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Bill Nelson email@example.com
SPACE TRAINING GAMEAs usual, I did these on my MAC - I've reformatted them as plain text so they can be posted. Anyone is welcome to use these - my only request is that you let me know, and give me some feedback (both good and bad) as to how things went.
Mike Stolz (firstname.lastname@example.org)
player name arch arm const explo check --------------------------------------------------------------------- ___________________________________|_____|_____|______|______|______| ___________________________________|_____|_____| ___________________________________|_____|_____|______|______|______| ___________________________________|_____|_____| (den scores here) ___________________________________|_____|_____| ___________________________________|_____|_____| circle the best den ___________________________________|_____|_____| score for each game ___________________________________|_____|_____|_____________________ put the best den score here -> | | | | | |
GAME LEADER INSTRUCTIONSBring spray paint (white) to draw lines on the grass. Also packing tape and duct tape. If games are held indoors, use masking tape for your lines.
Make sure all game leaders understand that the rules may need to be modified, but if they are, ALL GROUPS must have the same chances. The most important thing is to make sure that all rules are applied consistently for every group participating. All games were designed to be played outdoors, but most could easily be done indoors if the activity room was large.
At the end of the competition, all score sheets will be collected from Den leaders. Compare the single 'best' score for each game and den. Award 1st thru 5th place (we have 5 dens) in each event. The den with the LOWEST total score for the 5 events will get 1st place.
Set up targets, with 3 shooting stations about 20 feet (7 meters) away. Put 10 arrows at each station. Measure 30 feet (10 meters) of string for each station. Tie one end of string to a stake at the station, and tie/tape the other end to one of the arrows. This should be the last arrow shot by each Cub, and can double their target score. Score target rings at 1 (target), 2, 3, 5 (bulls eye on our targets).
Be very alert to safety. Make sure ALL ARCHERS understand that arrows are not to be nocked while anyone is 'even close' to the shooting range area!
Draw a ring for the 'operator' to stand in. Paint 3 spots at different points outside the ring, ranging from 15 to 30 feet (5 to 10 meters). The spots mark the pick-up spots for the 3 Frisbees. Tie rope around waist of the cub acting as 'robot hand' (use a bowline!). Blindfold the 'hand', then place grocery bag over his head - the 'hand' should be unable to see. The operator now steps into the ring, and takes hold of the rope. At "GO", the 'hand' walks out to get the Frisbees. The operator lets out the rope until the 'hand' is out far enough, and uses voice commands (left, right, down, out) to direct the 'hand' to each frisbee. Make sure the operator knows that he should keep tension on the rope - this is one of his main methods of guidance and control. After the 'hand' has all 3 frisbees, the operator has to reel him back into the operator's circle. MAKE SURE THE 'HAND' IS UNABLE TO SEE! This is a timed event - the boys may run thru this as often as they want in the allotted time. Keep the best time.
The object is to build as tall a tower as possible with the material supplied. The tower must be free-standing and self-supporting, and stay up for at least 1 minute. DO NOT LET THE CREW DAMAGE OR MODIFY THE SUPPLIED MATERIALS! Measure the tower to the nearest inch. The crew can try several different configurations.
Game leader will hide 10 candies of the same colour in search area, plus 1 of a different colour. Cubs need to search the area to find all 'samples'. After they are turned in and counted, they may each have 1 to keep. The coloured candy counts as 3 points, all others are 1 point. Be alert to 'missed' candies from previous groups.
Lay out 2 cards (in random order) for every Cub in the den. The Cubs will have 2 minutes to study, discuss, and memorise the cards. Then cover cards with cloth. They now have 5 minutes to write down all the flight-check instructions in order. Award 1 point for every instruction in the correct position relative to the previous and next instruction. Award 2 points for every instruction that is written EXACTLY correct - give 1 point if the instruction is mostly correct. There should be time to play this game twice. This is a version of 'Kim's Game'.
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Scouts Helping Scouts
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times. Since November 10th, 2000