You’ll need
- Access to water suitable for swimming
Hold an eel-ection
- Everyone should line up in the water at one end.
- Someone should give a signal, starting a race to the other end and back again.
- The first person back to complete the lap and return to their original position will start as the electric eel.
Try not to get stunned
- The electric eel should swim around as fast as they can and try to tag people by tapping them on the shoulder.
- When the electric eel tags a player, that player becomes stunned. They have to tread water until they are revived by someone else.
- Players can revive one another by swimming around the stunned player in a circle.
- Add more electric eels to the mix as the game goes on.
Reflection
This game was about being physically active and practising the skill of treading water. Did you find it easy or difficult when you had been stunned and you had to tread water? What are some tips for treading water?
This game was also about working as a team to free players who were stunned by the electric eels. How did you work together with others in this game? How did the eels work together? What could you have done differently to have been more successful at this game?
Safety
All activities must be safely managed. You must complete a thorough risk assessment and take appropriate steps to reduce risk. Use the safety checklist to help you plan and risk assess your activity. Always get approval for the activity, and have suitable supervision and an InTouch process.
- Water games and activities
Be careful when doing activities with, in, or near water. Check surfaces and reduce the risk of slipping where possible. Make sure you have appropriate supervision for this activity.
Change the number of electric eels chasing the players.
Those with less confidence could use buoyancy aids in the water.
All Scout activities should be inclusive and accessible.