Vigorous Games




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(Winter games for which snow is not needed):


Rabbits: A space of 30x80 feet is outlined on the ground with six cross-lines dividing it into seven sections of equal length.  Through the center a long line is drawn parallel to the sides, dividing the ground into two equal halves.  Each cross-line represents a track on which only a hunter may stand or move. 

The game is usually played by two teams of nine scouts each, one team being called the rabbits and the other the hunters.  One scout of each team is a captain.  For a larger number of players there should be more cross-lines, and for a smaller number of players, fewer cross-lines. 

The object of the game is for the rabbits to start at the near end, run through to the opposite or far end, cross over to the other side and run back home without being tagged by a hunter.  One such successful run wins a game for the rabbits' team. 

The object of the hunter is, of course, to tag the rabbits during this run.  Five rabbits tagged or "killed" wins the game for the hunters.  The game starts on a signal from the captain of the hunters, who calls "rabbits," when he sees that his scouts are all in position. 

It is customary for the alternate hunters to stand on alternate sides of the center line at the start, but in the course of the play they may cross over from side to side anywhere on the specified lines. 

While usually only one rabbit starts at a time, any number may be in the field at once and, of course, the more there are in the field the more confusing and difficult the game becomes for the hunters.  As a hunter may not move away from the cross-line to which he is assigned, the rabbits may rest in between such lines.  The captain, however, is at liberty to move on any line in any direction, so the rabbit must keep away from the long lines as well as the cross-lines in his vicinity. 

Any rabbit tagged is "dead" and leaves the field.  Five dead rabbits score one game for the hunters.  One rabbit getting back to the starting point without being tagged, wins the game for his team.  At the close of each game the teams change sides, the rabbits become hunters and vice- versa



Follow the Trail: Send out a "hare," with a pocketful of corn, nutshells, etc., and drop a few here and there to make a trail for the patrol to follow.  

The other road signs should also be used, such as closing up certain roads as not used, and hiding a letter at some point, giving directions as to the next turn. 



Hare and Hounds: Two or more persons representing the hares, and provided with a large quantity of corn, are given a start of several minutes, and run a certain length of time, then return by another route to the starting point, all the time scattering corn in their path.  After the lapse of the number of minutes' handicap given the hares, those representing the hounds start in pursuit, following by the corn and trying to catch the hares before they reach the starting-point in returning.  The handicap given the hares should be small, depending on the running abilities of the hares and hounds.  The fastest runners are usually picked for the hounds. 



Lion Hunting:  A lion is represented by one scout, who goes out with tracking irons on his feet, and a pocketful of corn or peas, and six tennis balls.  He is allowed an hour's start, and then the patrol go !after him, following his spoor, each armed with one tennis ball with which to shoot him when they find him.  The lion may hide or creep about or run, just as he feels inclined, but whenever the ground is hard or very grassy he must drop a few grains of corn every few yards to show the trail.  If the hunters fail to come up to him neither wins the game.  

When they come near to his lair the lion fires at them with his tennis balls, and the moment a hunter is hit he must fall out dead and cannot throw his tennis ball.  If the lion gets hit by a hunter's tennis ball he is wounded, and if he gets wounded three times he is killed.  Tennis balls may be fired only once; they cannot be picked up and fired again in the same fight.  Each scout must collect and hand in his tennis balls after the game.  In winter, if there is snow, this game can be played without tracking irons, and using snowballs instead of tennis balls.  



The Lost Patrol: This is a game for two patrols, the patrol leaders acting as captains.  A goal and a signal station are decided upon.  One patrol is chosen as hunters, the other is called the Lost Patrol.  The captain of the Lost Patrol hides all of his scouts in the same place.  He then goes to a signal station and signals the hunters that his patrol is ready.  

The hunters start out separately or in groups, as directed by their captain.  At intervals the captain at the signal station tells his scouts by means of signals previously agreed upon where the hunters are.  When the hunters are at a safe distance he signals his patrol to return to the goal, at the same time calling, "Lost Patrol!"  The hunters immediately start to chase them.  If the Lost Patrol reaches the goal first, they win the game and may hide again. 

If any one of the hunters sees the hiding scouts he calls "Lost Patrol" and they all start to race for the goal.  If the hunters reach the goal first, they win and become the Lost Patrol and the game is repeated.  

Signals may be given by signal mirrors, or by drum, whistle, tin pan, or any other implement of noise-making. 







Additional Information:

Peer- Level Topic Links:
B-P Snow Games ] Camp Games ] Contests ] Indoor Games ] Nature Games ] Snow Tag ] [ Vigorous Games ] Animal Tracking Game ] Game of Big Foot ] Gander-Pulling ] Goose Hangs High ] Raccoon Jumping ] Running the Gauntlet ] Running Indian Scouts ]

Parent- Level Topic Links:
Winter Games ] Snowball Warfare ] Skate Sailing ] Woods in Winter ] Snowmen ] Snow Statuary ] Ice Fishing ] Skating ] Evening Entertainment ] Winter Projects ] Advancement ] Polar Bear Swim ] Snow & Ice ]

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Last modified: October 15, 2016.