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Safari

March 15, 2012

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Safari is a very large area game (the larger, the better) where the 'hunters' roam the field hunting down animals for points. The animals have various defenses and values based on their difficulty to 'catch'. The game takes a very large number of participants, and an extremely large area to play in. Ideally you want the area to be about a 10 minute walk wide and a similar distance in length. The ideal location would have forested areas, an open field or two, and a lake/pond.

This game takes quite a bit of setup and staff...So don't wing it. You need 20-40 'staff' who will be the animals, and refs, and at least triple the number of players to be the hunters.

Materials

Overall

The Roles

Animal Information

Animal Minimum Number Ideal Number Points Area Found How it Acts
Guide 1 1 n/a At the Hunting Lodge Takes scores, records deaths, sells elephant guns.
Sherpa 2 3 n/a Anywhere Circulates the play area, collecting hunter tokens from animals, giving animal tokens back to animals, acts as a referee.
Crocodile 0 1 100 Within 15-20 feet of the shore, hidden or submerged Hides mostly, ambushes hunters (will not chase or stalk)
Elephant 1 1 170 Edge of fields or widely spaced trees Doesn't move around much, only attacks hunters if they come in range of your 'trunk'. Also will do short charges (15-20feet) to chase down hunters. Can only be killed if tagged by 3 or more hunters at a time and at least one of them has an elephant gun.
Gecko /
Chamelion
1 2 250 Dense brush, very well hidden Relies on it's camo. Doesn't move. Can only be caught once.
Giraffe 0 2 30 Open fields, or the edge of fields Passive, only attacks when attacked.
Hippo 0 1 130 Deep water, 50-100 feet out from shore Doesn't move around much, only attacks hunters if they come in range. Also will do short charges to chase down hunters. Can only be killed by an elephant gun.
Hyena 2 4 40 Edge of fields or widely spaced trees Roams in packs of 2 or more, moves constantly. Prefers to run than fight.
Kangaroo/Antelope 2 4 20 Open fields Roams in packs of 2 or more, moves constantly. Prefers to run than fight.
Leopard 1 1 70 Forest or dense brush Hides mostly. Ambushes hunters.
Lion 2 2 80 Open fields, or the edge of fields Agressive, while stalk and chase hunters
Merecat 2 4 10 open field, spread hoola-hoops (holes) about 15-20 feet apart scurries from hoop to hoop. Is safe in 'hole'.
Monkey 0 2 50 10 to 15 up a tree, or tree fort mostly stationary, never comes down. Tosses bits of bark and twigs to annoy hunters.
Poison Plant 0 1 10 light brush, semi-protected Doesn't move, shoots anything that comes within range.
Rhino 1 1 150 Open fields, or the edge of fields Agressive, will attack anything withing 10-15 feet. Can only be killed if tagged by 2 or more hunters at a time and at least one of them has an elephant gun.
Snake 2 2 60 Hard to get at areas (1 or 2 access points), or just inside door of empty buildings (washrooms, boathouse, etc). Strikes with sock at anything that comes close. Doesn't move much.
Warthog 0 1 30 Thick brush Hides in thick brush, only attacks hunters that come close.
Zebras 2 4 20 Open fields, or the edge of fields Roams in packs of 2 or more, moves constantly. Prefers to run than fight.
Totals: 19 37      

Game Setup

  1. Give each animal it's tokens.
  2. When the participants gather (next step) the animals will spread out and hide.
  3. Gather all the participants in a central area, where there is a building of some sort that you can call the hunting lodge.
  4. Divide the participants into 3 groups, red, blue, and yellow.
  5. Hand out a single life token to each participant.
  6. Explain the rules.
  7. Start the game timer.
  8. Release the hunters!

Game Play

Hunters

  1. A hunter catches an animal when they manage to tag it without being tagged by the animal first.
  2. When tagged the animal hands over one of it's tokens. While the transaction takes place, no other hunters may catch the animal.
  3. After the transaction is complete, the animal counts down out loud from 3, once the countdown is finished, it can be caught again.
  4. A hunter without a token can't hunt or even help hunt animals. If they are caught without a token then their team losses 100 points.

Animals

  1. If an animal tags a hunter, the hunter is dead. They must hand over their life token.
  2. Animals may still tag other hunters while collecting tokens. But as stated above, can't be caught.
  3. Animals with no tokens left are 'dead' and must sit or lay down with their hands on their heads until a sherpa returns their tokens to them.

Elephant Guns

  1. Elephant guns can be bought from the hunting lodge for 100 points.
  2. If a hunter with a gun dies, they may pass it onto another hunter or keep it.

Resurection

  1. When a hunter returns to the lodge, they can get another life token.
  2. A tally of hunter deaths is kept at the bottom of the score board.
  3. If there are no life tokens left, the dead hunters must wait until some are returned.

Sherpas

  1. Sherpas circulate the game collecting player tokens from animals, and returning them to the hunting lodge.
  2. They also return animal tokens back to the correct animals.
  3. If there are no life tokens left, the dead hunters must wait until some are returned.

Scoring

  1. When a hunter returns to the lodge, they can hand in the animal tokens they have collected.
  2. The tallys of each animal caught are put onto the scoreboard to show a rough running score.
  3. Tokens can only be submitted while there is time left in the game. Once the time is done, no more tokens will be accepted.

End Game

  1. Signal the end of the game, either with lots of yelling, a set time, air horn, whatever.
  2. When everyone has gathered, tally the points (3 elephant captures x 170 points each = 510 points!).
  3. Subtract 5 points for every death from the points total.
  4. The winning team is the one with the most points.