Czech Game
NorMac4101@AOL.COM
Sun, 29 May 1994 12:01:11 EDT
Hi -
This is not so much a Camporee competitive event, although this game could be
used as a fun side-activity. It is, however, an excellent game that is much
enjoyed by both Cub and Scout age kids. Maybe we could all put our heads
together and come up with some more games we have seen in one place or
another, eh?
Let's toss this Czech game into the equation today...
For lack of a better name, the Czechs call this one "Hoot, Hoot, Hoot". The
reason for this will become clear shortly.
This can either be an indoor or outdoor game, though it's better for outside,
since some tackling can be involved on occasion, unless specifically
prohibited. I suppose that you could term this an active, but very quiet game
(except for the cheers that can be generated as a result of a "catch").
You need a well-marked playing field, divided into two sections, about 50
metres deep (smaller sizes OK if you are indoors, but the playing size should
equate to at least a basketball court sized area, with well-defined playing
area borders, since stepping out-of-bounds means being called "out").
The two teams assemble in their respective ends of the play area. Teams
choose which side is going to go first. One member of the selected team takes
the deepest breath possible, and ventures into the other team's territory. If
this player runs out of air while in the other team's territory, the player
is "out" and has to sit out the rest of the game.
Since breath-holding is a quiet endeavour, it would be far to easy to "make a
mistake" unless there were some way of telling whether a player remains on
just one breath while in "enemy territory". So, just to avoid confusion, the
player has to continuously say, "Hoot, hoot, hoot...." rapidly and without
pause the entire time he or she is in the opposition's side of the play area.
The "H" sound takes more air than most, and so limits the time available
quite dramatically. Any pause indicates the player is taking another breath.
If this happens, he or she is "out". Since you lose less air when you are
doing this quietly, everyone else has to be absolutely silent. If the
player's team makes noise in order to cover for the player, both the player
and the noise-makers are "out".
Stepping out-of-bounds at any time is another way to be called "out". People
who are "out" have to observe the remainder of the go from the sidelines.
"It" attempts to tag as many of the opposition's players as possible. All who
are tagged by "It" are "out" UNLESS "It" runs out of air before crossing to
his or her own territory.
There is a very slight possibility that "It" will run out of air through poor
planning. However, the best way of ensuring "It" runs out of air on the wrong
side of the line is for "It" to be prevented from returning. Therefore, the
side being invaded needs to capture "It" for long enough to ensure he or she
runs out of air. (Tackling "It" to the ground and knocking the breath out of
"It" is not encouraged.)
Capturing "It" is not, however, risk-free. If "It" cannot be held until
running out of air, and he or she manages to get back across to home side,
every player who touched "It" in the failed capture effort is "out". A wee
but squirmy "It" can take out several of the opposition's mooses this way...
Team strategy is fairly important in this game, since you want to preserve a
few of your stronger and fleeter players till the end, if at all possible.
Everyone has to take a turn at being "It" - no exceptions allowed. Each
player takes this in turn until the entire team has gone across and returned
(or been captured). After everyone has had a turn, the team circulates the
responsibility again. You do not have to use the same sequence each time,
however, so you can "target" opponents you need to get "out" as quickly as
possible, using specific players from your side.
The team that runs out of players is NOT the winning. team. After a team
wins, the game can be played again.
So, give this one a try to see how it plays with the Scouts where you are,
and let me know how it goes.
Norm
Terry Howerton Sakima Group, Inc. SCOUTER Magazine Kansas City |