Name and Purpose
- Watermelon Night Hunt combines a classic scavenger hunt with a counsellor-encounter element for a memorable after-dark camp tradition.
- Teams practise navigation, cooperation, and decision-making in low-light conditions.
a.k.a.
- Night Scavenger Hunt, Glow Hunt, Counsellor Chase
Age / Group / Time / Space
- Ages 8-16 | 20-60 players | 45-75 minutes | Large outdoor camp property with wooded or varied terrain; played at dusk or in early darkness
Materials
- 1 watermelon per team (cut in half the day of the game)
- Plastic wrap or reusable food wrap to cover each half
- Permanent markers to label each half clearly by team colour
- Optional: 1 glowstick per watermelon half to make finding slightly easier
- 3 pieces of duct tape per team (given to players at start)
- Optional: 1 glowstick or small headlamp per team for navigation
- Whistle for signals (long blast = all players return to base immediately)
- First aid kit at the central base location
- Staff positioned at fixed points throughout the terrain with walkie-talkies or clear communication plan
Quick-Run Card
- Cut each watermelon in half on the day of the game. Wrap in plastic wrap and label by team colour. Hide both halves separately in the terrain.
- Divide players into teams of 5-10. Give each team 3 pieces of duct tape attached to their clothing.
- At the signal, teams enter the terrain to find both labelled halves of their watermelon.
- Counsellors positioned in the terrain gently tag players; a tag costs one piece of duct tape.
- When a team finds both halves, they eat out the centre of the watermelon and duct tape the halves back together. First team with a taped-together watermelon wins.
Setup and Boundaries
- Walk the terrain in daylight before the game to identify safe paths and any hazards (uneven ground, low branches, water features)
- Establish a clear boundary for the search area; players do not go beyond this boundary
- Mark the central base with a visible light source so teams can always find their way back
- One long whistle blast = emergency stop; all players return to base immediately
- Assign at least one staff member per team with a walkie-talkie or agreed check-in interval
- First aid kit at the central base; staff aware of camper medical needs before the game begins
How to Play
- Prepare watermelons: cut in half, wrap in plastic wrap, and label clearly by team colour. Place a glowstick next to each half if using (optional, makes finding slightly easier).
- Divide players into teams of 5-10. Each team receives 3 pieces of duct tape attached to their clothing.
- Brief teams on the boundary, the safety signal (one long whistle blast), and the goal: find both halves of your team’s watermelon.
- At dusk or after dark, send teams into the terrain simultaneously.
- Counsellors are stationed at hidden points throughout the terrain. If a counsellor gently touches a player on the shoulder (a tag), that player gives up one piece of duct tape.
- Teams with no duct tape remaining can still search for their watermelon; they just hand over any tape they find on the ground, or the leader assigns a brief pause (10 seconds, standing still) in place of tape.
- When a team locates both halves of their watermelon, they return to a designated eating zone (a lit, flat area), eat the red centre of each half, and duct tape the two rinds back together.
- The first team to present a taped-together watermelon wins. All teams are celebrated.
- After the winner is announced, all teams finish eating their watermelon before the debrief.
I-OPt Options
- A (Active): Navigate the terrain, find the watermelon halves, and dodge counsellors
- S (Support): Serve as the team navigator or communicator, keeping the group moving together
- Q (Quiet): Move carefully and quietly through the terrain; a valuable stealth role
- O (Observer): Staff-assisted option: one player from each team may stay at base and track which areas of the terrain other teams have searched, then radio clues to their team
Inclusion Adaptations
- Players who prefer not to navigate in the dark may assist at the eating and assembly station (the lit zone) or serve as the team’s base communicator
- Teams with a player using a mobility aid scout terrain sections closest to the base first; staff adjust counsellor positioning accordingly
Stewardship Moment
- Use the entire watermelon: eat the red flesh, and compost or leave the rind in a designated spot for the camp’s composting system
- Plastic wrap: collect all wrapping at the end and dispose of properly; it does not belong in the terrain
- Glowsticks: collect all glowsticks at the end; they are single-use but small; dispose of in regular waste (not compost or terrain)
- Reflection: “What did we use tonight that came from the earth? How do we make sure our night game does not leave anything behind in the woods?”
Consent
- Pre-brief: “Tonight’s game involves moving through camp in the dark and being tagged by counsellors. For those not comfortable with dark terrain or being surprised by counsellors, there are base roles available.”
- Walk the boundary in daylight with any players who want to see the terrain before it gets dark.
- Mid-game check: Staff positioned in the terrain conduct brief check-ins with each team they encounter.
- Opt-out/re-entry: Players may return to base at any time. A staff member at base ensures no one is alone. Players can re-enter the search at the start of the next round if teams reset.
Risks and Mitigation
- Players getting lost or leaving the boundary: clear boundary briefing before dark; buddy system required (no solo movement); staff at boundary points
- Tripping or falling in the dark: brief players to move slowly and watch their footing; staff sweep the terrain in daylight beforehand
- Players startled by counsellors: brief players before the game that counsellors will be in the terrain; the “scare” element is expected and part of the game; players who do not want to be surprised may wear a visible wristband signalling counsellors to tag without the scare element
- Food hygiene on the watermelon: cut and wrap watermelons close to game time; do not leave in the heat; discard any watermelon that has been on the ground unwrapped
- No duct tape left: alternate consequence (10-second pause) is built in so no team is eliminated
Warm-Up Suggestions
- “Dark Walk”: before the game, take a 2-minute silent walk along the boundary in the dark so players get comfortable with the light level
- “Team Name Shout”: each team practises calling out their team colour clearly so members can find each other in the dark
Debrief Questions
- What? “How did your team work together in the dark? What was the hardest moment?”
- So What? “How did not being able to see clearly change how you communicated and trusted each other?”
- Now What? “When do you need to trust your team and keep going even when you cannot see the full picture?”
Cleanup and Reset
- Collect all plastic wrap and dispose of properly
- Collect any glowsticks from the terrain
- Compost watermelon rind in camp’s composting area
- Do a daylight sweep of the terrain the following morning to check for any missed items
