Medieval Games or Tournament

By Gregory Lawrence,2014-06-23 08:06
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Medieval Games or Tournament

    Medieval Games or Tournament

     Board Games- such as draughts, chess, backgammon etc and/or card games Flag Crawl/ Chivalry - GIRLS go through an obstacle course.

     "Live" chess, Jousting -ride stick "horses" with an empty paper towel roll in their hand and

    they have to catch a ring hanging somewhere.

     Miniature Golfing in Sherwood Forest

     "Prisoner's escape". Using rope handcuffs (borrowed from a local Boy Scout

    stunt book) two buddies are linked together, each with their own rope

    handcuffs. They must get out and be the first to escape.

     Chess and card playing became popular

     Look into party sites for game ideas.


     "Drench a Wench." sponge tossing contest

     Have a dragon in a moat (wading pool) with squirt bottles - the girls will need

    to fill their water bucket for each manor. They will go relay style to the moat

    with a small bucket (with holes in it) and fill the small bucket, run back to

    the large bucket, empty the water in the larger one and pass the small bucket

    to the next girl. All the while the dragon in the moat will squirt anyone who

    gets close to the moat.


     With dragons and damsels in distress and knights on stick-horse "steeds" Quest for Excalibur

     8 Point Challenges or Sections from Badges

     Mystery or story involving dragons, magic wizards, etc. The girls have to go from one station to the next solving riddles or conquering challenges in order to save the day.

    Blinds Man Bluff

    Blind man's bluff is played in a spacious enclosed area, such as a large room, in which one player, designated as It, is either blindfolded or closes his or her eyes. The It player gropes around blindly and attempts to touch the other players without being able to see them, while the other players scatter and try to avoid and hide from the It player. The game is a variant of tag.

There are several versions of the game:

    In one version, the first player tagged by It then becomes It, and another round of the game is played.


    Medieval Games or Tournament

    In another version, whenever any player is tagged by It, that player is out of the game. The game proceeds until all players are out of the game, at which point another round of the game starts, with either the first player or the last player to be tagged becoming the next It player.

    In yet another version, It feels the face of the person tagged and attempts to identify the person, and only if the person is correctly identified does the person become It.

    Catch the Dragon’s Tail, Taiwan

Two single lines are formed with each person’s hands on the shoulders of the

    person in front of him. Until the signal “Go” is given, the dragons must each remain in a straight line. The starter begins the countdown - “Em-Er-San-Ko!” or

    “1-2-3-GO!” The “fiery head” of each line then runs toward the “lashing tail” and tries to catch the last man. The whole dragon body must remain unbroken. If anyone lets go, the dragon’s body is broken and the dragon dies. A new dragon must be formed with the head becoming the tail and the next in line having a turn at being the head. If, however, the head player touches the tail, he may

    continue to be the head.


    Medieval Games or Tournament

    Capture the Flag

This is one of the most popular outdoor games for scouts.

Traditional Rules

    From the 1947 Scoutmaster's Handbook, pp 447-8:

Space - Large

    Type - Strenuous

    Teams - Half Troop

    Formation - Informal

    Equipment - Two Signal Flags

    Each team has its own territory in which its Scouts are free to move as they please, but on which opponents enter at their peril. The territories are separated by a boundary line such as a brook or a trail, etc. Any Scout crossing this line may be captured by the enemy.

    The teams assemble close together at a starting point near the center of the line, each team in its own territory. On a signal the teams proceed to set their flags at any point within 200 steps of the starting point. The flags must be visible, although it is permissible to place them as inconspicuously as possible.

    After three minutes another signal is given for start of game. The object now is to enter the enemy's territory, capture the flag, and carry it across the line into home territory without being caught. Scouts may be posted to guard the flag, but not get nearer than 50 feet to it, unless an enemy Scout goes within the 50-foot circle. They may then follow him.

    Any Scout found in the enemy's territory may be captured by grasping him long enough for the captor to say "Caught!" three times. When a Scout is captured he must go with captor to the "guard house" - a tree or rock from the boundary line. A prisoner may be released by a friend touching him, provided the prisoner at that time is touching the guard house with a hand or a foot, whereupon both return to their own territory. If the rescuer is caught by the guards before he touches the prisoner, he, too, must go to the guard house. A rescuer can rescue only one prisoner at a time.

    If the flag is successfully captured, it must be carried across the line into home territory. If the raider is caught before he reaches home, the flag is set up again at the point where it was rescued and the game as before. If neither side captures the enemy's flag within the time agreed up on (say, 1/2 hour) the game is won by the team with the most prisoners.


    Medieval Games or Tournament

    New Ideas

    Hidden Flag

    Allow each team to hide their flag out of sight. Before starting the game

    allow a scout from each team to be shown where the flag is. He must

    describe accurately, to his team, where the flag is. This requires that the

    scout be very observant.

Get Out of Jail Free

    All team members caught in the jail can be set free when a single

    teammate touches the jail. BUT, they do not have free passage back to

    their territory.

Jail Break

    If the game begins to stall, allow the judges to yell "Jail Break." At this

    moment all players in both jails are free to escape.

Orienteering Skills 1

    Leaders hide flags and give 2 starting points for each team along a base

    line. Teams are split in two and sent to the starting points. At the starting

    point each group is given a compass bearing to their OWN flag. Each

    group follows its bearing - if they do it correctly the flag will be near

    where the bearings cross. Once each team locates its flag they will also

    find a map with bearings to the "enemy flag" which was left there. The

    game then proceeds as usual. (Contributed by Mike Mullen, Troop 6,

    . Boston Minuteman Council)

Orienteering Skills 2

    Give both teams maps with starting points marked and bearings, and let

    them work it out on the map rather than having to actually walk the

    bearings. (Contributed by Mike Mullen, Troop 6, Boston Minuteman

    . Council)

    Kick the Can

Equipment: Darkness, large coffee can

    Play: Place coffee can in a large open area to be home base. It counts to 50

    while the other kids hide. When It SEES a child, he calls her name. They both

    race to the can, and try to kick it first. If It kicks the can, the hider is caught and

    placed in "prison" on the porch. If the hider kicks the can, she and all players in prison are free, and It must count again.

    St. George and the Dragon - a Game from England


    Medieval Games or Tournament

    This is a variation on a popular Brownie game sometimes called "Penny on the Head". In "Penny on the Head", each Brownie tries in turn to creep to the Brownie in the middle to take the penny off of her head without being heard by the blindfolded Brownie in the middle.

To play St. George and the Dragon:

    The Brownies sit in a circle. One Brownie is chosen by the leader to be the Dragon. The Dragon is blindfolded, and sits in the middle of the circle with St. George's sword in front of her. The Dragon is supposed to be guarding the sword.

    As in the story of St. George and the Dragon, one person is chosen by the leader to be St. George, and creeps towards the Dragon and tries to capture the sword. If the Dragon hears her moving, she says 'Stop George' and tries to walk towards her and touch her. If the Dragon is able to touch St. George, St. George sits down and another St. George is chosen and the Dragon has another turn. If St. George is able to get to the sword without being heard or caught, St. George becomes the Dragon.

Contributed by:

    Liz Watts

    Girl Scouts of Tres Condados Council, California, USA

    Former Brownie Guider and County Hillwalking Adviser, UK


    Taken From:


    What is the Maypole?

    I think the pole was a wooden pole (like a 1 inch diameter clothes pole, or possibly larger) with an optional decorative knob on top. It stood at least 8 feet high, give or take a foot, and was solidly anchored in the ground, so that the dancers wouldn't pull it down.

What are the ribbons?

    Just about any ribbon will do, assuming it's strong enough to hold up during the dance.

How do the ribbons work?

    There are two different approaches.

    1. For a simple dance, attach the ribbons to a disc and attach the disc to the top

    of the pole. Be sure it can spin.


    Medieval Games or Tournament

    2. For a dance that braids, attach the ribbons at the top of the pole so that they

    remain fixed in place. This allows the kids to make a braid on the pole as they


How does the disc work?

    We didn't do it this way in Hastings, but I've seen photographs of it in other maypole dances. They attached the ribbons to a rotating disc at the top of the pole. In some cases the disc is replaced by a decorative thing, sometimes looking like a glorified lampshade. Evidently the kids just skip around the pole in such dances, and don't bother with crossing one another or making a braid.

How do we attach ribbons to make a braid?

    The ribbons must be attached firmly at the top. They must be attached firmly enough so that they won't pull out and so that they won't "spin" as the kids dance around the pole. The ribbons must wrap around the pole as the kids circle


    The kids must alternately duck under the ribbons or dance over them, so the pole has to be high enough to keep the ribbons above their heads (older kids can duck, of course). The ribbons must also be long enough so they can be held near the ground, and kids can skip over them.

The Dance

    How does the dance work?

    The ribbons are supposed to make a sort of braid on the maypole. The kids take turns dancing in different directions, and the changes in direction can cause the ribbons to wrap around the pole in varying patterns.

Is this an easy dance?

    It can be. The easiest way to do a Maypole dance is to just have the kids go skipping around the pole, each holding the end of a ribbon so the whole thing looks like a rotating suspension bridge. It looks decorative that way, especially if the kids have costumes to wear. You can do this either by attaching the ribbons to the top of the pole in fixed positions, or by attaching them to a rotating disc.

That's all there is to it?

    Simply skipping back and forth is easy to teach but won't produce a braid. When the kids change direction, they'll simply un-wrap the ribbon they just wrapped around the pole. We need to continue the dance by moving in the other direction without un-wrapping that ribbon we just wrapped around the pole. There are several ways to do this.

    Essentially, anything will work that snags the ribbon as it wraps in the other direction.


    Medieval Games or Tournament

    We attached the ribbons to a spinning disc atop the maypole. How do we

     produce a braid?

    You can't. The ribbons will just spin as the kids dance around. Either you have to fix the disc in place so it doesn't spin, or you have to remove the disc and attach the ribbons directly to the pole in fixed locations.

So how can we produce a braid?

    First, have the kids dance around the pole so that they've wrapped some ribbon onto it. Next, have half the kids stand up holding their ribbon high, and the others kneel on the ground holding their ribbons low. Then have two kids skip around the pole in the direction opposite of the last turn, going over the kneeling kids' ribbons, and under the standing kids' ribbons. They go around once or twice (pick one), then stop. Repeat this with other pairs of kids if you want, varying the direction as needed to make it work.

    Once you've done that enough, the kids that are standing can kneel, and the kneeling ones can stand, and a different pair of kids can skip around the pole. Again, repeat with other pairs of kids if you want.

    However, even one short cycle by a pair of kids should tie down enough of the ribbon so that it won't come unwrapped if the rest of the kids all get up and dance around the pole in the opposite direction.

What's another way of braiding?

    Have the kids stop as described above, with half the kids holding their ribbon high and half kneeling and holding their ribbon low.

    Then two kids skip through the middle, like from 12 o'clock to 6 o'clock on the circle. Then two other kids can skip through the middle from, say, 3 o'clock to 9 o'clock.

    Then everyone gets up and skips in the other direction, wrapping the ribbon around the pole in the other direction. Then they stop, and the kids who knelt get to stand and the kids who stood get to kneel. Then different pairs of kids skip through the middle again.

    For variety, this one could probably also be done with all the kids kneeling while the pair of kids skip across the circle.

Then what?

    Just repeat whatever sequences the kids have learned so that they put a weave on the pole. Every kid can have a turn dancing through the middle, or around, or whatever.

What is the significance of pairs of kids?


    Medieval Games or Tournament

    The dance seems to have two general types of moves: those done by everyone in unison, and those done by pairs. This makes it easier for kids to get the right cues during the dance. Try to always pair really young, immature, or inexperienced dancers with dancers who are likely to remember the moves. Then tell the dancers to be sure to dance in unison. Often, mistakes made in unison will still look right to an audience of doting parents and neighbors.


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