Throwback Thursday: Night Eyes

Night Eyes

To prepare for this game, you need to make a set of night eyes.  Take black Bristol board or foam core and cut it into pieces approximately 10 cm to 15 cm.  Cut eyes out of red reflecting tape (the type used for bicycles).  Peel off the back and stick them to the boards.  Poke a pair of holes near the top of the board and thread through a loop of string so you can hang the boards from trees or bushes.

At night, flashlights will pick up the night eyes from a distance and they will appear like a slightly scary eyes in the night.

You can use night eyes in a variety of ways.

  1. Set a trail through the woods to a nighttime snack
  2. Put one word of a longer “passphrase” on each card.  The girls gather up all the words and then must solve the puzzle
  3. Use the eyes to mark the location of different parts to a puzzle
  4. If you are more crafty, you can cut the eyes out to represent different types of nocturnal animals. Then the girls can guess what sort of animals they are suppose to be based on the shape of the animal and their height off the ground.  You can also make different shapes, I once made a set representing the planets in our solar system.

For younger girls, if you want the eyes to be “on” all the time, you can cut eye shaped holes out of a toilet paper roll, and stick a light stick inside.

Once your game is over, be sure to collect them before they are destroyed by the dew.  My set has lasted me for years.

Throwback Thursday: Car Rally

Car Rally

This game is best played at dusk.

To play this game you will need 5 leaders, a circle of rope and two flash lights for each team.  A map of the play area with 5 stations marked on it and pencils.

Divide the group into teams of four. Each team is given a 5 m (8 m for Covid-19 social distancing) piece of rope tied in a circle.  They must travel in a group each member holding onto the rope. One person is the car engine, they are encouraged to make sound effects. Two people act as headlights, carrying their flashlights and lead the way.  The fourth person is the navigator.  She carries the map and the pencil to present at each checkpoint.  Teams assemble at the starting station.  The cars are sent out at two minute intervals.  Teams are given verbal instructions to the first check point where a leader waits.  Here the car performs the requested action and is then sent on its way to the second checkpoint.  Each leader signs the paper to show that the car reaches the proper destination.  Each team is timed and given a score when they hand in their sheets.

Stations:

  1. Mechanical warm up – Do 10 jumping jacks
  2. Engines ready – jog on the spot while counting to 30
  3. Brake test – run around a tree.  When leader blows the whistle, car stops, when whistle sounds again, car starts.
  4. Rotate tires – everyone changes positions in the car.
  5. Dead Man’s Curve – Everyone uses baby steps for 50 m.
  6. Home – turn in signed map.

You can substitute other station activities if you want to cover specific program

Night Raid

This game adapts to lots of different themes depending on who the sentinels and the stalkers pretend to be.  It is similar to the Bell Stalking Game but is played with a different set up.

This game can be played during the day but is better at night or at least dusk.

To play you need an open door.  Two girls are picked as sentinels and they stand blind folded on either side of the door, at least two meters apart.  All the other girls are stalkers and scatter throughout the play area.  On the game leaders signal, the stalkers try to sneak though the door as quietly as they can.  If the sentinels hear them, they are out for the round.  If two girls make it though the door then the round is over. The two girls who sneaked though the door become the new sentinels.  If the sentinels catch all the stalkers, they win and the game leader should pick new sentinels for the next round.

Sun Down and Sun Up Challenge

The Sun Down to Sun Up challenge has been out for a couple of years but I haven’t featured it before.  It features skills useful at night (although many of the parts of the challenge can be done during the day). Glow in the dark crafts, astronomy and nocturnal animals are some of the topics covered.  It  would make a great theme for a camp, especially in the fall or winter, when you will have more night to work with.  Or for a Pathfinder/Ranger wake over.

Night Eyes

To prepare for this game, you need to make a set of night eyes.  Take black bristol board or foam core and cut it into pieces approximately 10 cm to 15 cm.  Cut eyes out of red reflecting tape (the type used for bicycles).  Peel off the back and stick them to the boards.  Poke a pair of holes near the top of the board and thread through a loop of string so you can hang the boards from trees or bushes.

At night, flashlights will pick up the night eyes from a distance and they will appear like a slightly scary eyes in the night.

You can use night eyes in a variety of ways.

  1. Set a trail through the woods to a nighttime snack
  2. Put one word of a longer “passphrase” on each card.  The girls gather up all the words and then must solve the puzzle
  3. Use the eyes to mark the location of different parts to a puzzle
  4. If you are more crafty, you can cut the eyes out to represent different types of nocturnal animals. Then the girls can guess what sort of animals they are suppose to be based on the shape of the animal and their height off the ground.

For younger girls, if you want the eyes to be “on” all the time, you can cut eye shaped holes out of a toilet paper roll, and stick a light stick inside.

Once your game is over, be sure to collect them before they are destroyed by the dew.  My set has lasted me for years.

Eco-location

This is a night game, played without flashlights.  It is best played in a wide open dark field, where walking into something is not a safety issue.

Before playing, explain briefly that bats and dolphins use eco-location to navigate.  Some humans have even learned how to do it.

Divide the girls into pairs.  Group of three will work too if you have a large play area.  Each group is given a few moments to agree on a sound. It could be a hum, clicks, an animal sound etc but no words.

One girl from each pair goes to each end of the playing area.  Upon a signal, the girls move towards the middle of the play area making their sound until they find their partners.

You might want to have the girls find a different partner and try again before discussing what it is like to identify someone by sound.

Night Prowlers

Divide the girls into teams.  Four leaders or older girls represent nocturnal animals that live in the forest.  These could be a bat, owl, raccoon, firefly etc.  These four people hide in the playing area and turn on their flashlight every 2 or 3 minutes.  The teams try to find them.  If they find an animal they must guess what animal it is by asking three questions.  If they are wrong the “animal” may move to a new hiding place.  If they guess correctly they get a card with the animal name on it.  The team that finds and identifies all four animals first is the winner.

Car Rally

This game is best played at dusk.

To play this game you will need 5 leaders, a circle of rope and two flash lights for each team.  A map of the play area with 5 stations marked on it and pencils.

Divide the group into teams of four. Each team is given a 5 m piece of rope tied in a circle.  They must travel in a group each member holding onto the rope. One person is the car engine, they are encouraged to make sound effects. Two people act as headlights, carrying their flashlights and lead the way.  The fourth person is the navigator.  She carries the map and the pencil to present at each checkpoint.  Teams assemble at the starting station.  The cars are sent out at two minute intervals.  Teams are given verbal instructions to the first check point where a leader waits.  Here the car performs the requested action and is then sent on its way to the second checkpoint.  Each leader signs the paper to show that the car reaches the proper destination.  Each team is timed and given a score when they hand in their sheets.

Stations:

  1. Mechanical warm up – Do 10 jumping jacks
  2. Engines ready – jog on the spot while counting to 30
  3. Brake test – run around a tree.  When leader blows the whistle, car stops, when whistle sounds again, car starts.
  4. Rotate tires – everyone changes positions in the car.
  5. Dead Man’s Curve – Everyone uses baby steps for 50 m.
  6. Home – turn in signed map.

Morse Code

A night game

Divide the players into teams of 4.  Each team is given a different code (e.g. two short flashes, one long flash)  Players scatter throughout the playing area and must stay quiet until the game is complete.  On “go” players have to find their teammates by flashing their light code.  The first team to assemble itself and return to the leader wins.