Games for Company Night

Bucket Basketball

Aim – To score the most points by throwing the ball into the bucket.
Equipment Needed – 1 soft nerf basketball, 2 buckets, 2 chairs, 1 chair.
Players – 6 or more boys (2 equal sides of at least 3 people)

How To Play

  1. One boy from each team is the ‘goalie’. Each takes a bucket and stands on the chair. The goalie attempts to catch the balls that are thrown to them by the team members. The rest of the team fields.
  2. Goalie must not leave the chair. Goalie can move about as much as possible on the chair to catch a ball. Goalie cannot use hands to catch the ball – only the bucket. Goalie must successfully stay on chair once a catch is made; if he falls off as a result of catching a ball, then it is no goal.
  3. Game is started with a jump up for the ball by two opposing team members.
  4. Players cannot run with the ball at all (similar to netball rules). They have to pass the ball to team members.
  5. To stop the opposing teams building a wall around the goalies, we usually put a gym mat in front of the goalie, and players cannot stand on it.
  6. After a goal is scored, both teams have a change in goalie, regardless of who scores.

 

Chalk Chase

Aim – For two boys to mark a trail for the remainder of the boys to follow, but make it back to base without being caught.
Equipment Needed – Lots of chalk.
Players – 4 or more boys (2 boys are selected as the chalkers)

How To Play

  1. This games is usually played at night on Parade night. 2 boys are chosen (the chalkers) and are given chalk. They leave the base (in our case the  church) and start marking a trail of arrows for the rest of the boys to follow.
  2. The chalkers MUST make an arrow mark on the road at least at every second street light. Chalkers are not permitted to give incorrect instructions.
  3. Chalkers can lead the boys in a circle, if they can afford the time.
  4. The chalkers are usually given 2 minutes or so head start, at which time the rest of the boys are set loose.
  5. The chalkers win if they make it back to the base without being tagged.

 

Bottle Steal

Aim  – To get 3 bottles into your bucket before the other teams.
Equipment Needed – 3 long chairs for the teams to sit on, 3 buckets, 7 bottles
Players – 6 or more (3 equal teams)

How To Play

  1. Divide players into 3 equal teams.
  2. Place the three long chairs such that they are basically the points of a triangle. All chairs must faced toward the centre of the hall.
  3. Teams sit on the chairs, and the team numbers itself. The bucket is placed in front of the players.
  4. In the centre, the 7 bottles are placed close to each other, standing up.
  5. When a number is called, the appropriately numbered player from each team races to the middle and takes one of the bottles.
  6. A player may only pick up one bottle at a time. Players are not to knock the rest of the bottles over.
  7. The player must return the bottle to his bucket successfully before returning for another bottle.
  8. The rest of the team can hold the bucket still, but are not permitted to touch the bottles, especially if they fall out of the bucket.
  9. The winner is the first player to have 3 bottles in his bucket.
  10. With 7 bottles, a team will win very quickly.
  11. Once the teams are warmed up, you can take one of the bottles out, such that there are only 6 bottles in the middle.
  12. When there are no more bottles in the centre, boys may steal bottles from the other teams buckets.
  13. Team members at the seats cannot interfere with the game play.
  14. Keep reducing the number of bottles in play until it is impossible to win.

 

British Bulldog

Aim – To get all boys on the mats in the centre of the hall
Equipment Needed – As many gym mats as you can find.
Players – 4 or more boys (1 person starts off by being “in”)

How To Play

  1. One boy is selected or volunteers to be “in”. This boy stands on the mat and has the job of getting another boy on to the mat.
  2. The other boys all stand at one end of the hall. Their aim is to get to the other end of the hall without being wrestled on to the mat.
  3. Game is started with the boy in the centre calling the name of one of the uncaptured boys. That boy is required to attempt his run within 5 seconds. If he does not run, then the boy in the middle can leave the mat and catch the named boy.
  4. Other players cannot run until the named boy starts to run.
  5. A successful wrestle to the mat requires the boys back to touch the mats.
  6. There are two variations we play. The first one says that once a boy reaches the other end and is safe, then he is not allowed to help other boys that are being wrestled to the mats. If he wants to help, then he must not cross the safe line. The second variation says that even if a boy reaches the safe line, he can still help the other boys by leaving the safe zone.
  7. The winner is the one boy that is still not captured.
  8. Remember, all boys must have one foot on the mat, while a name is being called, and can’t leave the mat until the named boy starts to run.

 

Steal the Can

Aim – To steal the can from the base of the opposing team.
Equipment Needed – Torches, 2 shiny tin cans, A gas lamp
Players – 4 or more boys

How To Play

  1. Two equal teams are chosen and each team along with their lamp and their tin can walk in opposite directions so that both teams are sufficiently separated.
  2. Boys set up their lamp, and place their tin can very close to the lamp.
  3. Each team splits up into attackers and defenders. The defenders will defend their tin can, while the attackers attempt to steal the opposing tin can.
  4. Defenders are not allowed with a 5 metre (negotiable) radius of the lamp/tin can.
  5. If an opposing team player is tagged, they must return to their base before making another attack run.
  6. If an attacker enters the circle but is discovered before he is able to escape with the tin can, he cannot be tagged until he leaves the circle.
  7. The attacker can use this time to wait for another attacker to arrive, to take a breather, or to wait until commotion causes the defenders to turn away from the attacker.
  8. Once an attacker is on his way back he can pass the can on to another team mate, but he must not throw the can.
  9. If he is tagged before reaching is base, then he must hand the can back over, at which time it is taken back to the original base. The tagged attacker must return to his base before starting another attack run.

 

Indoor Cricket

Aim – To score the most runs before the team is bowled out.
Equipment Needed – 1 set of wickets, 1 soft nerf ball, 1 small half size cricket bat, 1 chair
Players – 6 or more boys

How To Play

  1. Divide into 2 equal teams. Pick the team that will bat or bowl first.
  2. Batting team sits down but close to the wickets.
  3. Bowling team selects a bowler, the rest field.
  4. Bowlers change every 6 bowls. Bowling must be under arm.
  5. Put tape on the floor for the wickets to line up on.
  6. Put tape on the floor for the bowler to bowl from.
  7. Rules are hit and run. If the batter hits the ball, he must run.
  8. The chair is placed an appropriate distance away from the wickets. When a ball is hit, the batter must run to the chair and hit it with his hand and return to the wicket to get one run.
  9. A batter may ‘get out’ according to normal cricket rules (caught by a fielder, bowled out, hit wicket etc.) the only difference is that a bowler can only be run out by the bowler. Fielders must always return the ball to the bowler as quick as possible, so as to try a run out.
  10. Balls may be caught off walls to get the batter out.
  11. When a batter gets out, the bowler may bowl the ball straight away before the new batter reaches the wicket, therefore batters need to be alert.

 

Dodge Ball

Aim – For all boys in the middle to be tagged below the knees by a ball.
Equipment Needed – Between 1 and 3 balls.
Players – 4 or more boys

How To Play

  1. Two throwers are selected and they go to each end of the hall. The rest of the boys stand in the middle of the hall in a chosen area which can be marked with tape.
  2. Start off with one ball. The throwers must try and hit the boys below the knees. If a boy is hit below the knee, they join one of the ends, and become throwers.
  3. A variation we play, is that if the ball is thrown from one thrower and caught by the other thrower without it bouncing, then the boys in the middle must stand still for a free throw. In addition, if a boy in the middle catches/intercepts the ball without it bouncing, then they get a life, such that they have to be hit twice before they get out. Lives can accumulate. This makes the strategy of throwing the ball high a precarious one.
  4. If the game is going too long, introduce another ball, such that the boys in the middle have to be aware of multiple throws.
  5. Last boy in at the end is the winner.

 

Sock Wrestling

Aim – For a boy to successfully wrestle the sock off his opposing player.
Equipment Needed – Boys with 1 sock on. The other sock must be removed, Around 6 gym mats to create a playing surface. Arrange mats in as
square a shape as possible.
Players – 4 or more boys

How To Play

  1. Two equal teams are proposed. The boys in each team number themselves from 1 through to the highest number in the team.
  2. All boys sit around the mats, with their feet up against the mats to make sure they don’t slip apart.
  3. The convenor calls out a number. The appropriate boys from each team enter the ‘ring’ and attempt to wrestle the sock off the opposing player. Ensure that boys are wrestling for the sock, and not generally wrestling each other.
  4. Some boys believe a longer sock is harder to remove. This has not really been proved, so boys are allowed to where short or long socks, it doesn’t matter.
  5. Place a time limit, so that the boys don’t dance around each other. Make sure boys know the rules such as no pile driving or dangerous wrestles.

 

Spotlight

Aim – To spot as many boys as possible with a torch.
Equipment Needed – Torches, A gas lamp
Players – 4 or more boys

How To Play

  1. There are many variations of this game, but this is how we play.
  2. Once person is selected as being “in”. They become the defender and must guard the lamp and spot attackers before they reach the lamp.
  3. All other boys scatter into the bush. It is their aim to get within a certain distance of the lamp without being spotted by the defender. You should set realistic boundaries so that there is an equal chance of reaching the lamp as there is in being caught.
  4. Alternatively, you could select more defenders and more of them can go out into the darkness to find the attackers.
  5. It is a good tactic for the defender to not sit in the middle of the circle but to one side, so that the attackers do not know where he is. This can make it hard for the defender though, because it is hard to see on the opposite side, because the lamp restricts his view.
  6. A new defender is selected once everyone makes it home.

 

Two Sided Ten Pin

Aim – To knock down the opposing teams pins, leaving at least one of your own pins standing. Good game for individual and/or team play.
Equipment Needed – 1 ten pin or cardboard tube per player, two large balls (start off with 1 and introduce a second ball as the game evolves).
Players – 4 or more (2 equal sides of at least 2 people)

How To Play

  1. Set up two teams of equal numbers. Send each team to one end of the hall.
  2. Each team places all their pins in a straight line along the end of the hall, and players stand in front of their pins.
  3. Teams throw the balls and try to knock down the pins/tubes of the opposing team.
  4. A pin is knocked down by a ball hitting a pin, whether it be a direct hit, or rebound off opposing players or walls. If a player accidentally kicks a pin over, it is classed as being knocked over.
  5. Once a pin is knocked down, the player may stay in the game and help defend the other pins, and attack opposing teams pins. Discretion needs to be applied if there are a number of boys on each side, as it may become impossible to knock down the final pin.
  6. Players must not cross a half way line at any time (defending or attacking).
  7. Court size is up to you
  8. Our experience shows that 4 or 5 per side is a good number with no one needing to leave the field for effective game completion

 

Whistle Blow/Fox Hunt

Aim – To track down the boy with the whistle.
Equipment Needed – 1 whistle, Torches (if played at night), boys maywear camouflage clothing to help with hiding, A large open space outdoors in the forest or bush.
Players – at least 4 people. No upper limit.

How To Play

  1. One boy is selected as the fox, and is given the whistle. He has 3 minutes head start to go and hide before the rest chase him. If the fox is happy with his location before 3 minutes is up, he may blow the whistle to tell the others to start.
  2. The fox will obviously find a hiding place, but is not confined to that one spot. He is free to move around.
  3. After the three minutes head start, and the rest are chasing, the fox must blow the whistle once every minute regardless of how close the chasers are.
  4. The single whistle blow must last for one second and be sufficiently loud. In fact a loud whistle can sometimes put the chasers off with echoes.
  5. The chasers need to find the fox as fast as possible. The fox with the most whistles at the end is the overall winner.
  6. Once a fox is found, another player has a turn at being the fox. Notes: We found boundary limits were not necessary, except where safety considerations needed to be highlighted and enforced.