GENERAL
RULES FOR GAME LEADERS
1. Adopt a positive attitude
(Your attitude will be reflected in the Scouts)
2. Be enthusiastic
3. Overlook mistakes and be lenient
4. Include EVERYBODY
5. Don't wear a game out -- quit while they are still having fun
6. Get enough assistant leadership to handle the group
7. Don't be tempted to join in the game -- you have to keep your eye on
everyone
RUNNING
AN INTER-PATROL COMPETITION
1. Explain it
2. Dry run it first
3. Make a big deal out of the winner (announce the 4th, then 3rd, then, 2nd
place... 1st place last)
4. Pump them up with cheers, eg., "Who won the IPC?” "Who is gonna win the next IPC?"
5. When it is over, explain what went right or wrong (how the winners were able to come out on top and how the others
can do better next time.
INTRODUCING A NEW GAME
1. Name the game (if it has a
name)
2. Form up the troop. So that you can
give everyone the information needed to play it.
3. Explain the rules. Make them short,
but clear.
4. Demonstrate the game. Go through the
motions -- WALK THROUGH IT!
5. Ask for questions
6. Run the game. Make sure the rules
are understood by everyone and then stick to them. If there is confusion, stop the game, re-explain it, and
then start over.
OTHER THOUGHTS
A. Everyone should be active;
"lookers-on" get bored and cause mischief.
B. Teams should be patrols, if possible.
One of the objectives of a
troop meeting is to strengthen patrols; competition through games helps. Try
not to break up patrols to play a game. (for example: in relays, the small
patrol should have some members compete twice to equalize numbers.)
C. Boys do not come to Scout
meetings week after week to play games that they play daily on playgrounds or
in school gymnasiums.
D. Strike a balance between games of physical action and general fun with those
games related to scoutcraft skills.