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This eBook from the Gutenberg Project consists of approximately 176 pages of information about Camping For Boys.

Campus Games

After supper is usually a period in the camp life rather difficult of occupation.  “Campus Games” appeal to most boys.  These games are designed especially for the after-supper hour, although they may be played at any time.

Circle Jumping

Stand the boys in a circle with all hands clasped.  One of the crowd lies down in the center with a rope as long as one-half the diameter of the circle.  To the end of the rope is tied a small weight like a sand bag.  He whirls the weight around with the full length of rope revolving with increasing rapidity.  As it approaches the players, they hop up and let it pass under their feet.  The one whose foot is touched is out of the game and the boy who keeps out of the way of the rope the longest is the winner.

Wolf

Here is a Japanese game full of fun and action.  Place a dozen or more boys in line, and have each fellow place his hands firmly on the shoulders of the boy in front of him.  Choose one of the fellows for the “Wolf.”  The first boy at the head of the line is called the “Head” of the Serpent, and the last fellow is the “Tail.”  The “Wolf” stands near the head of the Serpent until a signal is given.  Then he tries to catch the “Tail” without touching any other part of the snake.  The boys who form the body of the Serpent protect the “Tail” by wreathing about in all sorts of twists to prevent the “Wolf” from catching the “Tail.”  This must be done without breaking the line.  When the “Tail” is caught, the “Wolf” becomes the “Head,” and the “Tail” becomes the “Wolf.”  The last boy in line is the “Tail.”  The game can be continued until every boy has been the “Wolf.”

Rover, All Come Over

A line is marked dividing the campus.  All the boys gather on one side.  One boy in the center endeavors to have them step over the line by calling out, “Rover, Rover, all come over!” At the word “over” everybody is expected to run and cross the line, while the center man endeavors to catch one.  The one caught must help him catch the others.  If any one runs over before the center man calls “over,” he has to go to the aid of the catcher.  When all are caught the game begins again.

[Illustration:  German Nine Pins—­Camp Becket]

Indian and White Man

The game of “Indian and White Man” is interesting.  A circle is drawn on the campus.  It is supposed that the white people are travelling over the prairie, and at night time they prepare to camp.  The circle represents their camp.  The Whites lie down to sleep and sentries are posted.  The Indians discover the camp and endeavor to capture the Whites.  Then comes the battle royal.  Every Indian captured in the white man’s circle counts one, and every white man captured by the Indians outside the circle counts one for their side.  The game continues until all of either side are captured.  The players are divided into two groups.  The Indians are concealed in the bushes or some place unseen by the Whites and they make the attack.

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