The Leader splits up the players into teams(can be 2 or 3 or 4 teams).
The teams all go to separate corners of the room.
The Leader then explains that if he/she calls out the number 1, then the players must run the length of the hall to the opposite corner. If the number 2 is called then the players must run across the width of the hall to the opposite corner. If the number 3 is called then the players must run diagonally across the length of the hall. The players can try to hamper the other teams to slow them down. The leader can start simple, and then progress to more complicated sequences of numbers, eg 1-1-2-3-2-1. The last team to reach the correct place must do 5 push-ups(or sit up).
16 Points of a Compass
A Piece of Chalk for each Patrol
Start by drawing a circle for each Patrol on the floor at one of the hall.
Run as a standard relay, each Scout runs up the hall and chalks the letters of a compass point at the correct place on the compass, the first Scout places North at the correct point, i.e. pointing to Magnetic North. The other Scouts can choose any point.
Points are awarded for the correct naming of each point.