GAMES FOR ALL.
TELEGRAMS. | A GAME that can be played by any number of people Is Telegrams. I Pencils and papers are - required, and each player writes at the top of his | paper eight or nine letters —say, the letters | that make TED BROWN. The papers are then exchanged, and each player has to ’ write a telegram, the words beginning with whatever letters are 'on his or her piece of paper, in the order in which they occurThus, the player who has the paper headed “ Ted Brown" might write as his telegram: 11 Terrible excitement; Dad’s Best Rabbits Only Won Ninepence.” Five or ten , minutes may be allowed, after which the telegrams arc read out, and forfeits paid ' for every incomplete or incorrect message. SHIPS IN A FOG. II You have no Idea how quickly fellows | lose their direction in a fog. Try this stunt and sec. As many scouts as convenient are blindfolded and stood at the end of the Troop room. Half-way between the other end of the room there is a barrier with only i a narrow "pass” which the boys arc told to navigate. At the word “Go" the S.M. . removes the barrier quickly and quietly. The coming boys when they fail to "connect” with the barrier become fogged and i will go off at all sorts of queer tangents, and finish up probably where they started.
FINDING CHOSEN OARD. A pack of cards Is placed beneath a serviette, so that no one can see It. Someone is allowed to put his band beneath the serviette and remove a card without the performer seeing it. He is then told to replace the card and square up the pack. Although the performer has not seen the pack, he removes it from the serviette and, turning his hack, immediately finds the chosen card. The secret is quite subtle. As soon as the card has been taken from the pack the performer reaches beneath the serviette to “square up the pack,” and in doing so turns tlio pack over. Thus, when the spectator’s card Is replaced it will he reversed, or faced about in the pack. When he takes the pack from the serviette and turns his hack the performer can immediately find the chosen card. PATROL’S ORDERS. 'Plie patrols, following sealed orders, reach a given spot at a certain time. There a person described in each patrol’s orders goes through a scries of actions, such as lying a shoc-iacc, taking out his watch or blowing his nose. Points are given for each action correctly reported. The scouts lose points if HE sees them, one point off for cacli one. (This game is called P. L.
DIZZY RELAY. As a slight change from the usual round- 1 the-mark type of relay race between patrols, try this. At the end of the room, at the points to which the Scouts in each team will run, stand a tent mallet or Indian club. Each member of a team has to run to the object, and, putting his Anger on it, revolve round three times. Then he returns to his.team. This game needs a wide room, as you will discover when you play it I EASY—WHEN YOU KNOW HOW. A SK a member of your audience if lie can make a match float in a tumbler of water in an upright position. He will probably try, and give it up as impossible. It a pin is placed in the end of the match it will float in an upright position.
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Bibliographic details
Waikato Times, Volume 118, Issue 19762, 18 December 1935, Page 21 (Supplement)
Word Count
588GAMES FOR ALL. Waikato Times, Volume 118, Issue 19762, 18 December 1935, Page 21 (Supplement)
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