Patrol Games
There are many Patrol Games available to choose from. These are broken down into the size of the area you have available.
Patrol Games - Small Area
Sourced from: troopresources.scouting.org patrol-games-small-space
Blindfold Battery Exchange
Materials: For each patrol, a flashlight with extra batteries and a blindfold
Method: The goal is to be able to replace batteries completely by touch in case of power failure. The flashlight and extra batteries are placed on a table in front of a blindfolded patrol member. When directed to do so, the blindfolded Scout in each patrol races to be the first one to replace the batteries in their flashlight. An even number of Scouts from each patrol take turns.
Scoring: The patrol with the most Scouts who finish the quickest, wins
Blindfolded Discoveries
Materials: blindfold for each Scout, selection of “sound sources” (things that can be used to create a recognizable sound), “smell sources” (cans of things that have a distinctive smell), several specific objects that can be picked up
Method
Part 1: Patrols are shown several objects, such as a coil of rope, a cooking pot, a sheathed bow saw, a baseball hat, etc., that are spread out about 15 feet away in the center of the meeting room. It would be appropriate to have the same number of objects as there are numbers of patrols in the troop. All Scouts are instructed to observe the location of each object. One Scout in turn from each patrol is blindfolded. A different object is called out for each patrol, and the Scout who is blindfolded must walk to where they remember the object to be, and pick it up. Repeat this with three members of each patrol.
Part 2: Scouts are seated in patrol corners in relative close proximity. All patrol members are blindfolded. Recognizable sounds are produced from the center of the meeting room, equidistant from each patrol, such as an object being dropped, striking a match, pouring water, etc. In whispers, the patrols try to identify the sound by, discussing their impression amongst themselves in whispers until they get a consensus. After about 15 seconds, each patrol in turn reports to the SPL, out loud, what they conclude caused the sound.
Part 3: On signal, with all patrol members blindfolded, the patrols each walk together for a prescribed number of steps, turn around, and walk back to their exact positions in their patrol corners.
Part 4: Back at their seats, with all patrol members blindfolded, one at a time, each patrol sniffs a can containing a distinctive smell such as ground coffee, onions, cloves, mint, etc. When, each patrol has sniffed the contents of each can, once again, they discuss their impressions amongst themselves in whispers until they get a consensus. After about 30 seconds, each patrol in turn reports to the SPL, out loud, what they conclude the things were they smelled.
Blow Ball
Materials: ping pong balls
Method: Scouts divide into two teams and take their positions at each side of a 6-foot table. A ping pong ball is placed in the center, and each team tries to blow it off the table on their opponents side. If it goes off the ends, it does not count, but is put back in the center again. The game soon develops strong lungs, but needs composure just as much because the best player is the one who can blow without laughing at the faces of those opposite them as they blow. It is best to play kneeling or sitting round the table.
Variation: A more complicated way for five players on a team is to have a goal at each end marked on the table. Both teams select a goalkeeper, two forwards, stationed at the other end to blow into the enemy’s goal, and two backs to pass the ball to their forwards.
Can It!
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.
First Aid Scenarios
Preparation: The following scenarios can be printed out and distributed as a point of reference:
Scenario A: A Scout zigzagging on a bicycle is hit by a car. They receive a cut on their left forearm that severs an artery. They also sustain a simple fracture of their right leg.
Scenario B: A driver is speeding along a country road when one of their tires blows out. The car crashes into a pole. The driver receives a simple fracture of the right forearm and a gash on their right shoulder, causing arterial bleeding.
Scenario C: While on a hike, a Scout patrol finds an electrical repairman lying at the bottom of a transformer pole. He is not breathing and has burns on both hands.
Scenario D: While swimming in a country pond, one Scout jumps from a rock ledge and does not come back up to the surface. The other Scouts notice they are gone, jump in, and pull them out. They are not breathing and have a gash on their forehead that is bleeding profusely.
Scenario E: A Scout is riding their bicycle when a dog bites them on the right ankle. The Scout swerves to get away, and falls heavily on the road. They lacerate a large area of their left elbow into which dirt and sand are ground. Their left wrist is swollen and painful.
Scenario F: A woman is pinned under a pickup truck that has overturned at the side of the road. When she is released, it is found that she has a cut over her right eye and is spurting blood. Her right ankle is very painful and swelling rapidly.
Scenario G: On an extremely hot day, several Scouts are sitting on a fence in front of their high school, watching a parade. One of the Scouts falls to the ground. Their face is hot, dry, and flushed, and their pulse is exceptionally rapid. Their left ear is torn and bleeding profusely.
Scenario H: On a very cold day, an unconscious man is found lying behind a train shed. It is evident that he slipped on the railway track and struck his head. There is a gash running five inches from the front to the back of his head and it is bleeding profusely. The skin on his face is very cold, and his ears are pale.
Method: Depending on how much time is to be allotted for the activity, one or two scenarios are assigned to each patrol. After two minutes of deliberation, in turn, each patrol narrates a course of action detailing the correct approach to administering appropriate first aid.
Scoring: As determined by a panel of judges, depending upon the details and accuracy of their presentation, a patrol can score up to four points pertaining to their scenario.
Four Square
Materials: playground ball, 16-foot x 16-foot playing area on wood, tile, or concrete
Method: This game can be played by four Scouts, four patrols, or four teams. Four 8-foot squares are marked out inside the playing area. The squares can be numbered 1 to 4. Each of four patrol or troop teams are assigned a square. One Scout from each team starts inside their square with the rest of the team lined up single file at their corner. The Scout in square 1 serves the ball in volleyball fashion so that it bounces in square 3. They then run to the rear of their patrol’s line. The Scout in square 3 hits the ball on the first bounce to either square 2 or square 4. The game continues with each Scout hitting the ball so that it bounces into either of the two opposite squares. They cannot return it to the square it came from. After each hit, the Scout goes to the end of their patrol line, and the next in line becomes the Scout for their team. When a shot is missed, the last Scout who successfully played the ball resumes the game by serving the ball to the Scout diagonally across from them.
Scoring: Score one point against a team that fails to return a shot properly. The team with the fewest points wins.
Hunker Down
Materials: 20-foot length of 1/2-inch soft, synthetic rope, two platforms 6 to 8-inches tall (two halves of a cinder block or two cuts from a downed tree, 8-inches in diameter)
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 their platform while still holding onto their rope wins. If a Scout lets go of the rope, they’re out, even if they’re still standing on their platform.
Hunter, Gun, or Rabbit
Method: Two patrols compete in each round. The patrols are seated in a circle. Before the round, each patrol secretly decides whether it will be the “hunter” (all standing with their hands on their hips), the “gun” (pantomiming aiming a gun), or the “rabbit” (making long “ears” with their hands at their heads). On signal, each patrol instantly strikes the pose they secretly selected. The gun defeats the rabbit, the rabbit defeats the hunter, and the hunter defeats the gun. For example, one patrol strikes the pose of hunter, while the other poses as the gun. This would score for the hunters. Had the second patrol selected rabbit, it would have won, since the rabbit defeats the hunter. If both patrols pick the same pose, the round is repeated.
Scoring: The losing patrol is replaced after each round by a new patrol.
Identifying Sounds
Materials: a tarp or blanket to use as a curtain, a variety of items that will produce a recognizable sound
Method: The patrols are seated in front of the curtain. Behind the curtain are one or two leaders who produce various sounds for those gathered in front to recognize and remember, such as turning the pages of a book, crumpling a cellophane wrapper, breaking a stick, striking a match, hammering a nail, and so on. After the demonstration, the patrols return to their corners to make a list of the noises they heard.
Variation: Each Scout is furnished a pencil and paper and in turn writes down what they think each sound is, after which, patrol members compare notes and come up with a list of their best observations based on a patrol consensus.
Scoring: Award a point for each sound correctly listed. The patrol with the most points wins.
Kim’s Game
Materials: twenty or thirty assorted objects, a large cloth or tarp, paper and pencils for each patrol
Method: The objects are spread out and covered with the cloth or tarp. Patrols gather around. The cloth is lifted and the patrols study the objects for one minute. After the minute, the objects are covered back up. The patrols confer and list all the objects they can remember on a piece of paper.
Scoring: Award one point for each correct object listed. The patrol with the most correct objects listed is the winner.
Kim’s Game – Up and Down
Materials: fifteen objects tied onto a length of cord that has been draped over a tall crossbar or tree limb
Method: The objects are hanging down out of sight in a pack or large case. The game leader pulls the rope, revealing the objects for one minute, then lowers them again. The patrols must list the objects in the correct order.
Scoring: Score one point for each correct object, and one point for each object named in order.
Life’s Little Lists
Materials: for each patrol, four blank index cards and a pencil or pen
Method: Patrols are in patrol corners. One Scout in each patrol is selected to write the answers, but all patrol members are relied upon to contribute to their patrol’s lists. The first directive is read out and patrols huddle for two minutes to list as many answers as they can on the first card, after which the next directive is read out.
Name Santa’s reindeer.
Name Snow White’s seven dwarfs.
Name the nine planets.
Name the original 13 colonies
Scoring: The patrol with the most correct answers wins. One point is deducted for each incorrect answer.
Map Symbol Kim’s Game
Materials: nine flash cards, each with one map symbol, blanket, pencil and paper for each patrol
Method: The flash cards are arranged on a surface, and a record is kept of how they are arranged. The display is covered with a blanket or large cloth. Patrols gather around the display. The blanket is carefully removed for exactly one minute, then replaced. Back in their patrol corners, the patrol have two minutes to write the names and meanings of all of the map symbols they remember and place them in the proper position as displayed.
Scoring: Score one point for each symbol listed by a patrol, one extra point for the correct meaning. If there is a tie, the winning patrol is the one with the most accurate positioning.
Nail Driving Relay
Materials: For each patrol, a hammer, a log or a piece of two-by-four, and one 1-inch nail for each patrol member
Method: The patrols line up in relay formation. Each patrol’s log, nails, and hammer are placed at a turning line 20 feet in front of them. The first Scout from each patrol goes to the line and drives a nail into the wood. They return and tag the second Scout, and so on until all of the patrol’s nails are hammered down. Bent nails must be extracted, unbent, and driven in again.
Scoring: The first patrol to drive in all its nails wins.
Variation: Each Scout is allowed only one swing of the hammer. They run up to the line, takes one swing at the nail, and then returns to tag the next Scout.
Name That Fish
Materials: pictures or silhouettes of several kinds of game fish (large mouth bass, perch, sunfish, marlin, striped bass, northern pike, bluegill, crappie, trout, sheepshead, sailfish, etc.), paper and pencil for each patrol
Method: Post the fish pictures on a wall of the meeting room. The patrols huddle to try to identify the fish and list them on the paper provided. Allow three minutes.
Scoring: Score two points for each fish correctly named and deduct one point for each fish incorrectly named. The patrol with the highest score wins.
Variation: Use other pictures from nature, e.g. birds, trees, flowers, reptiles, etc.
Over-Under Relay
Materials: playground ball for each patrol, equal numbers of Scouts in each patrol-sized team
Method: Patrols line up in relay formation. The first Scout in line passes the ball over their head to the next Scout who passes the ball under their legs to the next Scout and so on, always alternating over head and under legs until the ball reaches the last Scout who runs with the ball to the front of the line. The last Scout is now the first Scout and passes the ball over their head to the next Scout in line and so on. This process of alternating over and under repeats until the patrol is once again in its original order.
Scoring: The first patrol to regain its original order wins.
Pass the Can
Materials: a Number 10 tin can for each patrol
Method: The patrol sits on the ground in a circle with their feet pointing to the inside of the circle. The starting patrol member has the can between their feet. On signal, they attempt to pass the can from person to person using only their feet. If something other than their feet touches the can, if it touches the ground, or if the can is dropped, they must start over.
Scoring: The first patrol to pass their can completely around the circle with only their feet touching it, and without it dropping, wins.
Silent Signals
Method: The senior patrol leader gives a series of silent Scout signals for troop formation: troop line, “U” formation, troop circle, patrol file. The patrols are to follow each signal as quickly as possible.
Scoring: The first patrol to properly obey a silent signal scores a point.
Sky High
Materials: a pile of newspapers and a role of masking tape for each patrol
Method: The challenge is for each team to build the highest freestanding structure they can using only those materials they have been given, within a set time limit. All structures have to be able to stand upright without help for at least one minute.
Scoring: The tallest structure wins.
Stepping Stones
Materials: 6-inch x 6-inch wooden block (“life-support capsule”) for each patrol member, except the patrol leader
Method: The patrol must get from point A to point B, about 15 to 20 feet, without touching the ground, using the life-support capsules as stepping stones. If anyone touches the ground, the patrol must start over. Each life-support capsule must be in contact with at least one Scout at all times. The capsules can be touched by more than one person. If a capsule loses contact with a person, it is taken away
Scoring: The first patrol to reach point B wins.
Trail Signs
Materials: two sets of 3-by-5 index cards for each patrol (each of the first set bearing a drawing of a trail sign; each of the second set with the definition of one of the trail signs)
Method: Patrols are seated around their table with the two sets of cards in the middle. The cards with the pictured trail signs are placed face down; the cards with the definitions are spread out face up. On signal, the first Scout from each patrol draws one of the face down cards and places it on the correct definition card. Continue until all cards are matched.
Scoring: The first patrol to correctly match all cards wins.
Wall Street
Materials: two identical decks of playing cards
Method: This game works best if you have at least four patrols. Shuffle the two decks of cards together and deal them into equal stacks, one stack for each patrol. Before giving the stacks of cards to the patrol leaders, instruct the troop that they are to try to get a complete suit (hearts, diamonds, spades, or clubs) of cards (ace through king) by trading cards with the other patrols.
Scoring: The first patrol to collect a complete suit wins.
What Happened?
Materials: a tracking pit prepared by digging up and raking smooth an area about 10 by 15 feet, a cane, a small picnic table, four track makers
Preparation: Before patrols arrive, each of the following scenarios are enacted, clearly leaving their tracks in three areas of the pit:
The Good Turn – A blind man with a cane walks into the tracking pit. A Scout joins him, takes his arm, and leads him out.
Table Carry – Four people carry a small picnic table (with benches attached) into the tracking pit. They stop, set the table down, rest on the benches, stand, pick up the table, and carry it off.
Tired Scout – A Scout stumbles into the pit and sits down. Another Scout enters, picks them up, and carries them off.
Method: The patrols study the tracks for five minutes, huddle, and then present their deduction verbally. The game leader does not indicate right or wrong, but rakes the pit and calls in the original track makers to repeat their actions.
Patrol Games - Large Area
Sourced from: troopresources.scouting.org patrol-games-large-area
Balloon Bounce
Materials: different color inflated balloon for each patrol
Method: Give each patrol a balloon. The object is for each patrol to try to keep their balloon in the air the longest by hitting it back and forth between the members. A patrol is out when their balloon touches the floor or bursts. It is not permitted to catch or hold a balloon. It is permitted to redirect the flight of other patrols’ balloons.
Bucket Brigade
Materials: for each patrol, two 5 gallon buckets, one marked with a line 1-inch from the top and filled with water up to that line, and the other with a line 1-1/2-inch from the top and empty, one plastic 16 oz. cup (red solo cup) for each Scout
Method: The patrols line up in single file with the patrol leader facing the filled bucket. The empty bucket is positioned behind the last person in line. On signal, the patrol leader fills their cup with water from the bucket. They pour the water into the cup of the next Scout in line, who pours it into the next Scout’s cup, and so on to the last Scout, who pours the water into the bucket at the end of the line. This process is repeated until one patrol has emptied the front bucket and filled the other bucket.
Scoring: The first patrol to fill the second bucket up to the 1-1/2-inch mark is the winner. If too much water is spilled, it’s certain that the patrol will be unable to reach the mark even though it empties the front bucket.
Christmas Card Game
Materials: a set of old Christmas cards (about three times as many cards as there are Scouts)
Preparation: Cut each card into two pieces, making two sets of half-cards so that each half-card in one set has its counterpart in the other. Some of the cards should be cut so that the halves are easy to spot as belonging to each other, e.g., by cutting vertically down the middle of a colored picture of a vase of flowers, and others should be made difficult to spot, e.g., by cutting along the horizon of a seascape.
Method: Distribute one set of half-cards all over the room (they should be visible but not necessarily obvious). One half-card from the other set is given to each Scout and the rest are kept with the game leader. On the word “Go,” all the Scouts try to find the other half of the pieces they’ve been given. Whenever they can find a matched pair, they can get a fresh half-card from the game leader until there are none left.
Scoring: The patrol with the largest number of paired pieces wins.
Note: If all the paired pieces are kept together, they can easily be redivided into separate sets for next time.
Variation: This activity can be presented as a troop game by sending Scouts out as individuals and rewarding each with an individually-wrapped piece of candy every time they bring back a matched pair.
Fire Bucket Relay
Materials: for each patrol, a fire bucket with a bail (No. 10 can size), filled 1/2-inch from the top, with an indelible mark in the bucket, one inch below that (at 1-1/2 inches), a cone or stake driven into the ground 50 feet from each patrol
Objective: Be careful and don’t lose more than an inch of water.
Method: The patrols line up in relay formation, in front of their cone or stake driven into the ground 50 feet away. The patrol’s filled fire bucket is placed at the head of their line. On signal, the first Scout in each patrol line carries the bucket to the cone or stake and brings it back to their patrol where they hand it off to the second Scout in line. The first Scout now takes their new place at the back of the line. The second Scout starts the bucket passing from Scout to Scout in line, down one side of the patrol and back up the other. When it reaches the front of the line, the second Scout carries the bucket to the cone or stake 50 feet away and back to their patrol where they hand it to the third Scout in line. The second Scout goes to the back of the line and the third Scout starts the bucket passing from Scout to Scout, down one side of the patrol and back up the other. When it reaches the front of the line, the third Scout carries the bucket to the cone or stake 50 feet away and back to their patrol where they hand it to the fourth Scout. The process is repeated until all Scouts have had a turn carrying the bucket to the stake and back, at which time its handed to the Scout who was originally at the front of the line. If patrols contain odd numbers of Scouts, some patrol members will have to go more than once.
Scoring: The first patrol to run the bucket the predetermined number of times, depending on the amount of Scouts in each patrol, without losing more than 1 inch of water wins.
Hit the Can
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.
Hula Hoop Horseshoes
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.)
Hunt the Candy
Materials: individually wrapped pieces of candy
Method: Hide candy all over the room. Upon spying a piece, each Scout must point their nose at it and give their patrol call, where upon their patrol leader comes and collects it. Patrols finally eat the candy collected.
Interpatrol Tug of War
Materials: one 50-foot x 1/2-inch rope, a neckerchief or bandanna for each patrol
Method: The ends of the rope are joined together with a sheet bend. One Scout from each patrol takes hold of the rope with their right hands, equidistant from each other, so that the rope forms an equilateral triangle or square, etc. depending on how many patrols are entering. With the rope pulled taut, evenly by the participants, a neckerchief is positioned about two feet behind each Scout. On signal, all Scouts try to pick up their neckerchief.
Scoring: The Scout who is first to pick up the neckerchief scores a point for their patrol.
Log Rolling Relay
Materials: for each patrol, one log 3-foot long and 12-inch diameter, eight stakes
Method: The stakes are set in the ground in a zigzag pattern. The patrols line up in relay formation facing the course. Two Scouts in each patrol roll the log through the course, between the stakes, around the turning point, and back through the stakes to the starting point. The next two Scouts take over and repeat the process, and so on until eight Scouts have participated.
Scoring: The first patrol to roll the log four times through the course wins.
Nitro Transport
Materials: for each patrol, a 16 oz can filled with water 1/4-inch from the top, a 12-inch x 12-inch board with four 6-foot braided nylon cords tied through a hole drilled at each corner, (marking pen to draw a fill line for each can)
Method: The patrol must move a can of “radioactive nitro” (the can full of water) from point A to point B (a distance of about 25 to 30 feet) by lifting the can on the board without spilling any water. If any water spills, the Scouts must start over. This activity can be run as a relay or simply a challenge for the best time.
Scoring: The fastest time, spilling the least amount of water, wins.
Variation: Instead of a 16 oz can, use a No. 10 sized cans filled 1/2-inch form the top.
Obstacle Race
Materials: an obstacle course that includes a horizontal bar to climb over, a rope suspended from a tree branch to swing over an 8-foot “river,” a low horizontal bar to crawl under, a 6-foot-wide area to jump over, a narrow board on the ground to walk along, a row of old inner tubes or tires to run through, an empty barrel to crawl through, etc., a stopwatch or a watch with a second hand
Method: Line up the patrols at the starting line. If you have laid out two parallel courses, start two patrols at the same time and make it a race. If you have only one course, time each patrol separately. On signal, the first Scout in line goes through the course, runs back, tags the next in line, and so on until the whole patrol is through. If a Scout fails to pass the obstacle course correctly they may be called back for a second try.
Scoring: The patrol with the best time wins.
Pocket Rope Competition
Method: Patrols are given 2 minutes to plan, then, 4 minutes to finish. On signal each patrol tries to make the longest “rope” they can with the things they have in their pockets or on their person. (belts, socks, neckerchiefs, shirts, etc.).
Scoring: Longest “rope” wins.
Shoe Hunt
Materials: 10-foot circle inside a 50-foot circle marked out on the ground
Method: Each patrol enters the same maximum number of participants. At the start, all Scouts remove their shoes, place them in the center circle, and go to the outer circle. They may not tie their shoes together. A Scout in the role of judge thoroughly mixes the shoes in one large pile. On signal, all of the Scouts rush to the center circle, search out their own shoes, put them on, lace them if necessary, and return to the outer circle.
Scoring: The winning patrol is the first one with all of its members standing together, at attention, with their shoes on, around the outer circle.
Spies in the Woods
Materials: Several blank sheets of paper, one pencil for each Scout, a notebook or piece of paper (the “black book”) for each spy, a large wooded area
Method: Post the sheets of paper 2 or 3 feet from the ground on different trees and bushes. Two or three leaders become spies and roam about a given area in which the papers are posted. (The number of spies depends on the amount of space allotted to the game.) Each Scout tries to write their name on the different papers without being seen. The Scouts may write their names only once on each paper. Of course, locating the papers is part of the game. If a spy sees a Scout within 15 feet of a paper, they write the Scout’s name in their “black book.”
Scoring: The number of names in the spies’ books is deducted from the number of signatures on the papers. The patrol with the best score wins.
Standing Jump Relay
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.
Tire Roll Relay
Materials: for each patrol, an old tire and seven stakes, or cones
Method: Lay out a course for each patrol consisting of a straight line of stakes or cones. The Scouts line up in relay formation, facing the course. The first Scout in each patrol rolls their tire through the course, in and out of the stakes or cones, around a single end marker, and back through the course to the starting line. The next Scout in line repeats the process, and so on until the tire has been rolled through the course eight times. (Some patrol members might have to run the course more than once.)
Scoring: The first patrol to complete eight trips through the course from start to finish wins.
Wheelbarrow Relay
Method: Establish a starting line and, 20 feet away, a turning line. The patrols line up in relay formation at the starting line. On signal, the first Scout from each patrol places their hands on the floor and the second Scout grasps their ankles and lifts their legs. In this position, they travel to the turning line, with the first player traveling on their hands. On reaching the turning line, they reverse positions and return, tagging the second pair of Scouts, who follow the same procedure. Continue the relay until all patrol members have competed with the same amount of entries.
Scoring: The patrol to finish first wins.