The Great Games Regatta
PATHWAYSelf: Cooperation and Problem Solving
AGE GROUP10-12 years, 12-14 years, 14-16 years
Anticipate Time1.5 hours min
GROUP SIZE2-5, 5-15, 15-30
ValuesCreativity, Enthusiasm, Respect, Tolerance, Sportsmanship
The Great Games Regatta is designed for a games session on a Club night or a Camp. It encourages both a creative exploration of traditional games using nontraditional equipment, and traditional equipment in nontraditional games.
Through participation in this Pursuit, the Pathfinder will:
- Demonstrate positive sportsmanship
- Develop hand-eye coordination
- Work successfully together as a team
James 1: 17Every good and perfect gift is from above, coming down from the father of the heavenly lights, who does not change like shifting shadows.
Our God is a God of the sacred and the secular – He delights in our joy and exuberance for life.
- Look over game outlines to assess other preparatory needs.
- Assemble materials.
- 2 Small waste paper baskets
- Enough 35mm plastic film cases for half the participants
- 2 large water containers at least as big as the waste paper baskets
- 2 tennis balls
- 2 x 20 litre rubbish bins
- Enough 2 litre plastic milk containers for each participant
- 1 x tennis racquet
- 4 x softball base markers
GAMES USING NONTRADITIONAL EQUIPMENT
1. Bucket Brigade
Teams try to fill a small waste paper basket with water by passing 35mm plastic film cases from person to person in a line, fire-brigade-style. About half to two-thirds of the participants on each team should have containers. Each team must have an identical set, so there is no advantage. The two large containers (one containing the water initially and the other serving as a receptacle, should be placed approximately 20 m apart. There should be approximately one meter between team members. The two members closest to the water source serve as dippers and start to fill the containers when the signal to begin is given. Once a container is filled, it is passed along the line and poured by the last person into the empty receptacle. That individual then runs to the other end with the container and passes it to the dipper, and rejoins the line at the other end.
2. Can Catch
Players attempt to catch a tennis ball, which has been projected very high into the air, in a 20 litre rubbish bin. Teams earn 5 points for catching the ball directly, 3 points for a catch with one bounce (or if the ball rebounded out on a direct catch), and 1 point for a catch with two bounces. The team with the most points after a set number of attempts wins. Each bin must be held by three players, and maneuvered together. Each member of the team must have at least one hand on the rubbish bin. If this rule is violated, no points can be scored. If the ball is hit or thrown so it would be virtually impossible to catch, the attempt can be repeated. Players cannot use their free hand or any part of their bodies to assist the ball in any way. groups of catchers can rotate with each throw.
3. Milk Jug Hockey
Players propel a tennis ball into a goal area by striking the ball with the sides of empty 2 litre plastic containers while bent over at the waist. Each player will need an empty 2-litre plastic milk container. An indoor basketball court offers the best setting for this game as there is a natural boundary from which the ball can rebound. Additional players will need to be positioned behind the goal line if this is not possible. These “sideline” and “endline” players can direct the ball into the playing area again with at least one foot touching the assigned boundary line. (This speeds up the play). Each play period (4 six-minute intervals) begins with a face-off in the center of the play area. Play begins with a whistle. All other players must be at least 3 meters away. “End-line” and “side-line” players rotate after every play period. A goal is scored when a player (not the sideliners) hits the ball with the container, sending it into the goal, or when the ball rebounds from a part of the goalie’s body. Each goalie uses two bottomless milk jugs to trap the ball. Goalies may also use their feet to defend the goal.
Other players may use their free hands to stop the ball if it is above the waist, but the player must immediately place the ball on the ground and continue play. The ball is awarded to a sideline player on the other team who is closest to the spot where a violation occurs. Violations include:
- A court player purposely using their feet to kick the ball
- Sideline or endline players whose feet impede play
- Sideline player, endline player or goalie retaining possession of the ball for more than 5 seconds.
GAME USING NEW USES FOR STANDARD EQUIPMENT
4. Racket Smackit
Participants attempt to play Soft ball with a tennis racquet and squash ball or tennis ball. Standard softball rules apply, except for the requirements of batting and striking out. Pitching must be underhand, and it must bounce before the strike. For skilled players who consistently out-hit the dimension of the field, have them bat with their non-preferred hand. The batter strikes out when two strikes occur in any way possible, including a foul ball for the second strike. In Racket Smackit, players will be able to send the ball on much deeper and higher trajectories than when playing softball. Players will need to play much deeper than usual and must rely on team-mates to relay the ball to the infield.
Select from the questions below:
- Which game was most enjoyable? Why?
- Which game offered the greatest challenge? Why?
- How would you describe the nature of the interaction during the games? Were comments between players positive or negative? (If they were the latter, is it the best way to interact? How can we work on the quality of our relationships in our Club)
- If respect is a quality worthy of building a life on, how did we, or how could we use such a quality in a games session such as this?
- What other games could you create using non-traditional equipment? (Try them!)