For the correct RUNNING OF A VIGIL the game must respect certain rules to read in our article intended on this subject.
In any case, it must be understood that any game can and must be adapted to the theme of the vigil .
We align face to face the two patrols sitting. Each patrol has its war cry: “Oxford” or “Cambridge”. Whistle sound patrols must be reassembled in line and in order of the other in place of the opposing patrol. The last seated is eliminated.
THE BATTLE OF SUGAR
A sugar is tied in the middle of a long string. Each scout holds in his mouth the end of a string. At the whistle, each scout must with his only mouth catch the sugar and eat it.
THE EXOTIC FARM
Must be at least 3 teams of 3. The best is to have 4 or 5 teams of 4. Each team is suitable for a farm animal: chicken, sheep , cow, … They all blindfolded and are separated and mixed. At the whistle the scouts must make the call of the animal to find his farm mate. The first team that gathers to win. It’s very funny!
THE CAT AND THE DOG
In order of alignment we have Scout 1, 2, 3 and 4: Scout 1 tells Scout 2: “I am a cat”. Scout 2 asks Scout 1 again: “What? “. Scout 1 answers him “A cat”. Scout 2 later told Scout 3 “A cat”. Scout 3 asks Scout 2 “what? “. Scout 2 asks Scout 1 “One What”. Scout 1 tells him “a cat”. Scout 2 answers Scout 3 “a cat” and Scout 3 tells Scout 4 “a cat”. We continue in the same logic where the scout 4 asks the scout 3 who asks the scout 2 who asks the Scout 1 “A what? And scout 1, which responds to Scout 2, which responds to Scout 3, then 4 and 5 “a cat” … We do the same thing on the other side of the vigil with a dog and it ends in a rather comical hubbub.
Each scout with his nail and hammer. At the whistle it is necessary that each one of them drives as quickly as possible the nail in the log. The last one who gets there is eliminated.
THE GAME OF THE WHISTLE
This is probably the best known of all scout games. Be careful not to do it every night, it may fatigue the chefs!
The new scouts are hidden out of the evening fire. They are brought one by one to find who is blowing the whistle. The troop secretly goes on the whistle so that the scout is disoriented.
THE CRAZY GAME
The new scouts are hidden out of the vigil light. They are brought one by one to find what is the disease of the fools supposed to be represented by the troop. For this, the new scout will question the patient one by one. If the first patient answers anything the second answers the question of the first, the third answers the question of the second and so on.
This is a fast race with an egg placed on the spoon in the scout’s mouth. The goal is to go around the vigil as quickly as possible without breaking the egg. At each turn we proceed by elimination of the scout who arrived last.
THE ROTATING CHAIR
While the musician plays the instrument (accompanied by singing by the troop) the scouts turn around the chairs placed in the center of them. At the moment when the musician stops the scouts have to sit as quickly as possible on one of the chairs. Whoever has not succeeded is eliminated. A chair is removed for the next round until there is only one winner.
THE YOGURT EATER
We proceed by 2 teams of 2. Each scout in a team is blindfolded. He sits behind his teammate and has to feed him as quickly as possible. His teammate has his hands tied behind his back. Warning ! Avoid doing it in uniform!
Each team has the same number of Scouts. A very small area (about 2 people) is defined for each patrol. At the whistle, each patrol is to make sure to put itself entirely in the delimited zone. The first who succeeds in winning.
THE COW WITHOUT TASK
Each player has a number. The first player says “I am the spotless cow number (he says his number) and I call the spotless cow who stain number” (he says the number of the other player to choose from). The called player repeats the phrase and calls another player. As soon as a phrase or number horn player receives a task. The sentence changes to “I am the cow with a stain number …” After 3 spots the cow concerned is eliminated.
THE BLIND RELAY
Each patrol is aligned. The objective is to pass the given figure discreetly by the gamemaster to the ear of the first scout at the beginning of the column to the one at the head and as quickly as possible. To pass the number one tap on the left shoulder for the hundreds, once on the head for the tens and once on the right shoulder for the units. For example to make 285: you tap 2 shots on the left shoulder, 8 on the head and 5 on the right shoulder. The first team that says the right number to win.
THE ARABIC TELEPHONE
At the beginning of the vigil circle, the leader of the game launches an original sentence in the ear of the first scout. The same scout must repeat the same sentence in the second and so on. The goal is to find the same sentence at the end of the vigil circle but especially … to find the one who was wrong!
At the whistle, each team of 2 Scouts must go around the wake fast as quickly as possible. In each team a Scout has the only hands on the ground and the other wears his legs.
Each team of 2 has a scout who is blindfolded. The second scout is behind him and directs him by tapping on the right shoulder to go on the right or on the left shoulder to go on the left. When the scout hits the head, the blindfold scout acts as a missile and must touch the opposing team.
THE BLIND CHENILLE
All Scouts are blindfolded except the last of each patrol. The goal is for each patrol to search their staff as quickly as possible. For this the last scout must hit the right shoulder of the scout in front of him to turn right and vice versa for the left. This is the first column that has to get the staff back. Scouts will have to bang on the shoulder as they go. We can make sure to cross the two patrols.
The bottles are erected around the evening fire. It takes an odd number: 5 or 7 for example. Each scout participating in the game holds a string in his mouth with a full sock hanging on the end to gain weight. At the whistle, each Scout must drop as many bottles as possible.
THE PLAYER MATERIAL
A volunteer is isolated from the group while the other players choose the leader of the game. Once the volunteer has arrived, the troop in circle follows the mime of the playmaker. volunteer must find it.
The investigator is isolated from the group while the other players choose the assassin. Once the investigator arrives, the assassin kills the scouts with a wink. The slayer must lie on the ground. The investigator must find the killer as quickly as possible before everyone is killed.
All Scouts are aligned. The playmaker taps on the head of a scout at random. This one has to sing a song. The leader picks up on the scout’s head so that he stops singing and beats the one of another who has to do the same thing. It is forbidden to sing non-French songs and to sing the same song. The scout who hesitates more than 3 seconds is eliminated. We can accelerate the pace for the finalists.
MIME OF WOOD
All Scouts must mimic one by one the object they have chosen with the wood. For example: a fishing rod, a flute, a musician’s baton, a staff, a paddle … The first one who hesitates too long is eliminated by the game master.
COMBAT DE COQS
The 2 scouts face each other. They are squatting and standing with their arms crossed. At the whistle they must move squatting and pushing their opponent. Whoever falls to the ground is eliminated.