Name and Purpose
- Smugglers and Scouts is a large-scale stealth and strategy game for big outdoor spaces.
- Players practise spatial awareness, decision-making, teamwork, and creative thinking under pressure.
a.k.a.
- The Contraband Run, Secret Cargo
Age / Group / Time / Space
- Ages 8-16 | 10-40 players | 20-40 minutes | Large outdoor area (1-8 hectares); open field or light woods preferred
Materials
- Small pre-labelled paper tokens (printed or handwritten with item names and point values below)
- Armbands or coloured bibs for two teams
- A clearly marked Scout headquarters zone (approx. 3m x 3m with cones or rope)
- Scorekeeper table or clipboard inside headquarters
- Token point values and quantities:
- Chocolate: 50 pts (10 tokens)
- Sugar: 75 pts (8 tokens)
- Rare Seeds: 100 pts (8 tokens, replaces Animal Pelts)
- Coded Message: 150 pts (6 tokens, replaces Gunpowder)
- Secret Blueprint: 300 pts (3 tokens, replaces Weapon Designs)
- Treasure Map: 500 pts (1 token)
Quick-Run Card
- Divide into Smugglers and Scouts. Each team puts on armbands.
- Smugglers receive tokens hidden in outer clothing pockets or layers.
- Scouts spread out from their headquarters and intercept Smugglers.
- If tagged, a Smuggler stands still for a 1-minute search of outer layers only. If the token is not found, they continue. If found, the Scout takes the token to the scorekeeper and the Smuggler returns to their base for a new token.
- If a Smuggler reaches Scout headquarters, they hand their token directly to the scorekeeper and are escorted back to their base by a staff member.
- After the set time, tally tokens. Highest score wins.
Setup and Boundaries
- Mark the full play boundary clearly with cones or rope before play
- Mark Scout headquarters with cones or rope
- Signal: airhorn or 2 whistle blasts = game over, everyone return to start
- Walk the boundaries with both teams before play begins
- Assign at least one staff member to escort Smugglers who reach headquarters back to their base
How to Play
- Divide players into two equal teams: Smugglers and Scouts. Assign armbands.
- Teams retreat to opposite ends of the playing area to plan strategy (5 minutes).
- Each Smuggler receives one or more tokens, hidden in outer clothing pockets or layers (not inside clothing next to skin).
- Scouts spread out from headquarters, leaving at least 2 people to guard the zone.
- Smugglers try to reach Scout headquarters while avoiding Scouts.
- If a Smuggler is tagged, they freeze. The tagging Scout has 1 minute to search outer layers only (pockets, hat, outer jacket). The Smuggler must cooperate. If the token is not found in 1 minute, the Smuggler is free to continue.
- If the token is found, the Scout takes it to the scorekeeper inside headquarters. The Smuggler returns to their base and receives a new token.
- If a Smuggler enters headquarters and hands the token to the scorekeeper, that token scores its full points. A staff member escorts the Smuggler back to their base.
- Game ends after the set time. Tally all tokens delivered to headquarters.
I-OPt Options
- A (Active): Run as a Smuggler, dodge Scouts, deliver tokens
- S (Support): Act as a Scout coordinator, direct teammates to intercept zones
- Q (Quiet): Move slowly and carefully as a Smuggler, prioritise stealth over speed
- O (Observer): Serve as timekeeper, scorekeeper, or base coordinator
Inclusion Adaptations
- Players who prefer not to be physically searched can use a token-reveal system instead: if tagged, they choose to show or hide their token by placing it face-up or face-down. Scout gets one guess.
- Players with mobility differences can operate as base coordinators, strategists, or scorekeepers
Stewardship Moment
- Collect all tokens after play. Paper tokens can be laminated and reused for future rounds.
- Check the play area for any dropped tokens or litter.
- Reflection: “What happened when your team spread out versus when you all went the same way?”
Consent
- Pre-brief: “This game involves being tagged and a brief outer-clothing search if tagged. For those not comfortable with being searched, the token-reveal option is available: if tagged, you choose to show or hide your token and the Scout guesses. Let your counsellor know before we start.”
- Mid-game check: Staff circulate during play; check in with any player who seems uncomfortable.
- Opt-out/re-entry: Players can step out of the game at any time and return as a base coordinator or scorekeeper. They rejoin as an active player at the start of the next round if one is played.
Risks and Mitigation
- Searching mechanic: outer-layer-only rule is firm; staff model appropriate searching before game starts; token-reveal alternative removes this risk entirely
- Players wandering out of bounds: walk boundaries clearly before play; use airhorn signal for recall
- High-value token creates excessive focus on one player: randomise token distribution so players do not know who has the treasure map token
Warm-Up Suggestions
- “Invisible Cargo”: players pretend to carry a secret object across the space without being detected; fun stealth warm-up
- “Team Huddle”: each team has 2 minutes to plan their strategy before play begins
Debrief Questions
- What? “What strategy did your team use? Did it work?”
- So What? “What did you learn about working together in a big space?”
- Now What? “When do you need to stay calm and think clearly when things are unpressured?”
Cleanup and Reset
- Collect all tokens, armbands, and cones
- Check the full play area for dropped tokens or litter
