source: www.youthwork-practice.com | 2000 Games, Devotions, Themes, Ideas and more for Youth Work
only for private using
Strategy
Preparation: | 15 minutes |
Persons: | >16 |
Length: | 2h |
Cost of materials: | low |
Age: | from 12 |
Location: | outside (woods) |
Season: | summer, autumn |
Action factor: | medium - high |
Material: | depending upon the tasks |
Aim: | strategy, movement, battle game |
The classic among outdoor games: strategy, movement and group battle together.
You will need a large terrain (foliage, woods + lawn) and strategy cards (ready for download at the end of this explanation). The group is split into 2 teams. Each team has 15 minutes to look for a camp area in the woods (approx. 4x4 metres) and cordons the area off with twigs and similar things. The players on one team receive yellow playing cards and the other team receives blue cards (print the template on coloured paper).
After the game is started (previously agreed time) the groups spread out. If a player meets an enemy and touches him, both of the players show their cards. The player with the higher ranking (e.g. "Bombe") takes the enemy (e.g. "corporal") away and personally brings him back to the camp area. When the prisoner is being taken away, both players can be taken prisoner or freed! If the players have the same rank, the opponents go their separate ways. They are not allowed to hold the player until a high ranking player comes along. The ranking of the enemy should be called out loudly in these cases ("Christian is a Generaaaaal!") because swapping cards after the beginning of the game is not allowed and leads to the whole team losing the game! Each team has exactly one "flag" and at least 2 "spies". Prisoners can only be freed by tagging the "spy" in the camp. It is sufficient if the prisoners make a chain within the camp and touch the end of the chain. The game is won either when the opponent's "flag" has been captured, when all spies have been caught or the most prisoners have been caught in a certain amount of time.
Here are some important points that must be considered
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Minimum number of players: 2 x 8
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The camp area must be able to be attacked from at least 3 sides, may not have more than 3 guards at a minimum distance of 10 metres from each other and the borders must be able to be climbed over!
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1 leader per team should play along in order to suggest different strategies to the kids (e.g. mass attack; lower ranks look for the flag; lower ranks accompanies a higher rank in order to make it more difficult to be attacked (e.g. Minor & Bombe / field marshal & corporal) diversion tactics etc.). The leader should also make sure that the weaker players are not deployed as spies!
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The 1st game is usually somewhat uncoordinated because the rules have to be learned first; the 2nd game is usually more interesting!
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Warning: the strategy cards are aligned. Hardly any of the ranking sequences are the same as the next. The ranks below your own rank can be captured; ranks above your own are stronger opponents.
FlagMay not be captured!The aim of strategy is to take the opponent's flag. Be aware! Anyone can beat you! |
Minor
BombeField marshalGeneral Captain Major Colonel Lieutenant Spy Corporal Flag |
Bombe Corporal Field marshalGeneralCaptain Major Colonel Minor Lieutenant Spy Flag |
Bombe General Captain Major Colonel Minor Lieutenant Spy CorporalField marshalFlag |
Bombe Field marshal General Captain Major Colonel Lieutenant SpyMinorCorporal Flag |
Bombe Field marshal GeneralCaptainMajor Colonel Minor Lieutenant Spy Corporal Flag |
Bomb Field marshal General CaptainMajorColonel Minor Lieutenant Spy Corporal Flag |
Bomb Field marshal General Captain MajorColonelMinor Lieutenant Spy Corporal Flag |
Field marshal General Captain Major Colonel Spy MinorBombLieutenant Corporal Flag |
Bomb Field marshal General Captain Major Colonel Minor LieutenantSpyCorporal Flag |
Bomb Field marshal General Captain Major ColonelMinorLieutenant Spy Corporal Flag |
Bomb Field marshal General Captain Major Colonel Lieutenant SpyMinorCorporal Flag |
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