|Camping | Camp Cook | Survival | Scoutcraft | Communicator | Fires | First Aid | Misc | Games | Humour |

Home Page e-mail site map Links

Chase The Whistle

Notes

  • Objective: Catch the "running" patrol.
  • Time: 30 Mins to 2 Hours
  • Location: Wooded area roughly 100m square (or bigger)
  • Verdict:6/10

Equipment

  • 2 Whistles
  • Watch with second hand, illuminated at night

Instructions

  • Give one patrol a whistle, and send them off to hide. MAKE SURE THE WHISTLE IS ON A LANYARD, so it can't get stuck in someones throat if they trip (look at football refs.)
  • One minute later you blow your whistle, the PL responds and the rest of the troop charge off to find them.
  • You blow your whistle every 30 seconds and the PL has to respond, attracting the chasers to him.
  • The "Running" patrol has to return to you without being "tagged" by the time you have blown your whistle for the 10th time.
  • If the runners are tagged before their time is up the catching patrol gets a point for every whistle left before the 10th.
  • If the runners don't get tagged they get a point for every whistle that you have blown.
  • If the runners don't respond with their whistle, then either one of you is too far away to hear the other or they are cheating, either way they are out.
  • Each patrol has a go at running, and the one with the most points at the end is the winner.

Variations

  • Let the running PL do the timing, and you just listen for his.
  • Use a powerful torch or lantern instead of a whistle, but they have to whirl it around for 5 seconds.
  • Use animal calls rather than whistles. Screeching Parrot, Wolf, or Wookie work well, but frighten the be-jessus out of the neighbours, and can get tiring on your throat
  • Top Of page Unless shown otherwise Copyright Scout Notebook - 2001
    http://www.ukonline.net/scoutnotes/
    Top Of page