits, first aid kits, rain ponchos, some snacking food, something to drink, etc.
Leaders lay a trail for the girls to follow, using either trail signs, flagging tape or bright-colored wool.
If times allows, lay a trail for each team of girls.
Along the trail the leaders place Situation Cards described below ; on each card is a situation the girls will have to think about and solve before moving on.
Try to make sure that the last Situation Card is placed in an area that has suitable shelter-building materials available, and, if at all possible, is safe for lighting fires.
Remember to practise extreme caution when using fire in the middle of the woods, especially in summer!
The Pathfinders are split up into groups of around 5 or 6 girls each.
If you only have one trail, send the teams down the trail at around 15-minute intervals, and try to split the trail so that each team winds up in a different spot at the very end.
Once the girls reach the end of the trail they must remain where they are until the leaders come and inspect their work.
During the game, the leaders tour the area, but remain as observers only.
After the game is over, everyone should sit down together and discuss the different strategies used, as well as what improvements could be made for surviving a real emergency situation.
There are a few modifications to the game format here.
Note that in each situation, each "numbered" girl has a specific role to play.
I implemented this system to make sure that girls who may be a little less outgoing get a chance to participate in the group too.
When the team reaches the end of the trail they must follow the instructions on the final card and remain where they are until the leaders come to inspect their work.
Each team should be carrying, as a minimum, at least one first aid kit, at least one survival kit, waterproofed matches, at least one tarp, bedroll rope, mugs for each member of the team, cup-a-soup, and a flashlight.
Welcome to the Winter Edition of the Survival Game!
Follow the marked trail, stay together, and GOOD LUCK!
You're going to need it.
Well, snowshoeing seemed like a great idea but now you've come to a frozen river.
Girl 1 decides to start across the ice.
The ice hasn't broken yet, but what do you do now?
After you've rescued your team-mate, follow the trail onwards!
As you search for another way across the river, you end up trudging through waist deep snow.
Even with snowshoes it's hard work just to move.
Girl 3 complains about how hot it is and takes more info her coat weather permitting ONLY!!
The rest of the team loosens their coats etc.
The wind is beginning to pick up now and it's started to snow.
Girl 3 suddenly realizes she's cold and puts her coat back on.
Meanwhile, Girl 5 has gotten her mitts and boots completely soaked.
Her hands and feet are numb, and when you look at them, the skin is white and very cold.
But you can't stop here.
What should you do about Girl 5's hands and feet?
Once you have treated this condition, move onwards.
Although you've managed to warm up Girl 5, Girl 3 has begun to shiver uncontrollably.
Her lips are turning blue and she's very tired.
What is she suffering from?
What can you do?
As you continue to search for a sheltered place to make camp, Girl 2 catches her snowshoe on a hidden log and falls, breaking her right wrist and spraining her left ankle in the process.
Looks like you'll have to camp here!
Girl 4 - YOU'RE IN CHARGE!!
What should you do first?
Here are a few problems: Girl 3 has now stopped complaining of the cold.
It's getting dark, and you have another injured person to care for.
Remember the other members of your https://berezka-land.ru/and-games/online-games-for-13-and-upgrade.html may have good ideas; listen to them, but you must make the final decision!
STAY HERE UNTIL A LEADER COMES FOR YOU!!
IF YOU GET REALLY COLD, HEAD BACK TO THE LODGE BUT LEAVE ANY SHELTERS YOU'VE BUILT ETC.
The girls are settlers heading to a new land.
They travel in wagons of 4-6 girls.
Each wagon is given a bag with: They follow a trail of different-colored wool i.
Blue Lake Trail - blue wool, Golden Road - gold wool, etc.
Nameless Hollow has a scout which captures one girl from the wagon, Dry Gulch Water Hole has Sal with candy or cookies.
Note, you will always know where Beaver Swamp is, from the screams!
One tent usually the first finished with a duty sets out the game and the girls then are at the stations they pick up the game after, too.
Then the rest of the tents are all the wagons, sent off at about 5-minute intervals.
The game takes about an hour but it can be longer, if the girls really get into it.
Follow the trail of different colored wool.
There are instructions along the way to help you overcome the various hardships.
We want all wagons to arrive safely so do not disturb any trail markers, and please keep everything you are carrying, or pick up along the way, and put everything into your supply bag.
Have a safe journey.
The rough road has broken your axle, so get out your repair kit and find 2 sticks don't damage any treesand lash them together.
You cannot pass this point without a flag and a name for your wagon!
Use your kit to make one and fasten it to your stick.
Yell out the name of your wagon.
Someone must carry your flag at all times on the trail.
On the back of the card: The Nameless Hollow Scout lies in wait and captures one girl from the wagon and holds her hostage until the name of the wagon and the flag is clearly flown.
The youngest girl has fallen out of the tree.
Her ankle is hurt.
Bandage it with your First-Aid Kit and carry her on a "hand-seat" to get help at Dry Gulch Water Hole, which is 20 paces in the direction of the arrow.
Lay an arrow on the ground, pointing in the direction of the next station.
On the back of the card: Dry Gulch Sal has wrapped candy or cookies and a water jug for exchange for leaves or grass the girls have gathered along the way.
Beware of the Swamp Fever Bug!
The only way to fend her off is with a magic charm.
Use your Magic Charm Kit and sticks to make a "god's eye" and fasten it to your flag.
Stay away from the Swamp Fever Bug as you follow the "Green Forest Trail"!
On the back of the card: the Bug has a lipstick or a washable marker to mark spots on those she can catch.
You have all been bitten by a snake.
To cure your snake bite, you read more take all of the things left in your supply bag to Snake Https://berezka-land.ru/and-games/goldilocks-and-the-three-bears-story-games.html Sue in exchange for the serum.
On the back of the card: Sue checks the bag for candy wrappers; if none, the girls return and pick them up.
Check bag for all pieces - 2 pieces of gauze or fabric, square of cloth, 2 crayons, string and wool dismantled from lashing and "god's eye".
If bags are in order the girls are cured and can return to site.

scout and guide Adventure game



Wide Game - YouTube Wide game for scouts and guides

Wide game - Wikipedia Wide game for scouts and guides

Wide Games Wide games are games that cover a wide area, or that widen the experiences and skills of the players. They have been used for a century in Scouting and Guiding, and are now widely used in corporate training situations as well. Here is a training session I ran for a Region conference about Wide Games. Here are some wide games that I.
The sample wide game is not one that I would normally play with my Guides (ages 10-15) without more time. I did try it out on them before the session, and they had a ball, but wanted more time. However, the sample wide game shows that (a) wide games don't have to take hours, and (b) they can be simple.
The MacScouter's Big Book of Games has been compiled from a wide variety of sources. It started with the Scouts-L Games FAQ. Then, we combined the Indian Nations 1994 Powwow Book games, with other Powwow Book games, games from Australia, and individual games from many people.

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21.01.2019 in 16:17 Fell:

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15.01.2019 in 23:28 Moogukinos:

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23.01.2019 in 06:31 Makree:

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18.01.2019 in 22:50 Arashitilar:

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16.01.2019 in 16:55 Branos:

I apologise, but, in my opinion, you commit an error.



21.01.2019 in 09:08 Dilmaran:

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21.01.2019 in 18:04 Tejas:

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23.01.2019 in 16:36 Zulkimi:

Willingly I accept. The question is interesting, I too will take part in discussion. Together we can come to a right answer.



14.01.2019 in 23:57 Zulusho:

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22.01.2019 in 16:02 Kara:

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22.01.2019 in 20:47 Mikahn:

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15.01.2019 in 07:58 Moogujin:

You commit an error. I suggest it to discuss. Write to me in PM, we will communicate.




Total 16 comments.