
TIE THE KNOT
This is a variation on "drop the hanky" for those who remember that popular childrens' party game. The group sits in a circle with their hands behind their back. One person walks around the outside with a piece of rope; they select someone, place the rope in their hands and say a knot. They then continue around the circle; the challenge is for the knot to be completed correctly before they return to the same place. If the knot is not finished or not correct, the person tying it changes place with them and goes around the circle with the rope. The game can be adjusted according to the knotting skills of participants; either by the range of knots that may be specified or if they are more competent with their knots by requiring the knot to be tied with hands kept behind the back.
Grant O'Neil

KNOT DODGE
Two teams are numbered off. The leader of the game calls out a number and a knot. The person with the corresponding number from one team has to go to a designated point and tie the knot; the person from the other team with the same number has to go to another point and try to hit the person tying the knot by throwing a ball (or a beanbag) at them. So the person tying the knot has the double challenge of tying the knot correctly while also dodging the throws. We used to play this on a basketball court; a length of rope was tied hanging down from the stand behind the backboard, and the knot was tied with a second length of rope onto the first. The person tying the knot would signal they had completed it by swinging on the joined ropes. The person throwing the ball had to throw from behind the free throw line (with older scouts who can throw harder and more accurately this may even need to be inside the center circle) They can go anywhere to retrieve the ball after a throw, but cannot throw it again until they have returned to the free throw line.
Grant O'Neil
NEWCOMER'S KNOT GAMES
I've used two games for knots that work well. The first one is for learning the knots: instead of using rope, use Twizzlers or licorice whips or other "whip" candy. When the girl gets the knot right, she can eat it. Now, you have to be careful with this one - - don't use a "whip" that's really soft or sticky, especially in hot weather. The Twizzlers are just right, they don't stick to themselves and they don't melt readily - - and more girls like the flavor than do licorice.
The other game is for drill, after you've learned the knot - - a relay race. You have two "judges" with short lengths of rope. The girl runs up to the judge, ties the knot, and if it's right she runs back to the back of the line and the next girl runs up. If it's not right, she tries again. If it's not right in three tries, she can run back to her team and get help, and then she can come try again.
Sandy L Keeney
BEDROLL GAME
Two teams. Each team has one set of each item.
Throw a die to receive each item as follows
- 6 = groundsheet
- 5 = air mattress
- 4 = sleeping bag
- 3 = pillow
- 1 = rope
- 2 = blanket
When all the items have been collected, the bedroll must be rolled correctly with the proper knots.
Wendy Baker
FIRST AID CARRYING RELAY
Carrying an injured person.
According to the number of players, arrange Guides in groups of two or three "bearers" and one "patient". Put a cup of water on the patient to make sure she is treated gently. On the arrival of the bearers at the goal, their speed and the amount of water remaining in the cup are taken into account.
Variations:
a) An injured ankle must be bandaged correctly.
b) The injured person must be carried on a "four handed seat". etc.
Barb Garber
SHOPPING CONTEST
In the center of the circle are placed pebbles, leaves, pieces of bark or wood. The players are numbered in two's or three's. The leader of the game calls out a shopping list and a number. For instance: 4 pebbles, 2 leaves, 1 stick - Number 2. The Guides whose number is called run around the circle, go inside by the "doors" which they left vacant in their own spots and do their shopping. They go back to their places, put their shopping down in front of them, kneel down and raise their hands. The Guide doing her shopping correctly and the fastest wins.
Barb Garber
COMMUNICATION GAME
Equipment: An envelope per team of two children. When you are preparing the equipment, cut two of each shape in each size of each color. i.e., two large yellow circles, two small green triangles, 2 medium blue squares. One of each shape goes in each envelope, so that the two team members could make an identical picture.
Category: Indoor, quiet
Ages: Brownies on up
Numbers: An even number of kids, because you need to divide them up in two's.
The children sit down on the floor, back to each other, with their envelopes in front of them. One girl is the designer, and she opens her envelope and makes a design or picture with her shapes. Then she describes her picture to the person who is back to her, so that she can make an identical picture. No one is allowed to look at their partner's pictures!! After the two are done, using only their voices to pass the information back and forth they may compare their pictures. Allow about 10 minutes for this game.
Don't make too many shapes, or too many small pieces as you will want to use this game again (it is too much work to set up to only use once!) Ask the children to be careful when they put it back in the envelopes because you don't want to find one green triangle on the floor after you have all the envelopes put back in their box!
This is quite fun. You may want to allow them to switch designer and copier and try it again.
Jane Maddin
DRAWING BOARD
Equipment: A picture on a large piece of paper stuck up on a wall somewhere outside the meeting room. The picture that we had was a picture of a face with long curls and a crown with points and jewels on the crown. It was drawn with a marker on white paper. A piece of paper and a marker for each team.
Number of Players: In teams of at least 4. One person is the drawer.
Category: Quiet, indoor.
Age: 9 and up.
In the first variation, one person is chosen as the drawer for each team, and that person is not allowed to talk at all. One of the members of the team goes out to the hallway to look at the picture, but she is not allowed to say anything except yes or no, to the rest of the team, who must ask her questions about the picture. The person with the piece of paper must draw the picture, as they hear it described to them, without asking any questions herself.
In the second variation, each member of the team can go look at the picture except the drawer, one at a time. Then the drawer can ask each team member one question, and they can only answer the question yes, or no. This continues until the picture is drawn. (I'm not sure I have explained this well, so I will provide an example. Kathy is the drawer and she has Natasha and Heather on her team. Heather goes to look at the picture. Kathy asks her if it is a picture of an animal, Heather says Yes. Natasha goes out to look and Kathy asks her if it is a dog, Natasha says No. Kathy asks Heather if it is a person, and Heather (who can remember this) says Yes. Kathy asks Natasha if it is a boy, and Natasha can't remember, so she goes to look and then comes back and says No. And so forth until Kathy feels she has enough information to start drawing - she might then ask if it is a whole body, just a face, in profile or straight on, long hair, curly hair, smiling, etc.)
This game in either version tends to take awhile. And you can change versions part way through if you'd like. Hope the instructions are clear! This makes for some interesting pictures.
Jane Maddin