Blackout Knots
All players have a piece of rope. Assign a specific knot. Shut out
lights for a specified time and see how adept group is in the darkness.
Vary knots called and time lights are out.
Blindman's Knot
The patrol is blindfolded. The leader passes down the line, holding
a piece of cord knotted in one of the familiar knots. Each boy may finger
it for ten seconds to discover which knot it is. The patrol is then provided
with a cord. At the word "Go" each blindfolded player makes the knot he
considers the right one. The quickest (if correct) wins.
Bowline/Sheet-bend Draw
Have the troop divide into pairs. Each pair lines up across from each
other. Each Scout is given a piece of rope long enough to tie around his/her
waist and leave a couple of extra feet. These ropes should be on the ground
by the scout's feet.
At the GO signal, each scout picks up his/her rope and ties a bowline
around their waist. Then they join the rope with their partners rope using
a sheet-bend. They then back up until the ropes become taught, lean back
and hold their hands in the air.
As a Patrol competition, the first patrol to have all of their pairs
done, wins. As an individual competition, each team competes independently.
Check the knots, if they are wrong, have them start over, with time running.
Chariot Race
When you get on to teaching the square lashing a good game, the chariot
race. The Troop is divided into teams (of a fairly small number) and each
team is given a chair and two staves. They then have a fixed period (say
fifteen minutes) to build a chariot which simply involves square lashing
each of the staves to either side of a chair so that they extend equally
in front and behind of the chair. Warn Scouts that it is vital that the
lashings are very tight.
Then set up a race track, if space is limited then you will probably
have to have each team running one at a time and time each, however if
you can hold the race in a larger space it is possible for all teams to
race together. One member of each team sits on the chair and the other
team members must carry the chair by the staves only and run around the
course. In running with the chair, any bad lashings will be disclosed since
they will work undone. A suitable penalty should be imposed for any team
that drops their passenger. This game always proves to be most entertaining,
both for the members and for the leaders!
Fisherman's Knots
Good practice for the real thing. Make your game realistic by using
fishing line or leader. Teach the boys the basic fisherman's knots as well
as the blood knot, clinch knot, perfection loop and line-to-leader knot,
and use relays to develop skill and speed.
Knotting Baseball
Same teams as baseball, but no bat or ball. Pitcher and batter each
have a piece of rope. Pitcher calls name of knot and throws his rope to
anyone in the field. If batter reaches first with knot tied correctly,
he is safe. If knot tied (correctly) by fielder, reaches first before batter,
he is out. If batter cannot tie knot called, he is out. If fielder cannot
tie knot called, batting side scores one run whatever else happens. Fielders
can then return ropes to second, third or home to "force" base runners.
Make sure pitcher throws rope to all fielders and not too frequently to
first base.
Knotting Circle
Players in circle, one ties a knot in a bit of rope and drops it at
the feet of one of another group, who must name the knot correctly and
say if it is tied right before the tier has run around the circle. Whichever
wins ties the next knot, and so on.
Knotting Relays
Give all boys a chance to compete and practice. Use basic knots tied
in a useful way: bowline around the waist, tie a sheet bend using two different
thickness of rope, tie a clove hitch around a spar or pole.
Knot Relay (timed variation)
Have the patrols line up behind a starting line. A leader stands opposite
each patrol and has one or two ropes, and a pole (if desired). At the GO
signal, each patrol send one scout forward. The leader gives them a randomly
selected knot. The scout then must successfully tie that knot before returning
to their patrol. When each scout returns to the patrol, the next scout
is sent forward.
Count the number of knots tied. Keep moving until the game period has
nearly expired. The patrol with the most successfully tied knots wins.
By running this relay for a fixed time, there is no need to adjust for
different sized groups. Each scout should get the opportunity to tie 2
or 3 different knots (at least).
Knotty
1) Each scout is provided with a thin rope that is a foot and a half
long.
2) Two players sit face to face with about 8 feet between them. One
player holds his rope in front of him and the other scout is the guesser.
When the scout who is the guesser says Ready!" the other scout puts his
cord behind him and makes any number of simple, single knots on it, from
one to four. The knots are made as fast as possible and when done, the
player brings his empty hand out in front of him. His opponent guesses
how many knots there are on the cord. The guesser only has one chance.
3) Immediately upon the guess the rope is held out in front of the
player who made the knots, in order to prove the guess right or wrong.
The scout making the knots tries to fool his opponent by only making one
knot, none, or several knots in the time it should take to make one, in
order to fool his opponent. His face can give the expression that his hands
are idle when they are actually busy or vice versa.
4) When playing this game as a Patrol competition, each player on each
team has a turn at knotting and guessing before the winning side can count
coup. A team can have a brief conference before guessing the number of
knots made by the opposing Patrol. In patrol competition it is best to
have a referee to keep track of the score made by each team.
Knot Relay
The game simply involves each member of the team running across the
hall, where they are told a knot to tie, and they must tie that before
returning to there team and the next person running up to do their knot.
Each player will be given a knot in a predetermined sequence and the sequence
will be the same for all teams. Therefore the Scouts know that if they
do not pay attention during the learning phase of the evening they will
let their team down during the game phase. This is often sufficient incentive
for them to make every effort to learn. You will need to decide in advance
how to handle a competitor who, after making several attempts, still fails
to tie the required knot, one possibility is for the next person in the
team to come up (after the previous has been there for a set period of
time), then the next person must tie the knot that the previous person
failed at and one more person must come up at the end of the race so that
the required number of knots get tied.
Rope Throw
One member of group is seated on a piece of cardboard (2' x 2') 30'
- 35' away from the group. Balance of group each have one piece of rope
about 6' long. On "Go" each group must join all pieces of rope using a
specified knot (square, reef, clove hitch) and throw completed rope close
enough to player on cardboard so that he can reach it. Player on cardboard
cannot move and rope must fall within his arms reach. When he catches rope,
he must tie bowline around waist and be hauled across line where rest of
group throws rope from. Works well on most indoor floors. If you haven't
enough rope for all your groups, game can be run by groups in turn using
best time to declare the winners.
jk 4/97 Adapted from SLIB.EXE material from scoutnet.uk files
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