| Battle for the Cure |
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Object of the Game:
The goal of this game is to capture the "Cure" being guarded by the enemy "mutants" and carry it back to home territory.
Preparation:
Before the party, mark a playing area in the grass that's at least 50' by 50', and preferably larger. Designate a boundary line across the center of the field, as well as two "prisons" (e.g. trashcans, trees, etc.) on either end of the field. Find two X-Men figurines, colorful scraps of cloth, or other objects to represent the "Cure," and place them in the center of the field.
How to Play:
Divide the children into two equal teams. Designate which team will be the "Brotherhood of Mutants" and which will be the "X-Men," then instruct the teams to stand close together on either side of the boundary line.
Before the real game starts, someone from each side picks up their team's "Cure." They have three minutes to place it anywhere on their side that's within 100 steps of the central starting point. Each team's "Cure" should be at least partially visible (i.e. no hiding them in holes, under piles of leaves, etc.).
At the end of the placement period, an adult signals the official start of the game. Some of the players from each team have to try to cross into enemy territory, capture the "Cure," and carry it back across the boundary line and into home territory--all without being caught by the enemy. At the same time, other players can hang back to protect their team's "Cure." These "guards" must stay at least 25 steps away from their team's "Cure" unless an enemy "mutant" crosses into this area.
Any "mutants" found in enemy territory can be captured and imprisoned if an enemy "guard" grabs them and holds on long enough to yell, "Caught, caught, caught!" The "guard" must then escort the captured enemy "mutant" to the designated "prison" area.
As long as they are touching the "prison" with a hand or foot, captured "mutants" may be rescued from "prison" by any teammate who makes it to the "prison" without getting caught by the enemy. Rescuers can only help one captured teammate at a time. Once a rescuer has successfully tagged an imprisoned teammate, both players can safely walk back to home territory without risk of getting tagged by the enemy.
If a player successfully captures the enemy's "Cure," he or she must carry it back into home territory. If this player is captured by the enemy before making it back across the boundary line, the "Cure" must be carried back to it's original position. Play continues until either one side successfully captures the "Cure" or the preset time limit runs out.
Determining the Winning Team:
The team that captures the "Cure" and successfully carries it back to home territory wins. Or, if neither side captures the "Cure" within the set time, the team with the most prisoners wins.
If the "Brotherhood of Evil Mutants" wins, the "Cure" has been destroyed; if the "X-Men" win, the "Cure" has been saved.
An Alternate Idea:
Allow each team to hide their "Cure" somewhere out of sight, but within their side's boundaries. One "mutant" from each team is escorted by the enemy to their "Cure's" location. These "mutant" scouts must then report back to their teams with details about the location of the enemy's "Cure" so that they'll be able to find it when the game begins.
This version is more fun in the woods or inside the house (especially if it's a rainy day) as these areas allow for more hiding places and a more exciting game. To make things even more interesting, you can divide the children into three teams rather than just two.
The X-Men name and all related characters and elements are the property of Marvel Characters, Inc. This guide is not affiliated with or endorsed by Marvel Characters, Inc.
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