Discussion:
north south east west game...
(too old to reply)
Connor T
2004-09-14 20:48:26 UTC
Permalink
Hi,

I remember a game from ages ago, where you shout north south east west, err,
and a load of other things, and the scouts have to do something accordingly.

others were boom coming over, captains aboard etc etc!

Does anyone else remember that? is there a full list somewhere of all the
possible things to shout?

Thanks!
Dan
Doreen Pechey
2004-09-14 21:30:00 UTC
Permalink
Post by Connor T
I remember a game from ages ago, where you shout north south east west,
err, and a load of other things, and the scouts have to do something
accordingly.
others were boom coming over, captains aboard etc etc!
Does anyone else remember that? is there a full list somewhere of all
the possible things to shout?
I remember these as two versions of the same game. Instructions are shouted, and the last person to obey them, or anyone who obeys them incorrectly is 'out'.

So with "North, South, East and West" a compass direction is shouted, and the Scouts, Guides, whatevers, have to run to that end or corner of the room. The last one
(or ones) there are out, or anyone who runs to the wrong end or corner. Include NE, SE, SW and NW. I suppose you could go to 16 points, but then it's more difficult to
see if the youngsters are in the correct place or not.

The other version is variously known as "Boom Coming Over", or Captain's Coming Aboard", where the leader shouts various phrases, and the youngsters mime an
action. I don't know where these are all written down, but here are some I remember, and I expect others will add to them.

Captain's coming aboard: Stand to attention and salute.
Admiral's coming aboard: Stand to attention and salute - but stay saluting until told the Admiral's gone, use this to get extra ones out!
Boom coming over: duck.
Sweep the decks: pretend to sweep the decks.
Climb the rigging: pretend to climb rigging.
Captain's wife: everyone curtseys.
Captain's daughter: pose like model, or pretend to put lipstick on.
Man overboard: various, including finding a partner.

Ooooh, it's amazing what you can find through Google:
http://www.teachingideas.co.uk/pe/pirateship.htm

Being a boring old woman, I have also used this to teach Guides whistle and hand signals.

Good Luck
Doreen
Neil Williams
2004-09-14 21:49:08 UTC
Permalink
Post by Doreen Pechey
Captain's coming aboard: Stand to attention and salute.
Admiral's coming aboard: Stand to attention and salute - but stay saluting until told the Admiral's gone, use this to get extra ones out!
Boom coming over: duck.
Sweep the decks: pretend to sweep the decks.
Climb the rigging: pretend to climb rigging.
Captain's wife: everyone curtseys.
Captain's daughter: pose like model, or pretend to put lipstick on.
Man overboard: various, including finding a partner.
With my Cubs...

Scrub the decks - down on your hands and knees, make scrubbing motions
Boom coming over - dive on the floor out of the way
Man overboard - go to sides of room and "look out" for person
Man the lifeboats - get into your sixes
Shark attack - run around the room screaming BUT stop completely still
as soon as the Leader raises their hand (this is how you get them out
as they're normally not watching)
(plus some of yours above)

I tend to use North, South, East and West rather than the "ship's"
directions that some do. If I'm feeling particularly evil I use the
following to catch people out...
- Add more compass directions (NW, NE, SW, SE)
- Shout the same thing twice - anyone who moves is out
- Shout several instructions in close succession to cause confusion
(works especially well to combine a direction with "Boom coming over"
or vice versa).

It's pretty good for running energy off at the start of the meeting or
before doing something quieter, not to mention teaching compass skills
on the quiet.

Neil
--
Neil Williams in Milton Keynes, UK
To e-mail use neil at the above domain
Dave Mayall
2004-09-15 07:42:37 UTC
Permalink
Post by Neil Williams
Post by Doreen Pechey
Captain's coming aboard: Stand to attention and salute.
Captain's coming = stand to attention, Captain's on deck = salute
Post by Neil Williams
Post by Doreen Pechey
Admiral's coming aboard: Stand to attention and salute - but stay saluting until told the Admiral's gone, use this to get extra ones out!
Boom coming over: duck.
Flat on the deck here
Post by Neil Williams
Post by Doreen Pechey
Sweep the decks: pretend to sweep the decks.
Climb the rigging: pretend to climb rigging.
Clear the decks = everybody off the floor.
Post by Neil Williams
Post by Doreen Pechey
Captain's wife: everyone curtseys.
Captain's daughter: pose like model, or pretend to put lipstick on.
Wolf whistle here.
Post by Neil Williams
Post by Doreen Pechey
Man overboard: various, including finding a partner.
With my Cubs...
Scrub the decks - down on your hands and knees, make scrubbing motions
Boom coming over - dive on the floor out of the way
Man overboard - go to sides of room and "look out" for person
Man the lifeboats - get into your sixes
Lifeboats 4 (or some other number) sit on the floor in groups of that
number and row.
Post by Neil Williams
Shark attack - run around the room screaming BUT stop completely still
as soon as the Leader raises their hand (this is how you get them out
as they're normally not watching)
Submarines = hit the deck and one leg up as a periscope.
Post by Neil Williams
(plus some of yours above)
I tend to use North, South, East and West rather than the "ship's"
directions that some do. If I'm feeling particularly evil I use the
following to catch people out...
- Add more compass directions (NW, NE, SW, SE)
- Shout the same thing twice - anyone who moves is out
- Shout several instructions in close succession to cause confusion
(works especially well to combine a direction with "Boom coming over"
or vice versa).
It's pretty good for running energy off at the start of the meeting or
before doing something quieter, not to mention teaching compass skills
on the quiet.
Neil
--
Dave Mayall
Alastair Rainsbury
2004-09-15 14:45:08 UTC
Permalink
Post by Dave Mayall
Post by Doreen Pechey
Captain's coming aboard: Stand to attention and salute.
Captain's coming = stand to attention, Captain's on deck = salute
Post by Doreen Pechey
Admiral's coming aboard: Stand to attention and salute - but stay
saluting until told the Admiral's gone, use this to get extra ones out!
Boom coming over: duck.
Flat on the deck here
With our cubs we often play a really cut down version of this called 1,
2, 3.

All the YP start in one corner, if I shout 1 they run the length of the
hall, 2 they run the width, 3 diagonally. As has been mentioned else
where, shouting out a whole stream of them can be fun. Often, the sporty
types will try to follow the instructions, whilst the brainy types will
stand still and think it out, thus evening up the game away from the
sporty ones.
--
Alastair Rainsbury (***@rainsbury.com)

Akela 1st Marple Bradshaw Cub Scouts
Owen Morris
2004-09-16 12:01:41 UTC
Permalink
Post by Alastair Rainsbury
With our cubs we often play a really cut down version of this called 1,
2, 3.
All the YP start in one corner, if I shout 1 they run the length of the
hall, 2 they run the width, 3 diagonally. As has been mentioned else
where, shouting out a whole stream of them can be fun. Often, the sporty
types will try to follow the instructions, whilst the brainy types will
stand still and think it out, thus evening up the game away from the
sporty ones.
Equally fun is to start each Six in a different corner of the room and see
how long it takes for them to get confused and all end up in the same place
anyways.
--
Owen Morris (***@devnull.farndonscouts.org)
1st Farndon Scout Group (http://www.farndonscouts.org)
ScoutLink Network Administrator (http://www.scoutlink.net)
PeterH
2004-09-16 15:46:36 UTC
Permalink
On Thu, 16 Sep 2004 13:01:41 +0100, "Owen Morris"
Post by Owen Morris
Post by Alastair Rainsbury
With our cubs we often play a really cut down version of this called 1,
2, 3.
All the YP start in one corner, if I shout 1 they run the length of the
hall, 2 they run the width, 3 diagonally. As has been mentioned else
where, shouting out a whole stream of them can be fun. Often, the sporty
types will try to follow the instructions, whilst the brainy types will
stand still and think it out, thus evening up the game away from the
sporty ones.
Equally fun is to start each Six in a different corner of the room and see
how long it takes for them to get confused and all end up in the same place
anyways.
Now that really is mean .... must try it!

PeterH

A Kerr-Munslow [Mad Hatter]
2004-09-14 21:32:05 UTC
Permalink
Post by Connor T
I remember a game from ages ago, where you shout north south east west, err,
and a load of other things, and the scouts have to do something accordingly.
others were boom coming over, captains aboard etc etc!
This is two different versions of the same game. Most familiar to me is
"Port, Starboard, Lifeboat, Quarterdeck" so I shall describe that.

Decide on the top of your hall, longways. This represents the bow of the
ship. Facing it, the left is "port", the right "starboard". The
quarterdeck on a ship is the rear section of the upper deck, so is behind
you. Ahead are the lifeboats.
On the call "port" everyone runs to the left wall,
"starboard" right,
"quarterdeck" back,
"lifeboat" front.
Practise this for a bit if it's new to them.

Usually the last to arrive at a wall or take part in an action is out or
loses one of three lives (depending on how long you want the game to
last.) If the action requires pairing up, then anyone without a
partner loses a life. Some actions have specific other causes for losing
a life.

Actions:
Scrub the decks - mime scrubbing, on your knees.

Mop the decks - mime mopping, standing up.

Climb the rigging - mime climbing up rigging

Captain's coming - find a partner; both salute and one says "aye, aye,
cap'n"

Admiral's coming - salute and stand to attention till the leader has
walked around the room, and called a new command. Lose a life if you
move.

Meet the captain's wife - find a partner; one curtseys, the other bows and
say "Good morning Ma'am"

Meet the captain's daughter - find a partner; one curtseys and other tip
toes and does a half bow

Meet the first mate's girl (for older YP say mistress) - find a partner;
one wiggles the hips and the other says "oooh" in a faux sexy voice
(sarcastically) or wolf whistles

Walk the plank - walk in a straight line one foot in front of the other,
arms out as if balancing.

Boom coming over - leader makes action of boom moving across the deck,
i.e. a horizontal straight arm sweeping across, players duck down.

Submarines - players lie on the floor with 1 leg raised like a periscope.
If you have people in skirts, make the rules raise an arm instead.

Shark attack - crouching down, place a flat hand vertically upwards over
the head and make dun-er sounds, akin to Jaws

Hit the deck - lie flat down on your stomachs as quickly as possible

Fire the cannon - in pairs, players mime lighting a cannon, shout "boom"
and jump backwards

Crow's nest - peer into the distance, hand shading eyes, and shout "land
ahoy"

Rats on board - jump from foot to foot, screeching

Bombs overhead - crouch, covering head for protection until "all clear" is
shouted - anyone moving before the all clear loses a life.

Pieces of eight - flap like a parrot and say "pieces of eight" in a
parrotty voice

Mutiny - find a partner and have a sword fight

Stormy weather - mime not being able to stay on your feet, swaying from
side to side

6 to a lifeboat - players get in groups of 6, sitting on the floor, legs
apart, between the legs of the person behind - like chevrons >>>> - and
mime rowing. You can change the number, 6 is just an example. Usually
any group of less than 6 loses a life.

Man over board - there are lots of variations on this;
In threes, 2 join hands to make a ship and the 3rd stands in the middle,
hand shading eyes, peering for the fallen sailor.
Jump as if going overboard and sink down holding nose with one hand,
other arm flailing
Jump as above, grab a partner and swim back to the centre of the room
In pairs, piggy back a partner
Lie on your back and pretend to do the back crawl.

Hope that gives you enough to be getting on with,

Amanda
Karl Pollak
2004-09-15 01:37:13 UTC
Permalink
x-no-archive: yes
Post by A Kerr-Munslow [Mad Hatter]
Decide on the top of your hall, longways. This represents the bow of the
ship. Facing it, the left is "port", the right "starboard".
Actually, the directions are already given by the postion of your flag.
Wherever your flag is that is the stern of the landship. All other
directions are derived from that point.
--
Karl Pollak, Richmond, British Columbia
Sea Scouting in Canada at http://www.seascouts.ca/
Micheal Artindale
2004-09-15 02:27:48 UTC
Permalink
Post by Karl Pollak
x-no-archive: yes
Post by A Kerr-Munslow [Mad Hatter]
Decide on the top of your hall, longways. This represents the bow of the
ship. Facing it, the left is "port", the right "starboard".
Actually, the directions are already given by the postion of your flag.
Wherever your flag is that is the stern of the landship. All other
directions are derived from that point.
So, if you put the flag on the east side of your meeting hall, and you say
"North" that is where the flag is?

When ever i play this, north is the closest wall to true north, or magnetic
north.

Micheal
Owen Morris
2004-09-15 04:12:58 UTC
Permalink
Post by Micheal Artindale
Post by Karl Pollak
x-no-archive: yes
Post by A Kerr-Munslow [Mad Hatter]
Decide on the top of your hall, longways. This represents the bow of the
ship. Facing it, the left is "port", the right "starboard".
Actually, the directions are already given by the postion of your flag.
Wherever your flag is that is the stern of the landship. All other
directions are derived from that point.
So, if you put the flag on the east side of your meeting hall, and you say
"North" that is where the flag is?
When ever i play this, north is the closest wall to true north, or magnetic
north.
Micheal
we are talking two different games for a start...

stern is where the flag is, bow is opposite end of the hall (I hope i got
that the right way round... can never remember)... which leaves port and
starboard as left and right of the flag.


North, South, East, West... I pick a random side as North (ok, so usually
the wall that has the flag). So far as the game is concerned, knowing the
relative place of one to the next is more important than knowing where they
lie in relation to a particular building... so wherever I say is north is
north for that game.
--
Owen Morris (***@devnull.farndonscouts.org)
1st Farndon Scout Group (http://www.farndonscouts.org)
ScoutLink Network Administrator (http://www.scoutlink.net)
Karl Pollak
2004-09-15 05:12:25 UTC
Permalink
x-no-archive: yes
Post by Micheal Artindale
Post by Karl Pollak
Actually, the directions are already given by the postion of your flag.
Wherever your flag is that is the stern of the landship. All other
directions are derived from that point.
So, if you put the flag on the east side of your meeting hall, and you say
"North" that is where the flag is?
When ever i play this, north is the closest wall to true north, or magnetic
north.
Michael, if you read her post carefully, Amanda spoke about directions on a
ship, not the cardinal points of a compass. For that matter, so did I.
--
Karl Pollak, Richmond, British Columbia
Sea Scouting in Canada at http://www.seascouts.ca/
A Kerr-Munslow [Mad Hatter]
2004-09-15 07:00:54 UTC
Permalink
Post by Micheal Artindale
Post by Karl Pollak
x-no-archive: yes
Post by A Kerr-Munslow [Mad Hatter]
Decide on the top of your hall, longways. This represents the bow of the
ship. Facing it, the left is "port", the right "starboard".
Actually, the directions are already given by the postion of your flag.
Wherever your flag is that is the stern of the landship. All other
directions are derived from that point.
So, if you put the flag on the east side of your meeting hall, and you say
"North" that is where the flag is?
When ever i play this, north is the closest wall to true north, or magnetic
north.
If you are playing with compass directions, use true north or a wall
designated as nearest to true north, as appropriate, while maintaining the
orientation of your ship to the hall. Ships don't all point the same way.
To really complicate things, I've seen someone say part way through the
game that the ship has turned 45 degrees clockwise. That really caught
the kids out.

Amanda
--
White Rabbit: I'm so late! I'm so very, very late!
Mad Hatter: Well no wonder you're late...Why, this clock is exactly
two days slow!
-- Lewis Carroll
Dave Laird
2004-09-16 06:47:50 UTC
Permalink
Post by A Kerr-Munslow [Mad Hatter]
If you are playing with compass directions, use true north or a wall
designated as nearest to true north, as appropriate, while maintaining the
orientation of your ship to the hall. Ships don't all point the same way.
To really complicate things, I've seen someone say part way through the
game that the ship has turned 45 degrees clockwise. That really caught
the kids out.
I play this game with my cubs using an elongated diamond shape (about 3ft
long) painted red at one end and black at the other, which I hold above
my head pointing in the direction that is currently "North".

Shouting "South" and then turning 180 degress and shouting "North" gets
'em every time.

Dave
A Kerr-Munslow [Mad Hatter]
2004-09-15 06:58:42 UTC
Permalink
Post by Karl Pollak
x-no-archive: yes
Post by A Kerr-Munslow [Mad Hatter]
Decide on the top of your hall, longways. This represents the bow of the
ship. Facing it, the left is "port", the right "starboard".
Actually, the directions are already given by the postion of your flag.
Wherever your flag is that is the stern of the landship. All other
directions are derived from that point.
Actually, this game is not always played in a hall with a flag/flagstaff
so it is not the best way of deciding. It's not a uniquely Scouting game
and not all Scout or Guide units meet in a hall with the facilities to
have a flag out. My instructions were generic for any hall, and
situation, once the bow has been decided. True though that the stern flag
has superior position to any other flag on a ship.

Amanda
--
White Rabbit: I'm so late! I'm so very, very late!
Mad Hatter: Well no wonder you're late...Why, this clock is exactly
two days slow!
-- Lewis Carroll
Sean McIntyre
2004-09-15 09:08:26 UTC
Permalink
A version of this game which I used as a teaching aid is like this.
You allocate N,S,E,W to the sides of the hall.
Then instead of shouting actions like man overboard you simply call out a
place name and they run to that direction of the den.
e.g. Call out Shetland Islands and they all go to the North wall.

This is a useful geographic teaching tool and helps kids become familiar
with where places are.
This game can be played on a local, national or even international level.

g'd luck,
Sean Mc

************
www.bandonscouts.com

************
Post by Connor T
Hi,
I remember a game from ages ago, where you shout north south east west, err,
and a load of other things, and the scouts have to do something accordingly.
others were boom coming over, captains aboard etc etc!
Does anyone else remember that? is there a full list somewhere of all the
possible things to shout?
Thanks!
Dan
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