Knots to be included:
The group is divided into two patrols. Each player has one rope. At the signal, each player ties the specified knot to the rope of the player ahead of him. A tug of war is held. All the knots of the winning patrol must hold and must be easily untied for the score to count.
Two players per round. Each player has a rope long enough to separate them over a space or water barrier. At the signal, each boy ties a bowline on a bight the right size to fit over his shoulder. At the second signal, the boys pull against each other attempting to pull the other through the barrier or into the water. The winner must have a proper bowline on a bight and be able to untie the bowline for the score to count.
Half of each patrol is stationed on each side of a water or other barrier. The first player ties a bowline on a bight such that it fits around his shoulder. He coils the remaining rope and throws it to his partners on the opposite shore. He is pulled across. The process of repeated from the opposite shore until the entire patrol is on the opposite side from where they started. Proper, easily untied bowlines must be used.
variation: All but one of the patrol stranded on a canoe, boat or island and all must be pulled to shore.
Each patrol is to pull logs or similar items across a space or distance using a timber hitch with a single half hitch for fastening on to the log. Winning patrol is patrol with all logs hauled with proper hitch.
The patrol is given a rope approximately 100 feet long and a heavy log (about 8 feet long). The patrol is to tie the rope to the log suitable for hauling it, and then tie bowlines on a bight to fit their shoulders so they can haul the log using the bights thus made. The race may be timed, or if enough ropes are handy, made a true race.
Each player on each patrol has a rope. Each player in turn is to anchor himself to a stake with the clove hitch or mooring hitch. This is best played in the water, but works on land also. Winning patrol is first patrol all moored with proper hitch.
The patrols line up some distance from the tying equipment. At the signal, the first player races to the tying equipment and ties the specified knot or hitch. A judge checks for correctness. The player races back to his group and tags the next player, who repeats the process. This continues until all the players have had their turn. If the number of players per patrol is uneven, the smaller patrol may have to have players go more than once.
variation: The knot to be tied may be drawn from a hat by each player when he reaches the tying area. This allows for a variety of knots to be expected of the players.
Each patrol is gathered around their leader. At the signal, each patrol ties the knot or hitch announced by the judge. When finished, they give their patrol yell. The first patrol to give their patrol yell and have the correct knot or hitch wins.
note: This is especially good for groups in which the knot tying skills vary greatly.
Each patrol in on one side of a gully, marked space, preferably with strong trees on eithor side. They must get the entire patrol across the space, chasm, using ropes. Several long and short ropes per patrol are supplied. Winning patrol is first patrol across the space, chasm.
TRIANGULAR TUG OR WAY (aka CIRCULAR TUG OF WAR)
Three or more players, each with a rope about ten feet long, stand around a marked circle about three feet in diameter (or more depending on the number of players). On the signal, they tie their rope to the rope of the player on their right with the specified knot. On the second signal, they position themselves around the circle, inside the circle of ropes. On the third signal they attempt to pull or push each other using only the ropes in such fashion that one of the players if forced to step inside the circle. Upon stepping inside the circle that play in eliminated, and the game proceeds until all players but one are eliminated. The winner is the last player not eliminated.
Several lengths of rope are tied together with various knots and stretched
between two trees. The patrol walks the rope and then attempts to
list correctly all the knots including the ones holding the rope to the
trees. One point for each correctly
named knot.
variation: The individuals are blindfolded as they walk along the rope.
variation: The patrol has a recorder at the end of the line, and the individuals call out the knots as they pass them. (This may be done eithor with or without blindfolds.) (This tests each individual rather than the group as a whole.)
Clove Hitch
The group is gathered in their patrols. The Competition Master hands to each patrol leader a set of cards. On each card is the name of a knot, hitch or lash. The first patrol with all the knots, hitches and lashes correct wins.
Each patrol in turn in given a knot, lash or hitch to tie. A portion of the hangman is drawn on the board on in the dirt for each one they miss. The first patrol to have their hangman completed loses.
note: This is very similar to the spelling game hangman.
The follow knot learning games involve participants tying each other.
This requires basic rules. No harassment of the tied individual.
No painful, embarassing, or punishing ties permitted. All individuals
participating must agree to being tied, voluntarily. No one can be
forced to play these games. Teenage boys really enjoy these,
and they are included here as a possible way to encourage them to learn
knots. These are not considered suitable for coed play.
HOGTIE
Each member of the group is tied in turn by the remainder of the group. (The tiee may be randomly selected or appointed by the leader of the game.) The object is for the group to tie the feet of the resisting victim together. Each player has two pieces of rope. The winner is the person taking longest to tie.
OB variation: The tiee must be completely hogtied with hands tied
together behind back, feet tied together and hands tied to feet.
RULES: 1. Nothing around the neck.
2. If a tiee complains is a tie being to tight, it shall be removed
or loosened.
3. A sharp knife must be present for quick release.
variation: A time limit may be set, in which case the winning team is the team with fewest players out. (This is a rough variation.)
RULES: as in Hogtie.
ROUND ROBIN TIE
In groups of 2 to 6, each player is tied in turn by the other players for a preset (or drawn from a deck of cards) tie. The tie used may be chosen by the group before hand, or drawn for each individual from a deck of ties. The purpose may be experimentation with new ties or just a fair and equal round of tying.
RULES: 1. Nothing around the neck.
2. If tiee complains
of a tie being too tight, it shall be removed or loosened.
3. A sharp knife must
be present for quick release.
RULES:
as in above games.
Each patrol has an equal supply of rope. Each patrol has 5 minutes to tie up a nonresisting patrol leader of an opposing patrol. All knots. lashes and hitches must be correctly done. After the knots and hitches and lashes are verified as correct, the patrol leaders each attempt to untie themselves. The winning patrol is the patrol whose patrol leader unties himself first.
variation: The patrol ties up its own patrol leader. The winner is judged by an independent judge as to quality of tie and correctness of knots, lashes, and hitches.
RULES: as in above two games
The group plays a series of hands of any card game. The first to lose three hands is tied, unresisting, by the remainder of the group for ten mintues. Counting of the hands lost, starts fresh after each tie. (The number lost to be tied may be varied.) (The length of time for the tie may be preset by the group at a different length of time).
variation: The length of time of the tie is determined by the
tiee drawing a card. The value of the card (face cards J = 11, Q
= 12, K = 13, A = 14) is the length in minutes of the tie.
variation: The counting of the hands lost is not reset to zero
after each tie but each player continues to accumulate hands lost.
As a player reenters the game after being tied, his score is reset to zero.
(This makes for a faster game.)
variation: A deck of 5x3 cards may be prepared. On each card is a different tie named or described. The tiee draws a card from this deck and is tied with the tie named or described on the card he has drawn.
RULES: as in above games
variation: Those to be tied are selected by some random system. (Suggestion: use drawing names from a hat or assigned numbers and a die or dice.) The number to be tied each round could be chosen by random by using the luck of the draw or the roll of a dice, or could be half of the group. The individual or individuals tying specific individuals could also be by random system. (Again, a suggestion is to draw from a hat or use assigned numbers and a die or dice.)
variation: Those being tied for the race each draw a tie from the deck of ties, thus introducing an element of luck.
variation: The individuals tied may assist each other. If half the group is tied, then the competition is to see which half of the group can tie the other half for the longer time.
var. More than two people may be involved. The length of ropes will necessarily be longer.
In #1 SIDEBET, if the loser of the bet is out before the bet number of minutes, he gets to tie the winner for the remaining number of minutes. If this second tie does not use up the time, the betters shall alternately tie each other until the entire number of minutes is completed.
Alternately, #2 SIDEBET may be agreed to. In this, if the loser is out before the bet number of minutes, he gets to tie the winner for the originally bet number of minutes. This second tie completes the bet even if the winner is out before the bet number of minutes.
Alternately SIDEBET #3 If the loser has untied himself before the bet number of minutes, he is retied and retied until the bet number of minutes is completed.)
By common agreement, over the years, a standard format
for the paying off of the bet has arisen. Deviation from the standard
format may occur if agreed upon or negotiated for by the betters.
The format is as follows.
1. The time, place, and observers of the tie shall be agreeable
to all betters. The tie shall take place as soon after the bet as
possible and agreeable. No undue delays permitted.
2. The tiee shall wear gym trunks only.
3. The tiee has the choice of tying material. (it must
be readily available and suitable to making the tie.)
4. Tier has the choice of tie.
5. The time starts when tier has finished making the tie.
6. No harassments, interferences, annoyances or readjustments
of any kind are permitted, except as agreed upon by both tiee and tier
in advance or in rule 2 below.
7. Tiee shall be promptly released after the bet time.
8. The maximum time a person may be tied at one time is 30 min.
RULES: 1. Nothing around the neck.
2. If the tiee complains
of a tie being too tight, it shall be readjusted or retied. The bet
time shall stop running while the tie is readjusted or retied, and
continue after the readjustment or retying.
3. A sharp knife must
be present for quick release.