Variations of Kim's Games
Kim's Game by Patrols
.A table is prepared with a large assortment of small articles on it. No article should be duplicated. Each Patrol in turn is allowed two minutes to examine the exhibits on the table during which time the other competing Patrols are allowed to make as much uproar as they choose but must not touch the Patrol who are looking at the articles on the table.
When all of the Patrols have examined the articles they are given five minutes for the Patrol Leaders to write down their lists. Patrol Leaders will use their discretion as to whether they will, or will not, accept the articles suggested by Scouts in their Patrols.
One mark is allowed for each correct item and one is deducted for each imaginary one. The Patrol scoring the most marks wins.
What's in the Picture?
Cut a picture from any newspaper or magazine and paste it on strong white paper or cardboard.
The picture should have a considerable amount of detail in it.
Hand the picture to each Patrol in turn giving them 30 seconds per Patrol to scrutinize it.
Then set a number of questions to test the observation and memory powers of the Patrols; each P.L. to submit his Patrol's majority view on each question in writing.
The sample picture given is purposely of a simple nature and is taken from the Boy's Own Paper.
The Patrol giving the most correct series of answers wins.
Suitable questions for the picture given might be:
.Patrols are allowed two minutes to make a mental photograph of the clubroom and its contents. They then go outside and the Umpire makes a few alterations, such as opening a closed window, exchanging positions of wall charts, altering time of clock, etc., etc.
Patrols are then recalled and are given five minutes to decide on what the alterations are. Scouts report anything noticed to their own Patrol Leaders and not to the Umpire. Patrol Leaders report in turn to the Umpire, when called on, and indicate what they think the alterations are.
One point is allowed for each correct item and two are deducted for each imaginary one. Patrol Leaders will use their discretion as to what alterations suggested they will intimate to the Umpire.
Seeing what you see
Two simple articles, say a pencil and a box of matches, are placed on a table. Patrols are allowed one minute each to examine and freely handle the articles. The Patrol Leader presenting the most accurate and full description of the articles wins.
For example, a Patrol Leader saying "A green pencil and a box of Swan Vestas" would lose to one who said "A green unpointed copying ink pencil, about 9 inches long, made by Messrs. George Rowney & Co., and a box of Swan Vestas, manufactured by Messrs. Byrant & May, containing 24 unused matches."
You have often seen a penny postage stamp, haven't you? Can you describe such a stamp accurately?
Get a piece of paper and a pencil and write down all the details you can remember.
When you have done this, (and you will be surprised how little you do remember), get another sheet of paper and a penny stamp.
Make another list of the details with the stamp before you. Look at it closely. Make sure that you have missed nothing.
Now compare your two lists and you will see the difference between seeing things and observing them.
Try this game out with other articles such as a penny, a pen-knife, a postal order, etc.
Equal numbers of Patrols are formed up on opposite sides of the room. One side is allowed a minute to memorize the hands of the other side and these are allowed a minute to memorize the hands of the first side. One side then goes behind a curtain and a certain number of hands are put through. The remainder, by Patrols, decide as to the ownership of the hands exhibited.
The sides then change over and the same number of hands are put through the curtain and the Patrols outside the curtain decide as to whose hands they are. The Patrol with the most correct wins.
This game can also be played as "Whose feet?" "Whosenose?" "Whose shadow?" "Whose voice?"
Who Has Moved?
For four Patrols: Two Patrols are seated in a circle and the other two Patrols are given a few seconds to note the positions of the players. The Patrols who are not seated are then taken out of the room. Not more than six, but not necessarily any, of the seated players change places.
The two Patrols then re-enter the room and are given a minute for each Patrol Leader to report, quietly, to the Umpire what the changes are. The teams then change places and, after seeing the positions of the seated players, the Patrols which previously were seated leave the room and return to ascertain and report the changes. One mark is allowed for each correct item and two are deducted for each imaginary one. The Patrol with the most marks wins.
Errors in Uniform
An officer appears in the clubroom with definite errors in uniform. No reference whatever is made to these inaccuracies.
After a reasonable interval the Officer leaves the room and the Patrols are informed that the Officer concerned had certain errors in uniform and are given five minutes to consult by Patrols as to what the errors were. (Patrol Leaders need not accept all suggestions submitted by Scouts.) Patrol Leaders report in turn. One mark allowed for each correct item and two marks deducted for each imaginary one.
Description of Stranger
A stranger enters the clubroom ostensibly to see one of the Officers or, preferably (so that all will have a definite opportunity of seeing him), to give >a short item of instruction. Soon afterwards the stranger leaves and then each Patrol is given a sheet of paper to fill up, in five minutes, the following particulars:-
Approximate age; height; build; color of eyes; color of hair; color of moustache; color of suit; color of tie; color of shoes; color of sox; any other points noticed.
The sheets are handed in, the stranger returns and the descriptions are compared with the genuine article. The most accurate and full description wins.
Each competing Patrol is provided with a pencil and sheet of paper.
The Umpire has prepared a list of 25 words beginning with the same letter, which he reads over twice. Each Patrol then writes down on its sheet as many of the words as it can remember.
It is well to use short words and, if possible, all of a Scouting nature.
A point is scored for each correct word and a point is deducted for each imaginary one.
The Patrol with most points wins.
As an example a suitable list of words for the letter "S" might be: -
Scout, signal, staff, starman, sign, sheet-bend, sixer, stag, shoulder-knot, surveyor, scouter, singsong, six, salute, sheep-shank, second, swimmer, shorts, sprain, stretcher, star, second-class, sea-scout, stalker, swift.
When you place an order with Amazon.Com using the search box below, a small referral fee is returned to The Inquiry Net to help defer the expense of keeping us online. Thank you for your consideration!
To Email me, replace "(at)" below with
If you have questions about one of my 2,000 pages here, you must send me the
"URL" of the page!
This "URL" is sometimes called the "Address" and it is usually found in a little box near the top of your screen. Most URLs start with the letters "http://"
The Kudu Net is a backup "mirror" of The Inquiry Net.
Last modified: October 15, 2016.