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Airlift Alphabet Cereal Alphabet Letters
Autograph Balloon Games Blind Van Gogh
Candy Hunt Cat and Mouse Chair Slide
Chopstick Marble Relay Circle Juggle Circle Stride
Cool-Whip Snowmen Crab Fight Cracker Town
Crazy Hair Cup Stack Ducks and Cows
Everyone's IT! Fan Fare Fill the Gap.
Find the leader. Fishing for Candy Fishtail
Fruit Salad Full Hands Relay Gummy Towers
Ha Ha Ha Hacky Balloon Hairdo Havoc
Hookarm Tag Hot Wheels Derby In the Pond
Indian Face Painting Jack Sprat King of Chocolate
Let's make a deal Marshmallow Drop Matchbox 500
Midnight Capture the Flag Mouse Trap Attack Mouse-Trap Fishing Game
Nail Drive Neon Olympics Outpost Grand Champion
Paper Throw Pass the Bag Ping Pong Blow
Popcorn Tag Protect the King PVC Power
Q-Tip Shoot Out Rainy Day Run and Catch
Skin the Snake Snatch & Run Sock It To Me
Steal the Bacon Tail Grab Three way Tug-A-War
Tie Tie Trader Wacky Relays
Water Ballon War Whip Cream Shoot off. Who can wear the Most?
Who will have this one? Wink It Yurt Circle

Current order: Title        Order games by:

Airlift 

  RangerKids (K-2)  Discovery (3-5)  Adventure (6-8)  Expedition (9-12) 
  Physical - 0 Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Divide the group into two equal patrols. In a yard or park, mark out a large rectangular area. One end of the area is home base, the other end is the outpost, and in between is enemy territory. The job of the airlift patrol is to carry supplies (apples or something else small) from home base to the outpost without getting "shot down" (tagged three times) by the enemy patrol. The airlift patrol may vary one apple each or may let one or two boys carry several while the others protect them as they race from home to base to the outpost. Boys who are tagged three times while carrying apples are out, and the enemy gets their apples. Those of the airlift patrol who are not carrying apples may run freely without fear of being tagged. The patrol that has the most apples at end of game wins.  Submitted by:




Alphabet Cereal 

    Discovery (3-5)  Adventure (6-8)  Expedition (9-12) 
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Put a box or two of Alphabet Cereal in a bowl in the middle of the game circle. At the whistle, one member from each patrol comes to the center and gets as big of a handful of cereal as they can and takes it back to the patrol. They make as many words as possible in one minute's time. The patrol  with the most words wins. You could lengthen the time if you wanted to. On the second round of the game, each patrol comes to the center and gets as much cereal in both hands as they can. They go back to their patrol and try to make the longest sentences they can in 2-4 minutes time.   




Alphabet Letters 

      Adventure (6-8)  Expedition (9-12) 
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 5
Location:
Equipment:

The object of this game is to get into groups of four or more players. Call out a alphabet letter and have the groups, by laying on the floor, form the letter.   




Autograph 

        Expedition (9-12) 
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

This is another "get to know you" game. Give each patrol member a blank sheet of paper and tell them that they are an autograph seeker. They are then given the task of finding 10 people in the church that will sign their name on the sheet of paper. It cannot be someone that they already know and it cannot be a relative. They must introduce themself to each of these people and tell them what they are doing. Submitted by JR.   




Balloon Games 

      Adventure (6-8)   
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Use a plastic coke bottle to make water balloons. Balloon Stomp: Tie balloon to ankle, Last one with a balloon wins. Buzz Bomb: Blow up and release. Closet to target wins.   




Blind Van Gogh 

    Discovery (3-5)     
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Blindfold each boy, then assign him a partner who is NOT blidfolded. The boy with the blindfold is given a small notepad or sheet of paper and a pen. He will then be handed an object that he can touch but not see. He can hold it for one minute but he cannot talk and cannot ask any questions about it. After one minute he hands tha object to his partner and begins to draw what he thinks it is. His partner can describe the object but can never tell exactly what it is. He may only use words like tall, round, flat, etc. Each patrol may have the same object or they may have a different one. The patrol gets only 3 minutes to complete their project. After that time, the blindfolds come off the artists and they are allowed to see the actual object. The patrol with the best picture wins. Submitted by JR.   




Candy Hunt 

  RangerKids (K-2)       
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Everyone in the United States of America has participated in an easter egg hunt, but how many kids get to go on a candy hunt. This idea is simply a new variation on an old theme. Take a box with a hundred to two hundred pieces of candy (small penny candy as well as candy bars), check the area for ants, then hide the candy everywhere in the grass. The kids will then come out at night with their flashlights and try to find the candy. Whatever they find they keep. Submitted by JR.   




Cat and Mouse 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Have the boys form a circle and select one player to be the mouse and take his place inside the circle. Select another player to the cat. And take his place outside the circle. The object of the game is for the cat to catch the mouse. The boys forming the circle can assist the mouse by letting it out or in the circle at any time, but the progress of the cat should be hindered. The introduction of another cat makes it more interesting. When a mouse is caught, he becomes the cat and then chooses another mouse from the circle.   




Chair Slide 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Players seated in a circle. "It" in the center, his chair empty. "It" shouts "Shift to the right" The person next to the empty chair shifts over and everyone else follows. "It" tries to get an empty seat.If he succeeds, the person who should have shifted to that seat becomes it. "It" may suddenly call a shift to the left, this will help in gaining a seat.   




Chopstick Marble Relay 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

This is a relay game for the whole outpost. Younger boys seem to be better at it. Have two paper bowls for each patrol. The patrol must transfer the marbles from one bowl to the other. (Thanks Chief Kathy Coon)   




Circle Juggle 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 5
Location:
Equipment:

Have everyone make a circle. One person tosses a ball to a person across from them. That person tosses it to somebody else across from them, and so on and so forth until everyone has tossed the ball and it should end up back to the first person. Repeat the sequence several times, with everyone always thowing it to the same person. After a few rounds add another ball or two.   




Circle Stride 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Players in a circle, feet spread apart touching foot of player on either side. "It" is in the center. Tries to roll a ball out of the circle between players feet. If successful that persons becomes "it".   




Cool-Whip Snowmen 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

I used this one at school once and the kids went wild. Give each patrol (of 2 or 3 kids) a small container of chilled cool whip and some chocolate chips. They must then build a snowman with these items in 3 minutes of less. As always, they can eat their creation WITHOUT USING THEIR HANDS for a really neat eating contest. You can get real creative if you use licorice for arms, etc. Candy corn can be used for the nose. Submitted by JR.   




Crab Fight 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

First make a circle on the ground, or floor, about 8-10 feet in diameter. In our gym we used the jump ball circles for basketball already in place. Then have as many of the boys from each patrol (in even numbers of course) that can fit into the circle get inside. Of course they have to enter as crabs. They become crabs by squatting down and grasping their ankles from behind. To be crabs they must stay in this position at all times. The object is to bump into the crabs from the other patrol and either knock them out of the circle or cause them to cease being crabs by causing them to let go of their ankles. In the crab position even the biggest and toughest of these boys can't manage to inflict any real damage on one another. A person is eliminated from the game when they cease to be a crab, by either falling over and losing their grip on their ankles or by standing up, even if they maintain their grip (watch for this and make sure you explain about this upfront). They are also eliminated when they are bumped from the circle. The patrol that is the last to still have crabs left in the circle is declared the winner. Variations include allowing head-to-head matchups with each patrol selecting a champion to represent them. When you have more than two patrols you should have all of the "champions" in the circle at once. Submited to RangerNet by Ed Taylor (Crazy Cougar) - South Texas   




Cracker Town 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Each patrol is given a box of graham crackers and a bottle of marshmallow cream along with some plastic knives. They have 25 minutes to try and put together a small building that will be held together by the cream. Make it more interesting by having them eat their buildings. You can get as fancy as you want by adding windows (rock candy), and any other food item that will make the house/building more interesting. Submitted by JR.    




Crazy Hair 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

This game should only be played at any function where the boys will have extra clothes to change into or can at least wash their hair. Pick three boys and have them put on a clown nose. Pick three other boys and tell them that they will now become professional hair stylists. Give each of the stylists a big bag of cotton candy. They will then have three minutes to arrange the cotton candy on the clown's head in the funniest way possible. For best possible effect use several different colors of cotton candy. You may want to go all out and give each stylist the title of clown make up artist, after which each make up artist would be given peanut butter make up, chocolate pudding, marsh mellow cream, etc. Have your senior guide pick a winner. Submitted by JR.   




Cup Stack 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 4
Location:
Equipment:

Get a bunch of paper cups and have patrols compete at who can stack them all in a pyramid the fastest.   




Ducks and Cows 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 5
Location:
Equipment:

This is a great way to divide a group of kids into two patrols. Players close their eyes while one person goes about tapping them on their shoulders and designating them either "duck" or "cow." On a given signal the players must make their animal sounds to gather into their two patrols. The ducks "quack" and the cows "moo."   




Everyone's IT! 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

In this game, everyone is it, and everyone tries to tag somebody else. When a person is tagged, he/she must place a hand over the spot where they were touched/tagged, and continue playing with their other hand. When they are tagged again, they must place their other hand over the spot where they were touched/tagged and then tag with their elbows. When they are tagged a third time, they must freeze in place until there is one person left.   




Fan Fare 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 4
Location:
Equipment:

You will need a large fan for this game as well as a bag full of large confetti, streamers, small balloons, etc. Assign a point value to each item (i.e. 5 points per balloon, 10 per piece of confetti, etc.) When the signal is given, you dump the whole contents of the bag in front of the fan which should be slightly tilted upwards. The boys must then catch as many items as they can before they hit the floor. Anything that bounces is considered "dead" the minute it touches ground and cannot be caught after that. Count up the points to select a winning patrol. Submitted by JR.   




Fill the Gap. 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Have the players stand close together in a circle, facing the center. "It" must run around outside the circle and tag any player. Both then race around outside the circle in opposite directions. The winner is the first one to fill the gap left by the player who was tagged. Should "it" lose the race, he continues to be "it" until he beats a player to the vacant place in the circle. The runners must be warned not to collide. The palter tagged must be sure to run in the opposite direction from "It". Other wise he immediately becomes "It".   




Find the leader. 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 4
Location:
Equipment:

Players sit in a circle. "It" leaves the room and players choose a leader. "It" returns to the center of the circle and the leader slyly starts some motion such as waving his hand making faces or kicking his foot. All immediately imitate the leader. "It" keeps watchful eyes on everyone in an effort to find out who is starting the motions. When he succeeds, the leader becomes "It".   




Fishing for Candy 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Make a short fishing pole with a magnet at the end of the line. The boy fishes out of a decorated brown paper bag for paper fish that has a type of candy written on the fish. The bowl contains all the different types of candy written on the fish. When he catches a fish, (without looking in the bag) he gets the candy type from the candy bowl that is written on the fish. (Thanks Chief Kathy Coon)   




Fishtail 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Have the boys line up in single file, holding each other around the waist. The first boy is the fish head, the last boy the tail. On signal, the head tries to catch the tail while the tail tries to avoid being caught. All must continue to hold on to each other. The longer the fish, the better.   




Fruit Salad 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 4
Location:
Equipment:

Provide enough chairs in a circle for all of the boys except for one. He will be in the middle. Pick out 3 or 4 fruits (depending on how many boys you have) and assign an equal number of boys to represent that fruit. Have a good time doing this. Sometimes we use prunes, apricots and bananas instead of the usual apples, peaches, pears and oranges. The boy in the middle yells out one of the fruits. All of the boys with that name as a fruit has to jump up and find another seat. In the meantime, the boy in the middle is hunting for this seat also. One boys will be left without a seat. He is in the middle and he then calls the name. At times, the boys can yell out fruit salad, and all of the fruits have to get up and find another seat. Hint: make sure you tell the boys that they cant jump to the seat next to them. Submitted to RangerNet by Dan Petfield Sr. Commander Outpost 233.   




Full Hands Relay 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Here's what you need 10 identical items, 1 for each patrol. The object is to load down the boys with so much stuff that they can hardly walk.   




Gummy Towers 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Boys are paired off into twos. Each group is given some type of gummy/jelly candy. The "drops" work best. They are then given a box of toothpicks and are told that the have a limited amount off time to make a tall tower the group that makes the tallest tower (without it falling over) wins the game. You limit the number of gummy drops per patrol or make it extra interesting by substituting gummy drops with mini-marshmallows and chocolate syrup. Submitted by JR.   




Ha Ha Ha 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 1
Location:
Equipment:

Players in a circle. Have the first say "ha" the second in turn says "Ha Ha" the third "Ha ha ha," and so on around the circle. The ha's must be said without laughing. Those laughing while uttering their ha, ha's are eliminated. The one staying in longest wins.   




Hacky Balloon 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Have several patrols stretch out holding hands in a circle. Each patrol has a different colored balloon. Every Patrol member must keep their right foot on the ground. The game begins when a patrol member throws the balloon up in the circle. A different patrol member must hit the balloon next, keeping it airborne, but without taking their right foot off the ground or dragging it. The patrol must keep the balloon airborne the longest pivoting on their right foot. Place the patrols close to each other. Maybe try intertwining the circles.   




Hairdo Havoc 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Pick several patrols with two kids per patrol. Have them come to the front of the room. One of the boys would sit in a chair and then other would become the stylist. The stylist is given a small can of hair spray, a can of mousse, and a comb and brush. He has sixty seconds to create the most outragious, wildest hairdo imaginable. Have the senior guide serve as the judge. It's a good idea to have a camera standing by, along with plenty of towels. Submitted by JR.   




Hookarm Tag 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 5
Location:
Equipment:

Divide your group into pairs, and have all but one pair make a large circle. Have each pair hook arms together side by side. The two that are not in the circle are the tagger and the taggee. The tagger chasers the taggee around and through the circle until the taggee joins up with one of the pairs by hooking into either side of the pairs arms. The person who is on the other side of the pair is then "it" and they must release their hook and run away. If the tagger tags the taggee, their roles reverse.  Submited by RangerDJ   




Hot Wheels Derby 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 4
Location:
Equipment:

Ask the boys to bring their best and fastest Hot Wheels to the next outpost meeting. Either get ahold of some orange Hot Wheels Track or set up two long tables at a slant and have the boys race their cars to the end of the table.   




In the Pond 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Chalk line a circle. Players stand outside the circle. If you order "in the pond", all are to jump back. When you call "on the bank", all should jump back. If the order "in the pond" is given when all are in, no one should move. Such orders as "on the pond" or in the bank should be ignored. Anyone making a mistake is out of the game. The remaining player wins.   




Indian Face Painting 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 1
Location:
Equipment:

This idea works great for Buckaroos and Straight Arrows. Have a commander get with a boy that will become his "canvass". The commanders will then have one minute to paint their Indian as well as they can. After the painting is done, the boys compare faces, and then it is their turn to paint their commander (or dad's) faces. To add to the excitement, use black light paints and then turn the lights off and turn the black light on. The kids will go crazy! Note; make sure that the paint is water-based!!! Submitted by JR.   




Jack Sprat 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Have all the players except "Jack Sprat" form pairs and stand in a circle. When Jack says "face to face," the partners face each other. When he says, "back to back" or side to side, his directions must be followed. If he says, "Jack Sprat", everyone, including himself, tries for a new partner. The one left out becomes Jack Sprat and the game continues.   




King of Chocolate 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 1
Location:
Equipment:

Tell the boys that during the week you met the king of the chocolate kingdom and he has given you x (number of groups you intend to run) bars of chocolate, but they have to be eaten following the etiquette of the chocolate kingdom. First, they have to throw a six on the die then they have to dress for dinner (put together a set of clothes which can be put on over everyday clothes. I usually use a large pullover, a pair of wooly socks, a pair of overtrousers, a balaclava, a pair of gloves). When they are properly dressed they can dine by eating an unopened bar of chocolate with a knife and fork. However, if, in the time they are getting ready to dine, someone else throws a six they have to defer to this person and hand over the clothes so that he may dine. Brian T. Wood Lt. Cdr. (Buckaroos) England 10   




Let's make a deal 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

If you have seen the old television show, then you know how this game is played. Each kid draws a number as they come in the door for the outpost meeting, and three numbers are drawn. Those three contestants come up one at a time. When they come forward they are told that just by being selected they have won what is under box one two three etc... or what is behind curtain number four, five etc. They are then asked if they would like to trade what they have won for what is in the commanders back pocket, what is written on the piece of paper inside the balloon, etc etc.. You should have some good prizes as well as some gag gifts. Another variation on this theme is to only allow those who bring a visitor to select a number. This will encourage boys to bring a friend to Royal Rangers. The boys get to keep what they win, whether it's a five dollar bill or a paper clip. This game is an excellent intro for a devotion about making the right choices. Submitted by JR.   




Marshmallow Drop 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Select several patrols with 2 boys per patrol. Give each patrol 10 marshmallows. One boy will lay on the ground while the other patrol member stands on a chair above him. The boy on the ground will try to catch and eat as many marshmallows as he can while the other boy drops them from high up. To make this more interesting, have the boys lying on the ground take their shirts off and have the "droppers" coat each marshmallow with chocolate syrup. In our outpost we used to drop them from a prayer tower. The record catch was from 7 stories up!!! Submitted by JR.   




Matchbox 500 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

The boys bring any 2 matchbox cars that are made of die cast metal. You can use either a pinewood derby track or the orange plastic tracks that are made for this. Make sure that they understand this is for fun and that no trophies are to be awarded. There should not be too many rules involved and they cannot add weight, etc. to the car. This type of race works best for Pioneers. Submitted by JR.   




Midnight Capture the Flag 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

This game is played the same as regular capture the flag except for the fact that it is played at night in a familar area, that has been thoroughly checked out ahead of time in daylight. The difference is that the two patrols use glow in the dark bracelets that they are not allowed to take off and the half way mark is designated with a row of flashlights. Make sure that the kids understand that is their bracelet is taken off they are automatically taken to jail on the opposing side. Play thirty minutes then switch sides. Submitted by JR.   




Mouse Trap Attack 

  RangerKids (K-2)  Discovery (3-5)  Adventure (6-8)   
  Physical - 3 Fun Rating - 5 Safety Rating - 4 Overall - 5
Location:Hallway, gym or classroom.
Equipment:Spring loaded mouse traps, rolled up paper balls.

We will suppose that there are four teams or patrols of six boys. They are spaced at equal distances down the length of the hall. Each team or patrol has it's mouse traps cocked at one side of the hall on the fkoor. At the other side of the hall opposite each group of mouse traps are three attacking boys from each of the other patrols. These attacking boys are armed with rolled up balls of paper. Each patrol is allowed up to three defenders for their mouse traps. These defenders must sit on the floor half way between their mouse traps and the defenders. The attackers must lob the paper balls over the heads of the defenders and set off the mouse traps. The winning patrol is the one that has the last loaded mouse trap.    




Mouse-Trap Fishing Game  

  RangerKids (K-2)  Discovery (3-5)  Adventure (6-8)  Expedition (9-12) 
  Physical - 2 Fun Rating - 4 Safety Rating - 3 Overall - 5
Location:Indoors, classroom or gym.
Equipment:See Description

Mouse-Trap Fishing Game • 1 Spring loaded mouse trap • 3 Bamboo canes • 3 Lengths of string • Some objects such as plastic bottles to be picked up, for each team. You will have to bore a hole or fit a screw eye in one end of each mouse trap so that it can be attached to a length of string. Each team stands at one side of the hall and the objects they have to collect such as plastic bottles are on the other side of the river (hall). The only way that they can get the objects, is to lash the three bamboo poles together to form a fishing pole and attach the string with the mouse trap attached to the end. You will have to show the scouts how to cock the mouse traps safely or you may have to do some first aid on bruised fingers. Ok for RangerKids if commanders help set the trap.    




Nail Drive 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Set up a 2 X 4 with nails evenly started. Have the boys drive in the nail with so many wacks (say 3) wacks. Farthest in wins.   




Neon Olympics 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

This particular game is not a game in itself, but rather a series of games, which would cover a nightly theme and can be used for a lock in for your outpost recreation etc. Games such as mini golf, basketball, frisbee throw, etc, would be played in the dark using fluorecent balls, hoops, frisbees, etc. This effect can be achieved by using fluorecent paint with a black light, or by purchasing neon/glow in the dark tubes or prefabricated neon sporting items. Boys should take turns playing each game and should rotate from activity to activity. It is up to you to either award prizes for the highest score in each area (ie most baskets made) or to allow the boys to just have fun. This particular activity is extremely popular at Royal Ranger lockins. By far the most exciting activity is a glow in the dark obstacle course using a glow in the dark remote control vehicle. The course should be laid out on the floor and outlined with neon tubes and other tubes are taped to the remote control vehicle. Turn out the lights, crack up the engine, and you have a life size video game! Submitted by JR.   




Outpost Grand Champion 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 4
Location:
Equipment:

In Royal Rangers, unless a grand champion is determined, the dual contest sloses much of its value. Patrols select their Patrol Champion during the month during outpost meetings. The champions will practice against anyone who will dare challenge them, and in that way they become really skillful. During the outpost meeting, when called upon to introduce its Patrol Champion, the Patrol gives him a cheer and encouragement. The championship is completed in tournament fashion until only one remains and is pronounced Outpost Champion.. Then, if he dares, a commander volunteers to try his skill against the champ.   




Paper Throw 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 5
Location:
Equipment:

Divide the room in half with a ape line. Make 2 patrols and put one patrol on each side of the room. Crumple up a lot of newspaper or paper and divide that evenly amongst the boys. Put on a time limit, 2-3 minutes, and have the boys throw as much paper on the other side of the line as possible. Encourage them to keep throwing. At the end of the time limit, stop all throwing, and count up the amount of crumpled paper on each side. The patrol with the smallest amount of paper on their side is the winner. Submitted to RangerNet by Dan Petfield Sr. Commander Outpost 233.   




Pass the Bag 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Form a circle with an even number of players. Every other person is on the same patrol. Give one beanbag to a player on one side of the circle and a second beanbag to a player on the other patrol on the opposite side of the circle. On signal, the bags should be passed from one patrol member to the next in the same direction around the circle. The first patrol to have its bag overtake the other wins the game.   




Ping Pong Blow 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

What you need: a soda straw for every boy, a roll of masking tape and two ping pong balls. Object: Each boy has a square on the table and his job is the keep the ball from going off the edge of the table by blowing his lungs out forcing the ball back to the other patrols side. Prep: Line up two folding tables (more or less depending on the size of your patrols) length wise, with each patrol (patrol) on each side of the tables. mask off the tables length wise down the middle then in thirds or fourths so you have formed individual playing areas for each boy. Each boys stands in his spot armed with his straw. NO hands allowed and NO blocking the edge of the table, The leader then drops the ball in different areas of the table so everyone gets to "face off". Tips: don't put Billy the blow whale across from jimmy the French fry, try to match up "blowing abilities" fairly. Make sure the boys stick to their square only, they can help by blowing but they can't jump over to help. Submitted to RangerNet by Rene' Glover   




Popcorn Tag 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Each partocipant is given the same number of popped kernels in a small container. One boy is selected to be "it". He then must try to tag the others. Each time a boy is tagged, he must give the boy who is "it" a piece of popcorn from his can. Once a boy losses all of his kernels he then becomes "it". Don't give each participant more than 5 kernels to start with. At the beginning of each new game, make sure that they all start off again with 5 pieces. To make it more interesting, play in the dark or blindfold "it". Submitted by JR.   




Protect the King 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Have "the king" stand in the center of a 15 ft circle. Another player is the "guard" in side the circle to protect the king. Players outside the circle throw a soft ball to try and hit the king. If successful the player becomes the guard and the guard becomes the king and the former king joins the players outside the circle.   




PVC Power 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Cut several pieces of PVC pipe about 3 feet long. You can then make darts out of slick paper like that from a glossy catalog. Make them by forming the thin long sheets (about 2 sheets per page of paper) and twist them around your fingers until they form a cone shape like an ice-cream cone. Then you must stick the sharp end into the pipe and cut the paper dart off where it will barely fit into the pipe. Now you have your paper arrows. Caution; this game can only be played with boys Trailblazer age and older since the arrows are sharp enough to pierce the skin. You will then provide the targets and have the boys shoot at them for points, etc. Most of the arrows/darts will only be good for one shot so you will need lost of them. Submitted by JR.   




Q-Tip Shoot Out 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 4
Location:
Equipment:

Make target plates out of paper plates, either the small cake size or large will work. and place them in group of three about 20 feet away from the line . Get a box of cotton swabs and bunch of straws and do some target shots at the plates on the floor for points. Place swab in straw and blow them out like a dart. find other point related games w/different targets. Cotton swabs are soft but will fly up to 30 feet or more depending how much air you have.   




Rainy Day 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Give each boy 100 pennies and tell him that he must toss them into a cup that is at least 10 feet away from him, but he must do it 2 at a time (50 tries). At the same time, another boy(s) will do the same. All the money that lands in the jar is what he wil use for his "rainy day". The boys must then switch jars and try to guess without counting, how many pennies are in their opponent's jar. Submitted by JR.   




Run and Catch 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Boys in circle. "It" throws an object up in the air. (Balloon, Ball, Feather etc) Call a number. Boy must catch the object before it hits the ground. If not becomes "It" A spinning plate may also be used.   




Skin the Snake 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Each patrol lines up single file, with about three feet between each row of patrols. Have each boy spreads their legs apart and with their right hand, reach between his legs and grabs the left hand of the boy behind him. The last boy then lays down and the rest rest of the patrol must slowly walk backward over top of him keeping hands held together and being careful not to step on him. As the patrol makes it way backward the time will come for the next boy in the rear to lay down, and the next and the next until the entire patrol has laid down. The first patrol to accomplish this wins!! Submitted by RangerDJ   




Snatch & Run 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 5
Location:
Equipment:

Give each Ranger two clothes pins. Have him clip the clothes pins on his shirt sleeve at the front of his arm next to his bicep. Shout "Snatch & Run!!". All Rangers try to snatch pins off of other Rangers. When a Ranger loses both pins on his arm he is out. The Ranger with the most pins collected in the end wins the game! Emphasis NO heavy physical contact!! Also, no covering your own pins with your hand. Try other locations such as hips and stomach. Rangers with lots of awards should be encouraged to dress down to t-shirt if allowed.   




Sock It To Me 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

One boy who is selected to be "it" takes his shocks and shoes off and rolls his socks into a ball. He must then attempt to tag another player by throwing the socks at him...the only catch is that the others are in a big circle around him and he is blindfolded. He must stay within the circle but the others can rotate around him at will. Once a player has been "socked" that player becomes "it" and must enter the circle. Submitted by JR. Submitted by JR.   




Steal the Bacon 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 5
Location:
Equipment:

Even though most of the civilized world knows of this game, no game list would be complete without it. (No offense if you haven't heard of it) Anyway, divide your Outpost into two groups. Have each group count off. Each boy must remember his number! Have each group face each other with at least 20 feet of space in between them. Place some type of object large enough to grab quickly, in the center of the space. The game begins when you call out a number. The boy with that number from each group runs out and tries the grab the object and bring it back across the patrol "line". He must grab it without being tag by the other boy who is also trying to grab it without being tagged. To make it more interesting later into the game, call out more than one number. Submitted by RangerDJ   




Tail Grab 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Object of the game: grab the "tail" from the other patrol, while staying linked up and while avoiding your patrols "tail" from being grabbed. All you need to two handkerchiefs or bandanas. Caution: There is a risk of little boys not understanding, unlinking their hands and making this a "free for all" Also the older boys tend to get carried away and see how far they can sling the last guy around!  Submitted to RangerNet by Rene' Glover   




Three way Tug-A-War 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

You know the standard two patrol tug a war. Well, in this adaptation, using a overhand knot, tie a third length of rope, adding a third patrol to the contest. Evenly space the three patrols, and place a prize ten feet from the end of each patrol. On "Ready? Ready for Anything...? Go!" The three patrols pull as the last patrol member at the end of the rope tries to reach for the prize while still holding the rope. Try adding a fourth team, or a fifth team!    




Tie Tie 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Use several old ties (not clip ons) and place them on the ground in a straight line. The purpose of this game is to simply reinforce a knot-tying program feature. When you give the signal, the boys will try to compete against another patrol member to see who can tie all of the ties in a straight line using whatever knot you give them. For instance you might say "When the whistle blows, use square knots", etc. Submitted by JR.   




Trader  

    Discovery (3-5)  Adventure (6-8)  Expedition (9-12) 
  Physical - 1 Fun Rating - 4 Safety Rating - 1 Overall - 4
Location:Classroom
Equipment:White board / chalk board. colored chips

4 Counters per person (red, blue green and yellow one of each colour.) When the game starts the boys are given a set time 5 to 10 minutes in which they are allowed to trade. They trade in the following manner. A boy approaches another boy with a counter in his left fist, he does not show the other boy what colour he is holding. If they agree to trade then they give each other a counter taking care that they do not show the colour they are swapping (All trades are final). Any boys who do not wish to trade simply cross their arms, this indicates that they are not open for trading. After the trading period is ended you show the lads the stockmarket chart shown below and get the lads to add up their scores. Stock Market Chart - Trading Chip Values 4 Red counters 100 points 4 Blue counters 80 points 4 Green counters 60 points 4 Yellow counters 50 points 3 of any colour 40 points 2 of any colour 15 points Single Red 1 point Single Blue 2 points Single Green 4 points Single yellow 5 points After they have added up their scores and you have found out which scouts have the highest scores, collect the counters in and hand out one of each colour again to the scouts. Now play it again with the scouts knowing the values and see the difference in tactics. From time to time you could introduce jokers these are White counters. You place some of these on the table and the boys are told they can take them if they wish. The value of these is unknown until they add up the scores. You then tell them that they either get 10 extra points for each White counter they have or minus 10 for each White counter they hold, much like Bulls and Bears in the stock market. You can decide if it is going to be a plus or a minus by either tossing a coin or rolling a dice.   Submitted by:




Wacky Relays 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Divide the boys into several even patrols. Each boy will run part of a relay race that involves all sorts of crazy stations. For starters, the first boys take off running to the first station where they must brush their teeth with whipped cream. The next boy runs (who is only wearing a t-shirt and shorts) runs to the next station where he must put on 10 articles of clothing (including crazy items like wigs, etc.). The next kid runs to the third station and throws 5 water balloons at a target, etc. If you have about 5 stations it should go smoothly. Regardless of what you do at each station, make sure that each one is exciting and that there is no "dead time". You may be surprised at how fast these races actually go. Needless to say, the first boy to cross the finish line wins for his patrol...HAVE FUN! Submitted by JR.   




Water Ballon War 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Make up at least four patrols. Divide a large circle (at least 50 feet across) into pie sections for as many patrols as you have. Patrols spread out evenly around the cirle and place their water balloons at least 20 feet from the edge of the "pie". When you start the war, players may only carry one water balloon into the circle at a time. Water balloons may not be thrown outside of the circle. After the water balloon is expended the players must run back to "base" to obtain another. Game is run until all balloons are used up.   




Whip Cream Shoot off. 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 3
Location:
Equipment:

Have a leader put whip cream on half of the Rangers in the Patrol. Instruct the other Rangers to squirt the whipped cream off of their face with a squirt gun. Set a time limit and ask the Rangers at their seats to vote on the winners. Note: Cover clothing with a trash bag while they play this game!   




Who can wear the Most? 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 4
Location:
Equipment:

We have a contest to see who can wear the most layers of clothing. The last items must be the Royal Rangers Uniform. To determine the winner, everyone takes off one layer at a time, while someone else counts; that way we don't have to have someone count for each of them individually. We all take off 1 layer together, and the winning person gets 10 Ranger Bucks.   




Who will have this one? 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 5
Location:
Equipment:

This isn't exactly a game, but have you ever been in a situation when you had to pass out something to the boys, and that something wasn't all equal so that each boy would get a fair share. Well here is a great solution to that problem, acquired from an old sailor tradition. Have the commander who has the items to be passed out stand behind another commander. He then asks, "Who will have this one?" and the commander who is turned away from him will point to a boy who then gets the item. It makes for a very nice unbiased manner in which to distribute something fairly.   




Wink It 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 5
Location:
Equipment:

Make a circle of chairs half the number of boys who are going to play plus one. Half of the boys sit down, and the others stand behind them. Then make one empty chair with only a boy standing behind it. The boys standing up behind the chairs must place their hands on the back of the chair and look down at the boy sitting in their chair. The boys sitting down all look at the boy with the empty chair who is standing up. He them winks at one of the boys sitting down, and that boy must quickly try to get up and go to the "winker's" chair before being grabbed by the shoulders by the boy standing up behind him. If he succeeds, then the unsuccesful "grabber" then becomes the "winker" for the next round. If he doesn't succeed, them the "winker" must try again on someone else.   




Yurt Circle 

         
  Physical -  Fun Rating - 0 Safety Rating - 0 Overall - 2
Location:
Equipment:

Grab hands in a circle and back up till it tugs tight. Spread feet to shoulder width...and count off in two's "one-two". Without bending at the waist,ask all the ones to lean forward, then ask all the two's to lean backward. Then reverse positions! Submitted to RangerNet by Duane Wheeler   






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Suitable for: RangerKids (k-2)
Discover Rangers (3-5)
Adventure Rangers (6-8)
Expedition Rangers (9-12)
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