Some Games just stand out for and are more exciting than others.
Source: the majority of the following information was sourced at: troopresources.scouting.org
Great Troop Meeting Activity
Video: youtube.com
Materials:
4-6 Skateboards, Scooter Boards or Dollies (18"x12" works fine)
4-6 baskets – Dollar Store
100-200 Play Balls - amazon.com
Helmets are strongly suggested
Method: Plays like Hungy Hungy Hippo Board Game
Use one Scout on rolling board as Hippo
Another Scout grabs first by legs to advance Scout to and from feeding zone
Collect the most balls
Materials: large playing area, neckerchief, whistle
Method: Troop counts off by twos, and all “ones” line up on one side of the playing area, all “twos” on the other. From left to right, both teams then count off by ones so a number can be assigned to each Scout. The neckerchief is the “bacon” and is placed in the center of the playing area. The leader calls out a number and the Scout with that number on each team runs to the center when they hear the whistle. The object of the game is for a Scout to snatch the “bacon” and get back to their side without being tagged by the Scout with the same number from the other side.
Scoring: Score two points if a Scout can “steal the bacon” without being tagged. Score one point for the opposing team if the snatcher is tagged.
Variations:
Trivia
Use additional "bacons" in center. Each bacon corresponds to an answer
Ask Trivia question
Team gets points for retrieving the correct flag and lose a point for selecting wrong bacon
Blindfolds
Players were neckerchiefs over eyes
Relay
Call 2 numbers
Players must pass it to second player on their team
Ball Variations
Use ball for bacon
Ball must be dribbled or thrown
Source: boyscouttrail.com
Great game for Backpacking Trips - No tech version of Among Us
All scouts sit in a circle, facing the center. For each instance of the game, there are five roles:
Moderator - this person runs the game
Sheriff - arrests people
Doctor - saves people from dying
Mafia - two or more bad guys
Townspeople - everyone else
To start the game, the roles are assigned, either by Moderator or randomly from a deck of cards.
Moderator chooses:
Moderator tells everyone to go to sleep. Everyone puts their head down and closes their eyes.
Moderator says he is now choosing the mafia and walks around the circle and silently taps 2 scouts on the head to select them as the Mafia. If you have a large group, you may choose 3 mafia.
Moderator then announces he is choosing the doctor and taps 1 scout on the head.
Moderator then announces he is choosing the Sheriff and taps 1 scout.
Moderator then takes his place in the circle.
Deck of Cards chooses:
Prepare a short deck of cards with red cards for all townspeople, black Ace for Moderator, black Queen for doctor, black King for Sheriff, and two other black cards for Mafia.
Pass the deck around, face down, and everyone pulls a card from the deck without showing it.
Whoever pulled the black Ace begins the game.
Each round is a night and day in the life of a village, and goes like this:
Moderator tells everyone to go to sleep. Everyone puts their head down and closes their eyes.
Moderator then tells the Mafia to wake up. The two Mafia lift their heads and open their eyes.
Moderator asks out loud who they want to kill. They silently point to the scout they want to kill - they must agree on one scout. They then go back to sleep.
Moderator tells the doctor to wake up and silently choose one scout to save by pointing to that scout. (The doctor may choose to save themself.) The doctor then goes back to sleep.
Moderator tells the Sheriff to wake up and suspect someone by pointing at a scout. If that scout is a Mafia, Moderator nods his head, otherwise he shakes his head. The Sheriff goes back to sleep.
Moderator tells everyone to wake up.
Moderator then contrives a story of what happened, but basically states which townsperson was killed, or attempted to be killed but saved by the doctor. If killed, that townsperson is out and can only watch the rest of the game silently.
The townspeople, mafia, doctor, and sheriff then debate who they think are the mafia. Once a majority vote selects one scout to accuse, Moderator tells them if that scout is mafia or not. Regardless, the chosen scout is out of the game and everyone goes back to sleep.
Continue doing rounds until all mafia are out or their number equals the number of innocent players left alive.
Materials: two No. 10 cans, one pine cone, stick, and stone for each patrol
Method: Patrols sit in a straight line with their legs extended. Each patrol counts off so there is an even number in each line. One can is placed at each end of the patrol lines. The three objects are placed in the can at the head of the line. The leader calls out a number and a name of an object. Scouts having that number race to the can, pick out the object named, transfer it to the can at the other end of the patrol line, and return to their places. (Scouts must keep track of objects as they are transferred from can to can. When their number is called, they must know where to find the object.)
Scoring: The first Scout back in place with the object transferred wins a point for their patrol.
Materials: sturdy 5 gallon bucket, 1 Scout stave, 1 large rubber playground ball
Method: Scouts form a large circle with one Scout standing on the bucket in middle of the circle with stave in hand. The ball is passed around and thrown at the bucket, while the Scout guards the bucket with the Scout stave. If the bucket is hit, the thrower replaces the Scout with the stave.
Materials: wide playing area, No. 10 can, Scout stave, and a blindfold for each patrol
Method: The patrols line up in relay formation with at least 25 feet between them. An upside down can is placed ten paces in front of each patrol. The first Scout in each patrol is blindfolded and given the Scout stave. On signal, they must step out three paces, turn around three times, and then take six more paces towards where they think the can is. They have three tries to hit the can with the stave. After their turn, the next Scout in line is blindfolded until an equal number from each patrol has gone.
Scoring: Patrols score a point each time one of their members hits their can.
Materials: large open space, hula hoops, three socks filled with coarse sand for each patrol
Method: Use hula hoops as targets and sand-filled socks as horseshoes, and play regulation “Horseshoes” rules. A sock inside the hoop is a ringer. Patrols line up in relay formation behind an assigned hoop. Each Scout takes a turn to land a sock inside the hoop from 25 feet away.
Scoring: Each “ringer” equals a point.
Variation: Set out three hoops per patrol, the nearest one worth five points, the next farthest worth ten points, and the very farthest worth fifteen. Each patrol member gets three shots. Tally the score and the patrol with the most points wins. (This game can also be presented as a pre-opening gathering period activity.)
Materials: 20-foot length of 1/2-inch soft, synthetic rope, two platforms 8 to 10-inches tall (two halves of a cinder block or two cuts from a downed tree, 8-inches in diameter) -or- on soft ground, two sturdy 5 gallon buckets
Method: Two Scouts stand facing each other 12 to 15 feet away on the platforms. On signal, each tries to unbalance the other by either pulling or letting up the tension on the rope. Both must hold onto the rope at all times while trying to unbalance the other. Have a troop tournament, play, patrol against patrol, or Scout against Scout as a gathering period activity.
Scoring: The Scout left standing the longest on his platform while still holding onto his rope wins. If a Scout lets go of the rope, he’s out, even if he’s still standing on his platform.
Materials: soft weight, such as a rolled-up cloth or sandbag, tied to the end of a rope at least 10 feet long
Method: The Scouts form a wide circle. The leader in the center swings the rope around inside the circle to get it going in a steady, circular motion. Then the rope is swung wider, around the circle below the knees of Scouts, who must “jump the shot.”
Scoring: Any Scout who is hit by the rope or weight drops out. The last Scout in the game is the winner.
Scoring variation: To play as a patrol game, each patrol begins with 50 points. When a Scout fails to “jump the shot,” 5 points are deducted from the patrol score. All Scouts remain in the circle. The game is continued until one of the patrols is “in the red.”
Method: Scouts scatter throughout the playing area. The leader blows a particular number of blasts on a whistle. Whatever number of blasts the leader blows, that’s the number of Scouts that need to combine into a group, hands joined and held high. If there are three blasts, the Scouts must get into groups of three, four blasts, groups go four, etc. If a Scout can’t find a group corresponding to the number of whistle blasts blown, they’re out.
Scoring: None. Play continues until time runs out or all Scouts are eliminated.
Variation: The leader yells out a number and Scouts are not allowed to move until they hear the whistle blow.
Method: Patrols line up in relay formation. First Scout in line performs a standing broad jump. The next Scout in line jumps from where their patrol mate landed and so on. Patrol members might have to jump twice to make patrols equal in numbers.
Scoring: Patrols win points for the longest combined distances.
Materials: one rope at least 1/2-inch in diameter and 25 to 50 feet long, playing area large enough to safely accommodate all participants
Method: Two teams line up single file, facing each other. The Scouts take hold of the rope, and, on signal, start pulling. The rope may not be tied around the waist of any Scout, nor can any Scout hold onto posts, trees, or any stationary objects.
Scoring: The first team to pull or drag its opponents across a designated line wins.
Materials: Two sheets of 8-1⁄2 x-11-inch paper for each patrol member, one extra sheet of paper for each patrol
Method: Place the sheets of papers in a single line on the floor, perpendicular to the finish line. Each patrol member stands on two of the sheets, facing the finish line. One sheet should be left unused at the rear of the patrol line. On signal, the extra sheet of paper is passed up the line from the last Scout to the first, who places the sheet down in front of them and steps onto it with their rear foot. Each Scout in line advances by moving their rear foot to the newly vacated sheet ahead of them. The remaining empty sheet is passed forward and the process is repeated. If a Scout steps off a sheet of paper, the entire patrol must move back and start over.
Optional Scoring: The first patrol to cross the finish line is the winner.
Optional Version: Island hopping can also be done with 2x4s