Games for Sherlock Holmes' Clubs
The following is a number of games
and events that people have sent in to
to me. Some games require a little bit of setup time others don't. You do
not have to be well versed in the Canon in order to have a good time
playing the majority of these games. Just a good sense of humor.
<
P>
If you have any ideas for inclusion in this page
please email the details to Glyn Szasz (zaphod@mpx.com.au)
Last updated on 30.09.95
Mrs. Hudso
n's Baking Contest
Competitors enter baking and goodies, which should be (a) preferably
canonical and (b) in large enough quantities for everyone to have a
sample. As far as (a) goes, we've had such things as, for example,
"Engineer's Thumbs"
, sugar-cookies shaped like a thumb, with a
white-icing thumbnail and artfully placed red icing to give the south end
a dramatic touch of "blood".
The Maiden is Chaste
A costumed maiden is chased (chaste!?!?) into the bu
shes by a costumed
Sir Hugo Baskerville and friends. After they disappear from sight, a loud
scream is heard. The Sherlockians then troop quietly back to the games
site by a devious route-- leaving members of the general public wondering
what the hel
l the chase and scream was about.
Moriarty's Web of Crime
"Moriarty's Web of Crime" has a picture of Moriarty in the centre of his
web, his face and other scoring areas of the web done in Velcro. You
then throw th
ree Velcro balls at him and the web, scoring points if they
stick. The highest score is for Moriarty's nose, of course. Other areas
of the web score less. Each member is allowed only three balls. The top
three scorers win medals.
Sherlocko
A sitdown Bingo game, with Sherlockian items written onto the squares on
the bingo cards instead of numbers. We use names of stories, names of
people, etc.
Picture this
Use 20-30 pictures f
rom the Strand canon, and people have to try to
identify them. As usual, the top three scorers win medals.
The Blue Carbuncle Conundrum
Competitors are pitted against the clock as s/he attempts to "stuff the
Blue C
arbuncle into the turkey's crop". Try a blue marble and a balloon
-- it can be a real tight-squeeze challenge getting the marble into the
balloon. All I can tell you is: Spit doesn't
help that much!
Allardyce's Butcher Shop
A yard-long styrofoam pig hung (swinging free) from a tree branch. Pasted
on the pig are small paper circles with various scores in them. The
contestant is issued with a "harpoon" -- a 3-foot bamboo stick with a
large needle stuck in the end.
And s/he gets three attempts to spear the
pig, and score by hitting a circle.
Dr. Watson's Remedy Relay
A team-event, a variant on the old egg-and-spoon race. At the sound of
the whistle, pour a spoonful of medicine
from a bottle into a teaspoon,
and take it hastily to the patient. I.e., pour it into a small glass on a
table 10 yards away. The runner then returns the empty spoon to the
start of the course, handing it to the next member of his/her team.
First
team to finish *should* be the winner -- but a team must fill its
glass to a certain marked level to win, so if the first-finishing team
has been sloppy and spilled more medicine than went into the glass, it
may lose its title to the second-place team.
Dynamics of an asteroid
Make a styrofoam bust, with Moriarty's face thereon. Sit it about 20 feet
away from the contestant, and down a grass slope. The "asteroid" is a
tennis ball, which must be rolled down the slo
pe. Knock Moriarty over to
score. Ties are broken by re-rolls, legnthening the distance until
you've eliminated all but one winner.
A patriotic VR on the wall
A sheet of plywood, 10 feet away, is used as a target. It has
a V.R. on
it, in black holes. Some holes are 2" in diameter, others just too small
to allow a plastic dart from a toy dart-gun to go through. Get your dart
through and you score. Each 2" hole has a different score.
The Cardboard
Box
Each team's target is an open cardboard box, about 120 feet away. Each
team is issued with four large plastic false ears, purchased from a joke
shop. Each team member tosses his ears at the box, then recovers them and
runs them back to th
e next member of the team. Score is kept of how many
ears each team got into the box. Elapsed time breaks any ties.
Kim game
Find a hut or just an empty room. In it are placed 30-40 objects, with
canonical connections.
Each contestant is led in, singly, by an umpire,
and given 60 seconds to inspect the items. She/he then writes down a list
of the ones he can recall seeing. The person with the most items on their
list is the winner. (On the honor system, no comparin
g of notes with
another contestant.) This event runs all day, so people can nip in and do
it during an idle minute between games or at break times. We once used the
hut to contain a "murder crime scene". There were enough clues there to
"solve" the mu
rder, and to pin the blame on a canonical character. Each
contestant was given five minutes to inspect and make notes. Then s/he
had to turn in a written "accusation" naming their suspect. Many people
found this one a bit challenging, though. They pr
eferred the "silly"
games that required no brainpower, so we found a fair percentage of
people simply didn't try. "Oh, I'm just here for fun, not for work," was
a typical explanation.
Jonathan Small races
Each con
testant using one leg and a crutch. . . Victorian hoop-rolling
relays. . . bicycle races across the Priory School Moor . . . and you
can no doubt think of others.
Musgrave Ritual
Contestants are divided into pairs.
One member is given a small
orienteering compass, the other a sheet of instructions. For instance,
the first instruction might read: "West by south, 50 paces; then south
by southeast 30 paces. When they get there together, they start on their
secon
d instruction: It may be more compass-and-paces work, or something
like "Toward the heron's nest, 35 paces." (No need for the compass here,
just spot the huge heron's nest in the nearby tree line, and head for
that.) If the two-person team got it all
right, and their paces happened
to match those of the person who laid out the course, they finished up at
a spot where a shallow-buried box contained the final clue. And that
clue, carefully abstruse, sent them off to the place where the "Crown of
En
gland" (a fake tiara) was hidden. Obviously, all teams are heading to
the same buried box and the same crown. So the trick was: Each team
started from a different starting flag. And each, of course, had wildly
differing sets of instructions. They led
eventually to the same
box and thence to the same crown. First to find the crown wins, and ends
the game, of course. With each team starting from a different place (in a
field about the size of two rugger pitches) we had this wonderful effect
o
f couples meandering in different directions, criss-crossing each
other's paths, one member solemnly peering at compass and the other
counting paces aloud. Bystanders thought it was marvelous strange.
The Norwood Strug
gle
Contestants are given a pillow or a dummy. An obstacle course is laid out
which
must include a window sill and the contestants have to compete
with each other to drag their pillow over the whole course. This game
could be made m
uch more fun by placing a leaking tin of paint (preferably
red), so that as contestants go over the course a thin bloody trail is left.
Canonical Head
Cards are made up with the names of people, places, objects and things
mentioned in the Canon. Contestants stand in front of the group with a
deer stalker hat (with clothes peg attached). A card with a word from the
canon is placed in the clothes peg. The contestant must try to guess the
word that is on the card. Questi
ons asked must be of the yes or no type.
This game can be rated in such a way that obvious names, such as
"Sherlock Holmes", can be given to people who do not have much knowledge
of the canon and the more difficult cards, such as "Toby, the dog" are
g
iven to those contestants who are well versed in the Canon.
Ehtar
A person stands up in front of the club and reads out a passage from The
Canon backwards and everybody else has to guess which story it comes
from. An ex
ample is ".esac occorom taen sti morf egnirys cimredopyh sih
dna ,eceipletnam eht fo renroc eht morf elttob sih koot semloH kcolrehS"
[SIGN Beginning of Chap1]. The title of this game comes from the name of
a character in Young Sherlock Holmes.
The above ideas were suplied by:
Donald MacLachlan (donmac@wimsey.com)
Bill Barnes (Bill.Barnes@sydpcug.org.au)
FAQ maintained by Glyn Szasz (zaphod@mpx.com.au)