GAMES FOR JOEY SCOUTS

BALLOON TROLLEYS

Work in groups of four or more. Have Joey Scouts in a line and place a balloon in between each one; e.g., if X is a Joey Scout and O is a balloon the line would look like XOXOXOXOX. Each line is to work towards a designated spot without dropping a balloon. Balloons must not be touched by their hands. Make it more difficult by placing obstacles in their way. The more people in a line, the more difficult this becomes.

SKIN THE SNAKE RELAY

Divide into two teams. Hold hands front to back - reach one hand forward and the other back between your legs to grasp the extended hand of the person behind. Leader stand at front of line and on command place a hoop over the head of the first in line; the team is to work hoop to the back of the line. Add more hoops to each line so that two, three or more hoops are being worked down each line. When hoop gets to end of line, the last Joey Scout runs to the front of the line, grabs the hand of the person at front, who is now second, and starts the hoop moving down the line again.

POTATO RELAY

In teams. Relay race with sticks (newspaper rolls) and odd shaped potatoes. Joey Scouts roll potato to end, round chair, and back to team and pass stick to next in line. Make sure both potatoes are oddly shaped!

PAIR TAG

Allocate pairs. This is a tag game where Joey Scouts can only tag their allocated partner. No running is allowed, only fast walking. Split the pairs and have scattered around the hall. If you are tagged you must clap your hands three times before you move off to try and catch your partner. (Make sure Joey Scouts are evenly matched for this game.)

NEWTON TAG

In pairs, arms linked with outside hand on hip. One Joey Scout is IT; another is "chasee". The "chasee" can be safe by linking with a pair and the Joey Scout on the opposite end of that pair then becomes the "chasee". If caught, roles are reversed.

RETURN THE BALLS

Marbles, soft balls, paper balls, etc. in a box. Leader tries to empty the box, by throwing the contents in all directions. Joey Scouts collect and return to the box.

WHO'S MISSING?

Joey Scouts move around the room to music. When music stops, Joey Scouts drop to the floor, eyes closed. One Joey Scout is covered by a large box. Remaining Joey Scouts must try to name missing child.

FARMYARD FROLICS

Each Joey Scout is handed a card bearing the name of a domestic animal or bird. On the signal to start, each begins to act out the creature (in mime), at the same time looking out for others of the same species. When three or more have been collected, they may begin to vocalize. See which herd, covey or flock is the first in full chorus.

FISH AND NET

Three to five Joey Scouts join hands to catch fish by surrounding individual Joey Scouts. Those who are caught become a part of the net. The last three to five caught make up the net for the new game.

SMILE TAG

Joey Scouts form two equal lines facing each other and about 1 metre apart. One is heads the other tails. The leader tosses a coin and calls out the side turned up. If it is heads, the heads laugh and smile, while the tails must remain solemn. The heads try to make the tails laugh; those who do laugh have to join the heads’ side. The coin is tossed again and, if it comes up tails the tails have to try and make the heads laugh.

LIGHTHOUSE

One of the Joey Scouts is the lighthouse, at one end of the hall. Half the Mob are rocks and they are spaced around the floor, with a gap between them. The rest of the Mob are ships who have to make their way blindfolded, through the rocks to the lighthouse.

On go, the lighthouse goes Woo-woo to guide the ships. The rocks go Swish-swish very gently, to warn the approaching ships of danger and the ships are supposed to sail between the rocks to the lighthouse beyond. If a ship hits a rock it sinks and stays where it is. When all the ships arrive at the lighthouse, the two halves of the Mob swap sides – the rocks become ships and the ships become rocks and they have a replay.

THE CHRISTMAS CARD GAME

Take a set of old Christmas cards (about three times as many cards as there are Joey Scouts) and cut each card in 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 picture of a vase of flowers), and the others should be difficult to spot (e.g., by cutting along the horizon of a seascape). Distribute one set of half-cards all over the hall. Give one half-card from the other set to each Joey Scout and keep the pool in your hand. On the word go all Joey Scouts try to find the other half of their card and return to you, and given another half-card from the pool until there are none left. See how many cards the Joey Scouts can match.

CHRISTMAS TIME

Divide into group with a Leader or helper to act as scribe (especially for the younger Joey Scouts). Give each group a piece of paper with CHRISTMAS written vertically down the side. After each letter they must write the name of something to do with Christmas.

DO THIS, DO THAT

Joey Scouts spread out so that all can see the Leader. Leader says do this and touches his/her nose, claps hands or some other action. Joey Scouts must repeat the action. Leader says do that and performs as action; Joey Scouts must not move when do that is said. If they do repeat this action on do that command, they must squat and count to 20 before re-entering the game.

OBJECT-PASSING TAG

Joey Scouts pass an object, e.g., a handkerchief, to each other during this game of tag. They can only be tagged by IT when they are in possession of the object. Must continue to hand (not throw) the object to each other.

BIRDS FLY

The Leader tells the Joey Scouts to flap their arms up and down when he/she names something that flies. When he/she mentions something that doesn’t fly, the Joey Scouts must stay still. Those who make a mistake must drop out. To confuse things the Leader flaps their arms at every command. The commands should be given in quick succession, e.g., ducks fly, geese fly, pigs fly.

POISON TAG

The Joey Scout who is IT must keep his/her hand on the spot where they were tagged

THE MIDNIGHT GAME

Joey Scouts act as sheep and are in a safety circle at one end of the hall. The fox has a den in the opposite corner and comes out looking for food. The sheep come close, asking What time is it? They are safe until the fox says Midnight. The sheep must then escape to the safety circle before they are tagged.

MACHINES

Joey Scouts form a line. The first one is told to mime a piece of equipment; the next is told to mime a piece of equipment to follow on from the first one, etc., until the entire line is animated. Then starting at the beginning of the line, each Joey Scout in turn adds a sound to his/her action so that by the end of the line there should be quite a rhythm happening. For variation, you can speed up or slow down the machines at any time.

PASS ON THE MIME

Joey Scouts are split into teams, and stand with their backs to the leader of the team. The team leader is given a mime; they then tap the next in line on the shoulder and acts out the mime. That Joey Scout then taps the next in line, etc., until the mime reaches the end of the line. The last in line then has to say what he though the mime was.

BALLOON BURST MIME

You will need balloons with notes with easy mimes printed on them, inside the balloons. Balloons are placed in the centre of the circle. On command, the Joey Scouts rush in, grab a balloon and return to their place. In turn, they burst their balloon, go to the centre of the circle and act out their mime. The other Joey Scouts guess what their mime is.

SCATTERED MIMES

Joey Scouts walk around randomly. Leader calls a number and an item (it may be a letter of the alphabet or it may be a piece of furniture, e.g., chair, or an animal). The Joey Scouts have to form themselves into the correct group of numbers and then form the item without speaking. Leader should allow a set time to get into positions; this helps to develop team work and co-operation.

HEAD AND HANDS

Joey Scouts stand in a circle with Leader in the middle. Leader throws a soft ball and calls either heads or hands. The Joey Scouts either hit the ball back with their head, or catch it with their hands and throw it back. A variation is to play this in reverse – that is, if the Leader calls heads, the Joey Scouts must catch it.

COTTON BALL RELAY

In teams, Joey Scouts must blow a cotton ball across the room with a straw, then pick it up by sucking through the straw and placing it in a cup. Then return to their team and tag the next person in line.

50 UP

Using a balloon, try to keep it up in the air without dropping while counting to 50.

DETECTIVE

Joey Scouts sit in a circle and one is asked to leave. One Joey Scout is chosen to initiate an action, such as clapping, and everyone follows. The absent Joey Scout is asked to return and identify the leader.

OCTOPUS

Joey Scouts are at one end of the hall, except for IT in the middle who calls out a name. That Joey Scout must run though to the other end. If he/she succeeds, they all run through and IT tries to catch them. If caught, they are to kneel on the floor and by only using their arms, try to catch others on the next turn, as they run past.

CAPTAIN’S COMING TAG

Joey Scouts are on a boat, except for IT who is the shark. Designate a safe area, known as the island. IT calls the commands and Joey Scouts do the actions.

Captain’s ComingSalute

Scrub the deckBend down and scrub the ground

Climb the riggingMime climbing a ladder

Man overboardJoey Scouts need to get to the island without being caught by the shark

If caught, Joey Scout becomes a shark as well and calls out the next round of commands.

SNAKES

Joey Scouts stand in a line, each one holding the waist of the child in front. The first in line holds arms out sideways. IT stands facing the line and tries to touch the last Joey Scout in the line. The snake must move as one to prevent this. The first in line keeps their arms outspread but is not allowed to touch IT. When IT succeeds in touching the last in line, they change places.

DRAWING RACE

You will need butchers paper and textas, or blackboard and chalk for this game. Divide Joey Scouts into groups, lined up in front of the paper or blackboard. Groups are asked to draw something, e.g., a TV, a snake, and the first person draws part of the picture then hands the texta/chalk on to the next person, so that each member of the group draws part of the picture.

SNAKE, WHERE ARE YOU?

Two Joey Scouts are blindfolded, and one is Snake and the other Mother Snake. The Mother Snake calls where are you? to which Snake replies Ssss. Mother Snake tries to find Snake who has to listen carefully and try to avoid her catching him.

BLUE SEA, BLUE SKY

Joey Scouts are in two lines, about 1 metre apart, down the centre of the hall. One team is Blue Sea and the other Blue Sky. If Leader calls Blue Sea, they chase the other line. Anyone caught before reaching the wall joins the opposite team.

IN THE POND, ON THE BANK

Joey Scouts stand in a circle or a line. On command IN the pond, Joey Scouts take one jump forward; ON the bank, they take one jump backwards. If the Leader says ON the pond or IN the bank, the Joey Scouts must freeze.

SAFE ISLANDS

All Joey Scouts except one are given squares of paper (islands) to balance on. IT (shark) swims around the islands. While the music is playing, Joey Scouts are free to move around. Once the music stops they must get to safety before the shark gets them. Once caught, they become sharks. Game continues until all are sharks.

SWIM FISH, SWIM

Two Joey Scouts hold the opposite ends of a stick or string. With their free hands, they must try to tag the other fish. Any fish who is caught drops out of the game. The aim is to try to catch all the other fish. If one of the ends of the stick or string lets go, then all the fish are free.

SQUAT TAG

One Joey Scout is IT; the rest scatter around the room and IT tries to tag them. The players may squat is IT is too close. Each player may only use this 3 times.

AFRICAN TRAP GAME

Two Joey Scouts face each other, hands joined to form an arch. Remaining Joey Scouts form a line and start marching under the arch, clapping hands and chanting –

Lions and leopards, lions and leopards,

Hunting at night.

Lions and leopards, lions and leopards,

Catch the game.

When the word Game is called, the arch drops and they become the next arch.

POOR PUSSY

Joey Scouts sit in a circle, except for one who is the pussycat. The pussycat, on all fours, will proceed around the circle, meowing. Every time the pussycat approaches someone, the Joey Scout must pat the pussy on the head, saying ‘poor pussy’, without laughing or smiling. If that happens, then they are the next pussycat.

CATCH A THIEF

Joey Scouts are divided into two groups, the thieves and the law. Each group stands behind a line, some distance apart, facing each other. A variety of objects are placed on the ground between the two groups, at about 1/3 of the total distance from the thieves group. At a signal, the thieves have to run forward, pick up one of the objects and retreat quickly behind their own line, while the law chase them and try to touch them before they have crossed their line. Use objects such as tea towels, tennis balls, plastic cups, milk cartons.

BEAST, BIRD, FISH

Joey Scouts form a large circle. The Leader in the middle throws a ball to one Joey Scout and calls Beast, Bird or Fish, and begins to count to five. The Joey Scout must name one animal from that category before the count of five.

JOEY SCOUT HOP

Joey Scouts divide into teams. Each team forms a line with members one behind the other squatting. The first in each team folds their arms and the others place their hands on the hips of the person in front. The team has to jump forward collectively without anyone losing their balance, to get from one end of the hall to the other.

BALLOON NAME

Joey Scouts stand in a circle; Leader throws a balloon up in the air and calls a Joey Scouts name. He/she must run into the centre, hit the balloon and call someone else’s name. Continue until all have had a turn.

BALLOON STOMP

Everyone ties a balloon to his/her ankle. On go, Joey Scouts try to burst each other’s balloons.

TAILS

Each Joey Scout has a piece of material (tails) tucked into the back of their pants/skirt. The aim is to try and gather as many tails as possible.

Variation: This may be played as a team game, with tails of two colours. Joey Scouts gather opposing team’s tails.

CAT AND MOUSE

Joey Scouts sit in a large circle. One is the cat who runs around the outside of the circle touching another Joey Scout on the head. That one, the mouse, must run in the opposite direction around the circle. The mouse races the cat back to the vacated spot. Last there becomes the cat. Continue until all have had a turn.