Roadblock Survey
Below are 40 options for activities we can run during the recruiting day. We would like to present about 20 of these to the Scouts so that they can make the final decision on the activities we will be doing. Please select favorite for any of the options below that you would like the Scouts to pick from. We will use the votes to come up with the final list.
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Name
Swamp Walkers - A group of 4 works the swamp walkers together to cover a set distance.
Solve a Mystery - Set up an area with clues they will need to find to solve the mystery.
Corn Hole - You better know what this one is.
Blindfold Maze  – Materials:  winding, roped off, 4-foot wide track, blindfold for each Scout– Method:  Patrols line up in single file at the start of the track, with each Scout grasping the belt of the one in front of them. All Scouts except the first -or- last in each line are blindfolded. On signal, that appointed patrol member must direct their patrol through their course. The leader may only use verbal directives and may not touch individual Scouts.– Note in the woods, or at a Scout camp, you might be able to take advantage of a built-in, winding, over-under course.
Encounter with an Alien- Your patrol is hiking in the woods when you see a bright flash and hear a loud whoosh. You look up and see a spaceship, disguised as an unused latrine, landing just up ahead. Just ahead on the trail you will find the spaceship. One of the occupants of the spaceship is sitting just outside. You must figure out a way to communicate with him and learn as much as possible in the time before he must take off again.-You are to play the part of an alien (see the patrol instructions). You may communicate with the patrol only by using the horn provided, and by means of any "alien body language" you can manage. Under no circumstances may you use any vocal sounds or human gestures at all. That is, do not nod or shake your head for yes or no, shrug, etc. You may want to come up with some way to impart lack of understanding. Numbers may be indicated by multiple honks. You should use the following code for "yes" and "no" 1 honk = "YES" 2 honks = "NO"
Frisbee Golf - Set up a small course where the group has to get the frisbee into the basket.
Build a Shelter - The group builds a shelter out of supplied materials and gets judged.
Scavenger Hunt
Shrinking Tarp - A tarp is laid out and everyone has to stand on the tarp. Then the tarp gets folded so the area is smaller and everyone has to get on again. And repeat.
Battleship - Cups are covered with Tissue paper. The members of the group take turns picking cups to punch. They have to find all of the cups that have supplies before they hit all the calamity cups.
Golf Ball Transport - The group has small sections of PVC pipe and must transport the golf ball over some distance without the golf ball touching the ground.
Group Juggle– Materials:  lightweight balls enough for each patrol to have one for each Scout, a presenter for each patrol who has access to the ball supply– Method:  Team members form a circle. One Scout tosses one ball across to another Scout of their choosing who in turn tosses it to a different Scout and so on until everyone has touched the ball one time. The last Scout tosses it back to the first, thereby completing the circuit. The team tosses one ball around the circuit a few more times until everyone knows the order of who they are “receiving from” and “sending to.” The first Scout starts the 1st ball on it’s journey again and when it is midway through, their Presenter hands them a 2nd ball which they send along. There are now 2 balls being sent around the circuit. The Presenter slowly hands the first Scout more balls until a maximum number of balls are in play.
Blind Square– Materials:  50-foot rope for each patrol, blindfolds for each Scout.– Method:  All patrol members are blindfolded and a 50-foot rope is thrown on the ground next to them. They are then instructed to make a square, using the full length of the rope lying on the ground next to them. No other instructions are given.– Note:  This can be a very challenging activity!
Walnut Ball – Sandlot (1993)Scouts will play in a game of walnut ball with other scouts and guests
Capture the Flag – Major Payne (1995)Two teams of scouts will fight for glory trying to capture their opponent’s flag. Whoever captures the other team’s flag first claims victory.2 bright colored flags (neckerchief? Troop/patrol flag?) Rope (use for jail markers) 2 jail markers (will use rope for jail markers) – 50 feet of rope goes each jail marker
Run the Gauntlet – Home Alone (1990)A group of scouts will help make a stretcher for the scout who broke his/her leg. The scout who broke his/her leg CANNOT GET OUT OF THE STRETCHER. If the “injured” scout gets out of the stretcher at any time during the event, the team loses the game. When the stretcher is built, they will have to avoid flying objects being thrown at them. Materials brought by Chris Emmons (for Time Warp Campout only, unless otherwise stated) Spray-paint Rope – 100 feet goes to this station, to assist in making the stretcher Tarp Poles/sticks
AMONG US GAME - Scouts are sent out to complete tasks. One of the Scouts is the imposter and works to eliminate the other Scouts. Meetings can be called where one player gets voted out. If the imposter eliminates all the Scouts or the Scouts cannot solve an emergency task the imposter wins. If the Scouts vote out the imposter or complete all the tasks they win.
COAL MINE MAZE  (wide, in or out)– Materials:  blindfold for each Scout, and a rope course with many changes of direction– Method:  Blindfolds are placed on each Scout before entering the “mine.” Patrol teams line up next to the start of the rope maze (lifeline). Hands will be placed in two places. The Scout’s right hand grasps the rope and their left hand is on the shoulder of the person in front of them. The Scout who is first in line uses their left hand to feel in front them and avoid obstacles. If at anytime, someone does not feel a hand on their shoulder, they must say, “stop!” The patrol team must stay together at all times. Once the group is back together, the group can move on again.– Optional Scoring:  Patrols win if they learn how to move together along the rope. Working together is the most important thing. If they get to the end of the maze and out of the mine, they win too!
BALLOON BOUNCE  (wide, in or out)– Materials:  different color inflated balloon for each patrol– Method:  Give each patrol a balloon. The object is for each patrol to try to keep their balloon in the air the longest by hitting it back and forth between the members. A patrol is out when their balloon touches the floor or bursts. It is not permitted to catch or hold a balloon. It is permitted to redirect the flight of other patrols’ balloons.
BUCKET BRIGADE  (wide, out)– Materials:  for each patrol, two 5 gallon buckets, one marked with a line 1-inch from the top and filled with water up to that line, and the other with a line 1-1/2-inch from the top and empty, one plastic 16 oz. cup (red solo cup) for each Scout– Method:  The patrols line up in single file with the patrol leader facing the filled bucket. The empty bucket is positioned behind the last person in line. On signal, the patrol leader fills their cup with water from the bucket. They pour the water into the cup of the next Scout in line, who pours it into the next Scout’s cup, and so on to the last Scout, who pours the water into the bucket at the end of the line. This process is repeated until one patrol has emptied the front bucket and filled the other bucket.– Scoring:  The first patrol to fill the second bucket up to the 1-1/2-inch mark is the winner. If too much water is spilled, it’s certain that the patrol will be unable to reach the mark even though it empties the front bucket.
FIRE BUCKET RELAY  (wide, out)– Materials:  for each patrol, a fire bucket with a bail (No. 10 can size), filled 1/2-inch from the top, with an indelible mark in the bucket, one inch below that (at 1-1/2 inches), a cone or stake driven into the ground 50 feet from each patrol– Objective:  Be careful and don’t lose more than an inch of water.– Method:  The patrols line up in relay formation, in front of their cone or stake driven into the ground 50 feet away. The patrol’s filled fire bucket is placed at the head of their line. On signal, the first Scout in each patrol line carries the bucket to the cone or stake and brings it back to their patrol where they hand it off to the second Scout in line. The first Scout now takes their new place at the back of the line. The second Scout starts the bucket passing from Scout to Scout in line, down one side of the patrol and back up the other. When it reaches the front of the line, the second Scout carries the bucket to the cone or stake 50 feet away and back to their patrol where they hand it to the third Scout in line. The second Scout goes to the back of the line and the third Scout starts the bucket passing from Scout to Scout, down one side of the patrol and back up the other. When it reaches the front of the line, the third Scout carries the bucket to the cone or stake 50 feet away and back to their patrol where they hand it to the fourth Scout. The process is repeated until all Scouts have had a turn carrying the bucket to the stake and back, at which time its handed to the Scout who was originally at the front of the line. If patrols contain odd numbers of Scouts, some patrol members will have to go more than once.– Scoring:  The first patrol to run the bucket the predetermined number of times, depending on the amount of Scouts in each patrol, without losing more than 1 inch of water wins.
HULA HOOP HORSESHOES  (wide, in or out)  – Materials:  large open space, hula hoops, three socks filled with coarse sand for each patrol– Method:  Use hula hoops as targets and sand-filled socks as horseshoes, and play regulation “Horseshoes” rules. A sock inside the hoop is a ringer. Patrols line up in relay formation behind an assigned hoop. Each Scout takes a turn to land a sock inside the hoop from 25 feet away.– Scoring:  Each “ringer” equals a point.– Variation:  Set out three hoops per patrol, the nearest one worth five points, the next farthest worth ten points, and the very farthest worth fifteen. Each patrol member gets three shots. Tally the score and the patrol with the most points wins. (This game can also be presented as a pre-opening gathering period activity.)
INTERPATROL TUG OF WAR  (wide, in or out)– Materials:  one 50-foot x 1/2-inch rope, a neckerchief or bandanna for each patrol– Method:  The ends of the rope are joined together with a sheet bend. One Scout from each patrol takes hold of the rope with their right hands, equidistant from each other, so that the rope forms an equilateral triangle or square, etc. depending on how many patrols are entering. With the rope pulled taut, evenly by the participants, a neckerchief is positioned about two feet behind each Scout. On signal, all Scouts try to pick up their neckerchief.– Scoring:  The Scout who is first to pick up the neckerchief scores a point for their patrol.
LOG ROLLING RELAY  (wide, out)– Materials:  for each patrol, one log 3-foot long and 12-inch diameter, eight stakes– Method:  The stakes are set in the ground in a zigzag pattern. The patrols line up in relay formation facing the course. Two Scouts in each patrol roll the log through the course, between the stakes, around the turning point, and back through the stakes to the starting point. The next two Scouts take over and repeat the process, and so on until eight Scouts have participated.– Scoring:  The first patrol to roll the log four times through the course wins.
NITRO TRANSPORT  (wide, out)– Materials:  for each patrol, a 16 oz can filled with water 1/4-inch from the top, a 12-inch x 12-inch board with four 6-foot braided nylon cords tied through a hole drilled at each corner, (marking pen to draw a fill line for each can)– Method:  The patrol must move a can of “radioactive nitro” (the can full of water) from point A to point B (a distance of about 25 to 30 feet) by lifting the can on the board without spilling any water. If any water spills, the Scouts must start over. This activity can be run as a relay or simply a challenge for the best time.– Scoring:  The fastest time, spilling the least amount of water, wins.– Variation:  Instead of a 16 oz can, use a No. 10 sized cans filled 1/2-inch form the top.
OBSTACLE RACE  (wide, in or out)– Materials:  an obstacle course that includes a horizontal bar to climb over, a rope suspended from a tree branch to swing over an 8-foot “river,” a low horizontal bar to crawl under, a 6-foot-wide area to jump over, a narrow board on the ground to walk along, a row of old inner tubes or tires to run through, an empty barrel to crawl through, etc., a stopwatch or a watch with a second hand– Method:  Line up the patrols at the starting line. If you have laid out two parallel courses, start two patrols at the same time and make it a race. If you have only one course, time each patrol separately. On signal, the first Scout in line goes through the course, runs back, tags the next in line, and so on until the whole patrol is through. If a Scout fails to pass the obstacle course correctly they may be called back for a second try.– Scoring:  The patrol with the best time wins.
Item HUNT  (wide, in or out)– Materials:  10-foot circle inside a 50-foot circle marked out on the ground– Method:  Each patrol enters the same maximum number of participants. At the start, all Scouts place their item in the center circle, and go to the outer circle. A Scout in the role of judge thoroughly mixes the items in one large pile. On signal, all of the Scouts rush to the center circle, search out their own items, put them on, lace them if necessary, and return to the outer circle.– Scoring:  The winning patrol is the first one with all of its members standing together, at attention, with their shoes on, around the outer circle.
SPIES IN THE WOODS  (wide, out)– Materials:  Several blank sheets of paper, one pencil for each Scout, a notebook or piece of paper (the “black book”) for each spy, a large wooded area– Method:  Post the sheets of paper 2 or 3 feet from the ground on different trees and bushes. Two or three leaders become spies and roam about a given area in which the papers are posted. (The number of spies depends on the amount of space allotted to the game.) Each Scout tries to write their name on the different papers without being seen. The Scouts may write their names only once on each paper. Of course, locating the papers is part of the game. If a spy sees a Scout within 15 feet of a paper, they write the Scout’s name in their “black book.”– Scoring:  The number of names in the spies’ books is deducted from the number of signatures on the papers. The patrol with the best score wins.
TIRE ROLL RELAY  (wide, in or out)– Materials:  for each patrol, an old tire and seven stakes, or cones– Method:  Lay out a course for each patrol consisting of a straight line of stakes or cones. The Scouts line up in relay formation, facing the course. The first Scout in each patrol rolls their tire through the course, in and out of the stakes or cones, around a single end marker, and back through the course to the starting line. The next Scout in line repeats the process, and so on until the tire has been rolled through the course eight times. (Some patrol members might have to run the course more than once.)– Scoring:  The first patrol to complete eight trips through the course from start to finish wins.
BLINDFOLD BATTERY EXCHANGE (small, in)– Materials: For each patrol, a flashlight with extra batteries and a blindfold– Method: The goal is to be able to replace batteries completely by touch in case of power failure. The flashlight and extra batteries are placed on a table in front of a blindfolded patrol member. When directed to do so, the blindfolded Scout in each patrol races to be the first one to replace the batteries in their flashlight. An even number of Scouts from each patrol take turns.– Scoring: The patrol with the most Scouts who finish the quickest, wins
FOUR SQUARE  (small, in or out)– Materials:  playground ball, 16-foot x 16-foot playing area on wood, tile, or concrete– Method:  This game can be played by four Scouts, four patrols, or four teams. Four 8-foot squares are marked out inside the playing area. The squares can be numbered 1 to 4. Each of four patrol or troop teams are assigned a square. One Scout from each team starts inside their square with the rest of the team lined up single file at their corner. The Scout in square 1 serves the ball in volleyball fashion so that it bounces in square 3. They then run to the rear of their patrol’s line. The Scout in square 3 hits the ball on the first bounce to either square 2 or square 4. The game continues with each Scout hitting the ball so that it bounces into either of the two opposite squares. They cannot return it to the square it came from. After each hit, the Scout goes to the end of their patrol line, and the next in line becomes the Scout for their team. When a shot is missed, the last Scout who successfully played the ball resumes the game by serving the ball to the Scout diagonally across from them.– Scoring:  Score one point against a team that fails to return a shot properly. The team with the fewest points wins.
NAIL DRIVING RELAY  (small, in or out)– Materials:  For each patrol, a hammer, a log or a piece of two-by-four, and one 1-inch nail for each patrol member– Method:  The patrols line up in relay formation. Each patrol’s log, nails, and hammer are placed at a turning line 20 feet in front of them. The first Scout from each patrol goes to the line and drives a nail into the wood. They return and tag the second Scout, and so on until all of the patrol’s nails are hammered down. Bent nails must be extracted, unbent, and driven in again.– Scoring:  The first patrol to drive in all its nails wins.– Variation:  Each Scout is allowed only one swing of the hammer. They run up to the line, takes one swing at the nail, and then returns to tag the next Scout.
OVER-UNDER RELAY  (small, in or out)– Materials:  playground ball for each patrol, equal numbers of Scouts in each patrol-sized team– Method:  Patrols line up in relay formation. The first Scout in line passes the ball over their head to the next Scout who passes the ball under their legs to the next Scout and so on, always alternating over head and under legs until the ball reaches the last Scout who runs with the ball to the front of the line. The last Scout is now the first Scout and passes the ball over their head to the next Scout in line and so on. This process of alternating over and under repeats until the patrol is once again in its original order.– Scoring:  The first patrol to regain its original order wins.
PASS THE CAN  (small, in or out)– Materials:  a Number 10 tin can for each patrol– Method:  The patrol sits on the ground in a circle with their feet pointing to the inside of the circle. The starting patrol member has the can between their feet. On signal, they attempt to pass the can from person to person using only their feet. If something other than their feet touches the can, if it touches the ground, or if the can is dropped, they must start over.– Scoring:  The first patrol to pass their can completely around the circle with only their feet touching it, and without it dropping, wins.
SKY HIGH  (small, in)– Materials:  a pile of newspapers and a role of masking tape for each patrol– Method:  The challenge is for each team to build the highest freestanding structure they can using only those materials they have been given, within a set time limit. All structures have to be able to stand upright without help for at least one minute.– Scoring:  The tallest structure wins.
STEPPING STONES  (small, in or out)– Materials:  6-inch x 6-inch wooden block (“life-support capsule”) for each patrol member, except the patrol leader– Method:  The patrol must get from point A to point B, about 15 to 20 feet, without touching the ground, using the life-support capsules as stepping stones. If anyone touches the ground, the patrol must start over. Each life-support capsule must be in contact with at least one Scout at all times. The capsules can be touched by more than one person. If a capsule loses contact with a person, it is taken away.– Scoring:  The first patrol to reach point B wins.
ALL ABOARD  (small, in or out)   – Materials:  12-inch square board for each patrol– Method:  Six to eight patrol members attempt to fit on the board at the same time. They must have both feet off the ground and try to remain on the board for at least 10 seconds.
AMOEBA WALK  (wide, in or out) – Read the following:  This challenge demonstrates the basic biology concept of a cell, requiring cooperation and close physical interaction. There are three parts to the amoeba:1) The protoplasm made up of a lot of Scouts who don’t mind being close. The protoplasm gather together inside the cell wall.2) The cell wall consisting of Scouts who like to contain themselves and others. The cell wall surrounds the protoplasm, facing outward, linking elbows.3) The nucleus who is a Scout with good eyesight and the ability to keep on top of things. They are seated on the shoulders of some of the protoplasm.– Method:  Each patrol or group of patrols, forms an amoeba and makes their way through a field or around a course.
HELIUM STICK  (small, in or out)  – Meterials:  a 6-foot long, thin, light rod (lightweight plastic tube or lightweight bamboo pole, referred to here as a “helium stick”) for each patrol– Method:  Patrols line up in two rows facing each other. The “helium stick” is introduced, and Scouts are asked to point their index fingers and hold their arms out. The Helium Stick is laid down on their fingers. The group needs to adjust their finger heights until the Helium Stick is horizontal and everyone’s index fingers are touching the stick. The challenge is to lower the Helium Stick to the ground. The catch is, each person’s fingers must be in contact with the Helium Stick at all times. Pinching or grabbing the pole is not allowed. It must rest on top of fingers. (The tendency is to exert an upward force to keep the tube from falling, and hence the operation of lowering it to the ground is more challenging than it appears.)
HOT ISOTOPE TRANSPORT  (wide, out)– Materials:  for each patrol, one 32-oz. can filled to a mark 1/2-inch from the top with water, in the middle of a circle 20 feet in diameter, six 15 foot cords, elastic band (ends of a short bungee cord joined together works well)– Method:  The patrol assembles a “Hot Isotope Transporter” by attaching the cords to the elastic circle with two half hitches. They then line up around the can, staying outside the circle at all times, and under the direction of their patrol leader, the Scouts pull the cords to stretch the elastic band. The object is to bring the expanded elastic band down over the can, then relax the elastic band to fit tightly over the can. They then lift and deposit the can upright to a point outside the circle, without spilling any water.– Optional Scoring:  Each patrol scores a point for transporting the can without spilling any water. All hitches correctly tied earns an additional point. The fastest patrol earns an additional point.
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