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Blind Observations Camping Game

Required:Per camper:
blindfold
paper
pencil
Various other itemsPreparation:Give each camper a paper and pencilInstructions:Group into
teams, sit down, and blindfold everyone.
1. Noise Identification: Write down what you think a noise is. After all noises, remove
blindfolds and each team creates a master list of all noises in proper order and turns it in.
irst list turned in !ets " points bonus. # points for each correct noise. 1 point e$tra if it is
in the correct order.
%oises to use: strikin! a match, poppin! a balloon, pourin! a !lass of water, &ippin! a
&ipper, rippin! open velcro, sharpenin! a knife, fla! flappin! in wind, breakin! a stick,
deflatin! a sleepin! pad, tearin! paper, ...
'. Smell Identification: all blindfolded teams stand in a lon! line or lar!e circle. An item is
carried around the circle pausin! under each camper(s nose. As above, each camper
writes down !uess and master list is turned in.
)mells to use: coffee, vine!ar, onion, !arlic, mint, oran!e, dirt, crushed pine needles, ...
#. Member Identification: All blindfolded teams sit down. Write down the name, address,
phone number of all members of your team. *urn in lists + 1 point for each name, 1 for
each address, 1 for each phone.
,. Blind Navigation: -ine up with each team at least 1. feet apart. /lindfold first camper in
line. 0e walks strai!ht out '. steps, turns around, and walks back '. steps. A referee
measures the distance from start to endin! position. Add up distances for each team and
divide by members to !et avera!e distance. *eam with smallest difference wins.
5. Bi Bu Camping Game
1. Notes:2mprove mental 3uickness and concentration.
Good for a filler while sittin! around.Instructions:Group sits in circle facin! in.
2n a clock+wise direction, campers count up from 1.
2nstead of 4 and all multiples of 4, and all numbers that contain 4, say (/u&&(.
or e$ample, 1, ', #, ,, ", 1, /u&&, 5, 6, 1., 11, 1', 1#, /u&&, 1", 11, /u&&, 15, ...
2f there is a mistake, start over at 1 with the ne$t camper in line.
7nce it is !oin! well and the !roup has reached ". or so, stop them and add (/i&&( to the
!ame. %ow, substitute (/i&&( for ".
or e$ample, 1, ', #, ,, /i&&, 1, /u&&, 5, 6, /i&&, 11, 1', 1#, /u&&, /i&&, 11, /u&&, 15, 16,
/i&&, /u&&, '', ...
2f the number is a multiple of " and 4, or has " and 4 in it, like #" or "4 or 4. or 4", say
(/i&&/u&&(8
*ry for a !roup record or reachin! 1...
9liminate campers that make mistakes until only the champion is left.
Smile Toss Camping Game
Instructions: Everyone sits in a circle. Leader says to maintain a serious
expression unless you have caught the smile being tossed
around.
The leader smiles, then wipes the smile from his face into his
hand and tosses it to a camper in the circle, calling the camper's
name as he does so. The "smile" catcher must put on the smile,
wear it for a moment, then "wipe" it off and toss it to another
camper, calling his name. The camper who does not wipe the
smile completely off, or smiles out of turn, must stand up. Since
smiling is contagious, the entire group will soon be standing...
as well as smiling.
!ast Matc" Camping Game
# $avorite
Required:box of wooden matches
Notes:Good gathering time game as more can join after each round if you use the
alternative method.
Instructions:Campers gather around.
Lay out any number of matches in any number of piles, as long as there is at least 2
matches in 2 piles.
ach camper ta!es a turn removing any number of matches from one pile.
"he camper that is forced to remove the last match is out.
#epeat until there is one camper left.
Alternative$ "he camper that removes the last match is the winner of % point.
Race to the Whistle Camping Game
This ame is meant for older campers.
!ecide for yourself if it is appropriate for your younger campers or not.
Required: one whistle
Instructions: "ll campers line up across one end of a large field.
"ll campers are blindfolded and on their honor.
Leader stands at center of far end of field.
To start the game, the leader blows a whistle. #ampers try to be
the first to reach the leader.
The leader should occasionally blow the whistle again to re$
orient wandering campers.
%t would be a good idea to have spotters wal&ing along the
edges of the field in case campers wander too far off course.
ive points to teams as the first member of their team reaches
the leader.
We Like ... But We Dont Like ... Camping Game
Instructions: Someone starts by thin&ing of a rule to follow, such as '(e li&e
everything that does not start with the letter 'S').
Then, he says "(e Li&e (inter but we don't li&e Summer."
"(e li&e *indy but we don't li&e Su+y."
"(e li&e "cting but we don't li&e S&its."
,e &eeps coming up with more statements until someone wants
to come up with a statement they believe follows the rule. %f the
statement is correct, the leader tells them it is and they can
continue to come up with more.
%t's possible that they were -ust luc&y or are thin&ing of a
different rule, so the leader has to verify every statement made
by others.
(hen everyone has guessed the rule or has given up, have a
new leader do a round with a different rule.
!a"al Com#at Camping Game
This ame is meant for older campers.
!ecide for yourself if it is appropriate for your younger campers or not.
Required: .or each team/
Twenty strips of cloth, all the same color per team
six 0x1 cards with D$STR%&$R on them
four 0x1 cards with S'B()RI!$ on them
two 0x1 cards with B)TTL$S*I+ on them
!otes: 2ou may prefer to combine teams so you have 0 or 3 teams.
Instructions: %n a central area, mar& off a circular area about 04 feet round $
this is the battleground.
!efine a separate shipyard for each team about 54 feet outside
the battleground. %n this area, place all their strips of cloth and
all 0x1 cards.
Each player loosely ties a strip of cloth on their arm to identify
their team. Then, each player that wants to do combat, chooses
the type of ship he wants to be and enters the battleground.
To battle, a camper will tag an opponent. The two campers then
compare cards. The losing camper gives his cloth to the winner
who can either put it in his poc&et or return it to his shipyard.
6nce a cloth is captured, it can not be lost.
7attle winners are determined/
7attleship destroys destroyer
!estroyer destroys submarine
Submarine destroys battleship
(hen a camper is destroyed, he can return to his shipyard and
put on a new piece of cloth. ,e may also change his card for a
different type of ship if one is available. The only time a ship can
be changed is bac& at the shipyard.
" winning camper can return to his shipyard and exchange ships
if he wants.
The team with the most cloth strips from opponents is the
winner. (hen all of your team's cloth strips are gone from your
shipyard, you must stay in the shipyard.

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