Thursday, 19 January 2006 11:19

Banditos

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Miners & Banditos Rules of Play Object: For Miners to get jewels from field of play into bank. Meanwhile, Banditos try to get jewels into cave. Play this game after dark anywhere it is safe for students to hide and to chase each other. Establish boundaries and playing rules with your group. The game is a little complex at first so it might help to have several people acting as sheriffs or deputies who can help explain the game as it is being played. Sponsors or more mature youth should be the sheriffs and deputies. Purchase a big bundle of chemical glow sticks, at least ten for each player. The kind that you break and shake and then they will glow for several hours. Get a variety of shapes and sizes if you want. While the players are inside learning the rules or working on something else have someone activate the glow sticks and distribute them throughout the playing area. Designate one small area as the miner’s bank and another one on the opposite end of the playing area as the bandito’s cave. Designate a third small area as the jail and a fourth on the opposite side of the playing area as the slave camp. Divide your group into miners, bandito, and sheriffs (the sheriffs can have deputies if your group is large). I would have more miners than banditos and only 5% to 10% of the group should be lawmen. If possible, use sponsors as the lawmen. You will need four other helpers to be scorekeepers, one at the miner’s bank and one at the bandito’s cave, one at the jail and one at the slave camp. The miners will be trying to “mine” or pick up the glow sticks and carry them to their bank. The banditos will try to steal the jewels from the miners by tagging them. Banditos must wear dew rags. Banditos may NOT pick up jewels from field of play. They can only get them by capturing a Miner (by tagging one with one hand anywhere appropriate on the body). Miners must have glow sticks in their hands and the hands cannot be covered in any way. Banditos can tag miners with or without glow sticks. If a Bandito tags a Miner the Miner must stop. When a Bandito tags a Miner the Bandito has three choices but he/she may only pick one. The choices are, 1) send Miner to slave camp (where a scorekeeper will record the capture--see sample score sheets below), 2) take Miners jewels to bandito’s cave (where a scorekeeper will record them) and let the miner go free, 3) take Miner to sheriff and “trade” him/her for another Bandito. The Bandito must stick with his/her choice. For example, if the Bandito takes the Miner to the sheriff and the sheriff says there are no Banditos in jail then the Miner still goes free. Miners may voluntarily go to the slave camp in order to free a miner already imprisoned (a scorekeeper will record this each time). Only lawmen can capture banditos and they may do it verbally, they do not have to tag them. If the sheriff tells a Bandito to go to jail, then the Bandito must do it right away. If the bandito has jewels in his/her possession the sheriff (or deputy) takes them and puts them in the miner’s bank, bandito’s cave, or back on the field of play (but do it discreetly). Miners may NOT ask or tell the sheriff to send anyone to jail or to free anyone. The sheriff may remove anyone from slave camp or jail anytime he/she feels like it. If the sheriff sees a Bandito tag a Miner and the sheriff tags the Bandito before the Bandito has decided what to do with that Miner, then the Miner is automatically free. The sheriff may take jewels from anyone at any time. He/she then either puts them in the Miners bank, the Banditos cave, or back on the field of play (but it should be done in secret). When a miner makes it safely to the bank with jewels, or a bandito makes it safely to the cave with jewels the scorekeeper will record the deposit. If you wish, you may make varying sizes and shapes of glow sticks worth different points. After a time limit or after there are too many players in jail or slave camp, stop the game and see who scored the most points. You could play multiple rounds and you could have players switch teams. Bandito Scoresheet Place checks in the boxes for each prisoner and each “jewel”. Prisoners Jewels Score one point for each prisoner: Score five points for each jewel: TOTAL POINTS: Miner Scoresheet Place a check in the box for each jewel. Jewels Place a check in the box for each prisoner set free. Prisoners released Score five points for each jewel: Score ten points for each prisoner set free: TOTAL POINTS:

Additional Info

  • Group Size: large
  • Source: Scott Rhodes
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1 comment

  • Comment Link LCMS_DCE_06 Thursday, 27 July 2006 09:17 posted by LCMS_DCE_06

    Sounds good but sort of sounds like it was described by John Madden. I almost need a diagram to see how this would work.

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