Pooh Wide Game

Lynn


A QUEST TO FIND POOH'S HUNNY - WIDE GAME

This wide game was invented for a 'Winnie the Pooh' themed Guide camp, which took place in late August 1997, at Scarisbrick Guide Campsite, Lancashire, England. There were seventeen girls (aged 10-14) taking part, who were divided up into four Patrols. The site had a large grassy area and a wooded area to the side, which were both utilised in the game. However, I do not necessarily see this as a compulsory pre-requisite as long as there is sufficient space for the activities. There were three adults assisting with this game, which we found adequate, although we would recommend one more with this many Guides/Patrols.

The Patrols started at different stations and rotated around. The stations took a similar length of time to complete, apart from Station 5 which was more quickly completed than the rest. Therefore, if you have four groups, start them at Stations 1,2, 3 and 4 respectively.

START

Each Patrol was given a starting envelope with the following message inside:

Pooh has lost his 'hunny'. Your Patrol is trekking through 100 acre wood and will encounter obstacles and challenges before you can get to Pooh's House to help him find his 'hunny'.

X Patrol, you are starting at Station X.

STATION 1

Your Patrol has become separated. You will need to communicate by semaphore. You will find separate envelopes with the messages you have to communicate. Only open these envelopes when you have separated. Station A - this station - will communicate first. Station B is to decipher this message on the paper provided and return a message. Station A is to decipher this. (At this point please split your Patrol in two - half of you by one set of trees and half by the other).

The girls then opened their respective messages:

STATION 1A - SEMAPHORE MESSAGE:

'WATCH OUT FOR THE HEFFALUMP'

STATION 1B - SEMAPHORE MESSAGE:

'O.K. MEET AT NEXT STATION'

Equipment Needed:

- Two sets of semaphore flags (easily improvised if you don't have them)

- Cardboard (on which I tacked paper and attached a pen with string)

- Two Semaphore charts (photocopied to a large size, stuck on card and covered in clear plastic)

Hint:

- Adult needed to help Guides send semaphore the right way round (they tended to send mirror images!) and prevent them talking too loud and revealing the answer!

STATION 2

Tigger has been bouncing too much and is hurt. Using the sticks and string provided, make a stretcher for Tigger so Chirstopher Robin can take him home for some First Aid.

Equipment needed:

- A Tigger cuddly toy (or improvise)

- Sticks (we used ones from a gardening centre)

- String (we pre-cut into lengths)

Hint:

- We did this after we had tried knots and lashing earlier on in the day. Gives the Guides a good opportunity to practice this skill.

STATION 3

Owl can't spell (that's why he signs himself 'Wol'). He won't let you past until he knows who is in the forest. The quickest way of doing this is by drawing each other. Every member of the Patrol please draw someone else so that every member of the Patrol has a portrait drawn by another member.

When you are finished, put the Patrol member's name (that you have drawn) and your Patrol name on the BACK ONLY and return the sheets to a leader. Owl will see if he can identify everyone later.

Equipment Needed:

- Blank paper

- Pencils

- Cardboard (for a rest board)

Hint:

- This can be turned into another game later on in camp, as each Patrol has to identify who is who from the other Patrols.

STATION 4

You have just met Roo. He is lonely and wants a friend. He won't let you go until you find him a friend.

Make an animal friend for Roo by using the straws, sticky tape and the natural objects around you.

Equipment Needed:

- Straws

- Sticky tape

Hint:

- This can be turned into a competition to see who can make the best friend for Roo. This station was very successful and sone great things were made using leaves, flowers, berries, etc. We didn't have a problem in our campsite with this, but you might need to emphasise information about poisonous items, wild flowers that shouldn't be picked, etc.

STATION 5

A gate to the next part of 100 acre wood is locked. To open it, you need the key. The key is not a normal key, but a 100 acre wood one. Find natural objects to fits these shapes and the door will open and you can progress to the next stage.

Equipment Needed:

- Cardboard with 'nature type' shapes drawn on, e.g. stick, leaf shapes etc.!

Hint:

- Don't make this too easy!

When all stations are complete, Patrols return to the Guider-in-Charge to receive further instructions contained in an envelope:

'Pooh is not a very modest bear.

Collect all the X coloured cards with letters on that are around 100 acre wood. There are X letters in total. Unscramble the word. Find a leader and tell him/her the word. They will then direct you to Pooh's House where you can find the 'hunny'.'

Equipment Needed:

- Squares of paper/card with individual letters written on (different colours for each Patrol), hole punched with string attached, hidden around the campsite.

Words used:

- FANTASTIC

- WONDERFUL

- BRILLIANT

- MARVELLOUS

Hint: Make a note of where all these are hidden, we managed to lose three letters that did not appear again for the rest of camp!

Once the Guides have unscrambled their word, they come back to you, and you direct them to somewhere where they can find the 'hunny'.

I had a joke here and found a picture of Pooh with a hunny pot stuck over his head and I had attached a message 'Too late! Pooh has found his hunny and has eaten the lot!' However, I then gave them Crunchie bars (chocolate covered honeycomb snack). You might like to find an equivalent, or something else with honey in.


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