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Wide Games


Smugglers and The Excise


This game was originally called Drugs & Money, but not being very PC, it has been changed to Customs & Excise, or Smugglers and the Excise.

Equipment:
Contraband and Money tokens.

Terrain:
Preferably with cover, or do it after dark – more realistic.

The game:
Basically you select two Guides, one to be the (Innkeeper) buyer and one to be the (Smuggler) seller. The Smuggler is given Contraband tokens and the buyer is given Money tokens. You then send them to almost opposite ends of the woods where they have to stay. Then you select 2 or 3 Guides (or possibly YLs) to be the Excise squad. They do not know the ID or location of the buyer or seller. They have to seize the 'Booze' but are not allowed to seize 'Money'. The rest of the Guides are 'couriers' who have to get 'Contraband' off the Smuggler and find the Innkeeper to get the Money. Alternatively, you can make the couriers get the money first to pay the smuggler.


Robin Hood rescues Maid Marion from The Sheriff of Nottingham
Equipment:
Gold-wrapped sweets.
Torches for YLs Guiders

Terrain:
Preferably with cover, a camp site is good for this.

Time:
After dark

The story:
Maid Marion has been captured by the Sheriff of Nottingham. Robin and his men (all the Guides) need to find enough gold (-covered sweets) to pay her ransom. The Sheriff and his men (Guiders and YLs) try to thwart them.

The game:
The sweets are hidden around the camp site in many places. The sheriff and his men find somewhere suitable to lurk. Robin and his Merry Men start from a predetermined point, and try to find the gold. If they are heard, and caught in a torch beam, the the Sheriff’s men have captured their horse, and they must return to the predetermined point to get another. This continues until all the gold has been found. If it gets late, the Guiders get less capable with their torches!
This may be adapted for Pocahontas, or Snowwhite, James Bond, or …

This may also be adapted, so that the Guiders don't have to flash their torches (if you're feeling lazy) just tell the Guides that there's chocolate hidden all over the site.

 
Continents
Equipment:
Pieces of paper or card with the names of all five (or six) continents written on them, about a dozen or so copies of each.

Terrain:
Preferably with cover, a camp site is good for this.

Beforehand:
The papers must be hidden all around the site.

The purpose of the game:
Is to get one (at least) of all the continent names. Guides work in patrols, against other patrols, to get a complete set of continents (or more). Guiders and/or YLs act as "The Enemy", and if they catch a Guide with a continent card on her, she must give it up.


Find the Supplies


Equipment:
About twenty balloons, filled with water, and tied. These should be hidden all over the site before the game starts.

Story:
An aircraft has dropped supplies for your village. Unfortunately the aircraft was not exactly on target, and the supplies have fallen in nearby woodland. The next village has realised that there are supplies in the woods, and villagers from both villages are struggling to find, and hide the supplies before the villagers from the other village find them.

The purpose:
To get as many balloons as possible back to base unbroken. Once the ballons are "home" (in a basket or similar) then the other side cannot get them, until then it's a free-for-all. The Guides will get very wet.

When this game is finished you can play "Water-Balloon Catch-Step-Back".


Resources (Books):

Wide Games by David Saint (A5 format) - They have them at the HQ shops

Outdoor Organised Chaos by Brian Thurston (A5 format)

Wide Games (or as sometimes called … "Wildgames") by Chris Tozer (A4 format) - I got my copy at Foxlease for £2.50

Quickie Games (Starter Games or Timefillers) by Chris Tozer (A4 format) - I got my copy at Foxlease for £2.50

Not strictly anything to do with Wide Games, but …

Outdoor Games (Short & long for camp, Silly Sports and Summer Evenings) by Chris Tozer (A4 format) - I got my copy at Foxlease for £2.50

Notes:

It’s always worth adapting stories. Robin Hood & Maid Marion, becomes Pocohontas, becomes James Bond and Blofeld, becomes anything with a male hero with friends, a heroine, and a wicked kidnapper.
Don’t make the stories too complex, they won’t remember it. It’s better to be to simple than incomprehensible. All they really need is an excuse for some fun. I’m not sure why they need an excuse.
Anything with food involved goes down very well with my Guides.





Other Games

Balloon Game


Equipment:
A few blown up balloons, partly in case one breaks.

Time:
Up to 20 minutes.

Method:
The Guides sit in two teams facing each other, with their legs out straight in front, and the soles of their feet touching those of their opposite number in the other team.
A balloon is thrown into the middle, the aim is to get the balloon to touch the ground behind the opposing team to score a point.
Bottoms must remain on the floor at all times.
Sometimes it casues great excitment to introduce a second balloon into the game.




Water-Balloon Volleyball


Equipment:
A rope or net put up between two uprights, or two trees (this adds excitment)
Several balloons filled with water

Time:
Up to half an hour

Method:
The Guides form two teams, one on either side of the net. The idea is to throw the balloon over the net, and hopefully it will land on the ground and spray the other side with water. The other team tries to catch the balloon and return it over the net.

Scoring:
If the balloon touches the ground on the throwers side, then the other side scores a point. If it touches on the other side, then the throwers score a point. You might want to give two points if the balloon bursts.

If I have trees around, I let them score three points if the balloon bursts in a tree - and so sprays the opposing team more effectively.

I usually have each team "serving" five times, and then changing sides.

You may adapt it so that points may only be scored by the "serving" team, but that if the "serving team loses a "serve" then the "serving" team changes.


Water-Balloon Catch-Step-Back


Equipment:
Enough balloons filled with water to go "one between two"

Method:
The Guides are in pairs. They stand in two fairly close lines facing their partner. One line holds the balloons. These girls throw the balloons to their partners.

If the catcher drops the balloon and it bursts, then that pair is "out". The catcher then throws the balloon back.

All Guides take one short pace backwards, and repeat.

The pair left when all other balloons are broken is the winning pair.

This is a good game to play after the Wide Game: Find the Supplies.

Ball-through-Legs Game

Equipment:
A lightweight ball that bounces

Time:
Up to 20 minutes.

Method:
The Guides stand in a circle facing inwards. Their feet are apart - but not so far that they overbalance. The outside of each girl's feet touch the outside of the feet of the girls next to her. Knees are slightly bent.
A soft ball is thrown into the middle. The aim is to get it through another Guide's legs. If the ball goes through another Guide's legs, she must turn round with her back into the circle, and is temporarily out of the game.
If anyone throws a ball so that it rises above knee level, then she, also, must turn round.
If the ball goes through the legs of a girl who is facing out of the circle, then she turns round and is back in the game.



Hill & Ditch

Equipment:
None

Time:
Five minute filler.

Method:
You need to be able to divide the play area in two parts, it is best to use a line.
The HILL is behind this line and the DITCH is over the line.
Basically they all stand in a line at the edge of the HILL at the start of the game, and the leader calls out in whatever sequence she feels like the words: HILL or DITCH.
If she calls out "HILL", they should all stay where they are behind the line - if not and they jump over or move even onto the line they are OUT OF GAME.
If she calls out "DITCH" they must jump over the line.
Start slowly letting them get use to the game especially when there are new or younger ones in and then build up speed. Sometimes say "HILL DITCH HILL DITCH HILL HILL" in quick succession and they're all busy concentrating on what you're saying they either get it right completely or fail. The older ones obviously are very good so speed is of the essence to catch them out.
I personally cannot stand it but the Brownies and younger Guides think its brill.
When Out of the Game they usually come and stand with me and watch everyone else and help Brown Owl's eyes to spot ones. If one is clever you can get at least 2 or 3 out at the same time.
Some don't move their feet at all - you see their legs bending and straightening at first. I ignore that at the beginning when there is a load of them but it gets more noticeable towards the end and there are more than one pair of eyes watching them........!



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