GRANNY'S FOOTSTEPS


(adapted from "Troop Program Resources")

Procedure: Assemble the troop in a single line. To start the game, a leader acts as "Granny". Granny stands 20 yards in front, with his back toward the troop. The Scouts try to sneak up on Granny without being seen. Granny counts to himself from one to any number up to 30. At any point he wishes, he turns around and tries to catch someone moving. A Scout caught by Granny starts over. If caught three times, a Scout is out of the game.
Scoring: The first Scout to touch Granny wins.
Variation: Pandemonium's Footsteps. A leader with a whistle stands with his back to the troop. The Scouts go hopping and bouncing around the room. When the whistle is blown, they must freeze on the spot. Any motion detected puts the offender out of the game. Continue until all but one are eliminated.

Last Revised 05/03/04
John D. McCarthy