Category: Troop Time Games

Materials for Adventure Guide.

Splat!

The Hook: A reflex game that starts high-energy and gets more competitive as it goes.

How to Play:
Stand in a large circle with one person (The Ranger) in the middle.
The Ranger points at someone and yells “Splat!”
The person pointed at must duck down immediately.
The two people on either side of the ducking person must point at each other and yell “Splat!”
The slowest person of the two is out. If the person pointed at doesn’t duck in time, they are out.

The “Peak”: When you get down to the final two, have a “Western Standoff” (back to back, walk 3 paces, turn and Splat).

Four Corners

The Hook: Combines sprinting with the “listicle” style of blogging.

How to Play:

  1. Assign the four corners of your blacktop/grass area as 1, 2, 3, and 4.
  2. The Ranger calls out a category and four options.
    1. Example: “Favorite Social Media! 1 is TikTok, 2 is YouTube, 3 is Instagram, 4 is Snapchat!”
  3. Campers have 5 seconds to sprint to the corner that fits them.
  4. Once they arrive, they have 30 seconds to “Debate” with their corner why their choice is the best.

 

The Twist:The Ranger randomly picks one corner to be “Deleted.” Anyone in that corner must do 5 “Burpees” to “re-upload” themselves into the game.

The “Peak”: End after 5-6 rounds so they are breathless but talking about the topics.

Big Wind Blows

The Goal: To find a new spot in the circle and learn “Intel” about your teammates.

How to Play:

  1. Use Cones to mark spots in a circle (one less than the number of players).
  2. One person stands in the middle and says: “The Big Wind Blows for anyone who…” followed by a fact (e.g., “…has an older brother,” “…is wearing Nikes,” “…likes Minecraft”).
  3. Everyone who fits that description must run and find a new cone. You cannot move to the cone immediately to your left or right.
  4. The person left without a cone is the new “Wind” in the middle.

Sound Ball

Directions: The group stands in a circle.

  1. One person starts by making a sound and pretending to throw an imaginary ball to someone else.
  2. The receiver catches the imaginary ball and transforms the sound into a new sound before “throwing” it to another person.

Uncle Sam

Directions: This is a tag-game variation.

  1. Start by outlining the boundaries of the playing field with cones or visual cues.
  2. For the first round, you (Adventure Guide) will be “Uncle Sam.”
  3. Have all campers line up at one side of the field.
  4. In unison, campers yell, “Uncle Sam. Uncle Sam. Send me over the river!”
    You (Uncle Sam) respond with, “Yes, but only if you are wearing [specify criteria. i.e. red]
  5. All players meeting the criteria must run from one side of the field to the other without being tagged.
  6. If you are tagged you join “Uncle Sam” and help tag people as they cross the river.
  7. Play continues until one person remains. That person then becomes Uncle Sam for the next round.

WA!

WA! – GROUP Game

Great for: Middle School

Directions: Have the campers form a standing circle and hold their hands in front of their chest, palms together. 

    Choose a camper (Camper 1) to begin. They will count down from three, then point their hands at another camper in the circle (Camper 2) and yell “WA!”- being sure to make eye contact. 

    Camper 2 then points their hands to the sky and yells “WA!” 

    Then the campers on either side of Camper 2 swing their hands towards the camper (like a ninja slice) and shout “WA!”, being careful not to make contact.

Camper 2 then points their hands towards another camper in the circle (Camper 3) and yells “WA!”

    The Cycle continues with Camper 3 pointing up and shouting “WA!”, the campers on either side of them ninja slicing inwards and yelling “WA!”

    The game continues until a camper misses their move or does not yell, “WA!” in time. That camper sits down and is out. Continue until there are two campers left (then rock-paper-scissors). 

 

Very similar to this game (though please play the WA! version):

 

Relay (Animal and Normal)

Animal Relay – Active Game

Directions: Create at least two teams that are even (if not even then AG should play or an eager camper can go twice). Have each team’s members form a line. Choose an animal and show how that animal runs (horse – gallop, frog/kangaroo – hop, bear – bear crawl, cheetah – run as fast as you can, snail – move slow) The first player in each line must “animal run” around a marker/cone. Once the first player is back, then the second player goes, etc. The first team to have all members complete the course and sit down wins.

 

Relay – Active Game

Directions: Create at least two teams that are even (if not even then AG should play or an eager camper can go twice). Have each team’s members form a line. The first player in each line must run around a marker/cone. (Or if there will be multiple rounds they can skip, two footed hop, grapevine, bear crawl.. whatever you think would be best for your group)  Once the first player is back, then the second player goes, etc. The first team to have all members complete the course and sit down wins.