6.00pm
Cops and Robbers
Equpiment: Whistle
Divide the Colony into two teams. One team stands in a line at the end of the room facing the wall this team are the cops. The robbers stand at the opposite end of the room. A Beaver needs to be appointed as lead robber. The robbers then creep up on the cops, when the leader of the robbers thinks they have crept as near to the cops as they dare he or she blows on a whistle and the robbers turn and run back to their starting point. As soon as the cops hear the whistle they can turn and chase the robbers. If a robber is caught they become a cop. The Leader of the robbers changes after each go.
6.10pm
Masterspy
Throwing Memory Games 15 Objects
Split the Colony into small groups. One Leader throws the objects to another Leader. The Beavers then have to write down what objects were thrown. This game can also be played by allowing the teams to look at a group of objects for 30 seconds and then asking them to write down what they have seen.
6.20pm
Using chairs and old newspapers, the Beavers build a shelter in which the whole group can hide.
6.45pm
Skittles
Four balls of two different colours. e.g. red and blue. Split the Colony in half and line them up at opposite ends of the hall. Explain that the object of the game is to get members of the other team out by hitting their feet with a red ball. The Beavers are only allowed to touch the blue balls, so they must use those to knock the red balls. Beavers are not allowed to hold a blue ball or to move.