30Mar05

Codes and Signals Level 1

Hall

Leader: Rama

Duty Six: Tawny


18h00 - 18h15

Opening parade, inspection

18h15 - 18h30

Game - 007

The teams are lined up as for a relay and told that they are looking for a new James Bond. This is a trial to see whether anyone would be good enough to take the part - set the scene.


Each player in turn has to go to the top secret establishment at the opposite end of the hall and retrieve the secret plans which they get by just touching the wall. However there are a number of hazards en-route. They have to:

- crawl under the barbed wire;

- jump over the stream filled with pirhana fish

- creep through the trembler minefield - any shock will set them off

- climb over the barbed wire

- creep under the low laser beam and jump over the high one.

Of course they mustn't make any noise or they will wake up the guard with his machine gun in the observation tower.


None of the objects actually exist. They all have to be remembered and the appropriate action taken. If help is needed they can sign to their team who can mime the next action.


Each person has to go through all the hazards to the wall and back again without 'dying' in the attempt.

18h30 - 18h40

Phonetic Alphabet - Take turns spelling names, leader names, etc

- Alpha Bravo Charlie Delta Echo Foxtrot Golf Hotel India Juliet Kilo Lima Mike November Oscar Papa Quebec Romeo Sierra Tango Uniform Victor Whiskey X-ray Yankee Zulu

18h40 - 19h10

Create a code - talk briefly about different codes. Cubs design their own, and give it to another Cub to try and decode.

19h10 - 19h20

Game “My secret equipment...” or story/song - In turn each Cub adds to the equipment that has been provided for a secret mission. The Cubs have to repeat all the previous equipment, and add their own.

19h20 - 19h30

Closing parade, badges

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