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Divide the hall into four as shown:
Divide into two teams. A team should assemble in each area 2 and 3.The team in two should send two scouts to area four. The team in three should send two scouts to area one.
The ball is thrown from a teams area to their out area (2 to 4, or 3 to 1) with the aim of hitting the opposing scouts below the knee. The scouts in the out areas (1 and 4) may only try to throw the ball back to their team, over the team in between.The opposing scouts are allowed to stop the ball as long as it doesn't hit below the knee.
If they successfully "capture" the ball then they may "attack" the original team.If a scout is hit below the knee thay move from the team area to the out area (2 to 4, or 3 to 1) and the ball is awarded to the opposing team.
Aim to be the last team with members in their team area.
The scouts should form up in a specified area (often half the hall)
The leaders throw the ball through the scouts, trying to hit below the knee.
Any scout hit below the knee joins the leaders outside the area in throwing the ball.
Try to be the last scout in the area.
Form a knot or weight in one end of the rope.
The scouts should form a circle with the leader in the centre.
Holding the rope by the non-weighted end, the leader should swing the rope in a circle so that it just misses the feet of the scouts. Once this is spinning smoothly, the rope is paid out so that the scouts have to jump so that the rope can pass under their feet. Each time the rope is stopped by hitting a scout, that scout is out, and you start again.
Simply try to be the last one in.
Each scout should remove their left shoe. All shoes should be placed in a pile in the centre of the floor.
Blindfold each scout.
Each scout must find their own shoe by feel and smell alone.
No peeping.
Simply find your shoe.
The leader stands somewhere safe, the scouts in the centre of the hall.One wall is nominated North. Note, no other names should be announced. Scouts should know how a compass goes.
If you've an experienced group, state that the wall closest to magnetic north is North, and leave it at that.
The leader will call out a compass point, starting with cardinal points only (NSEW). The scouts should move to the wall representing that point. Any at the wrong wall are out.
Additional variation can be added by using the points in the corners, i.e. NE, NW, SE and SW. If you're feeling brave, add NNE, ENE, ESE, SSE, SSW, WSW, WNW and NNW. For this, the points N,S,E and W should be changed to the middle point of each wall. Other positions, or actions may also be added. With actions, any error in which action or obvious slowness means that the scout is out.
Simply try to be the last one in.
Sit in a ring, with a gap at one point.
The scout to the left of the gap when looking from the centre is called The Priest. The next scout round (moving left) is Jack, then carrying on left, number off from one. Note, these numbers refer to where the scouts are sitting, not the scouts themselves.
Jack always starts a round.
"The Priest of the parish has lost his hat, some say this, some say that, but I say n 123".
By the time Jack gets to 3 the player sitting in seat n needs to have started to say "Not I".
If the player fails then they move to the end of the line furthest from the priest (in numbers, they'll be sitting on the other side of the gap to the priest). Jack restarts.
If the player does say it in time, they carry on:
Challenged : "Not I"
Challenger : "Who then?"
Challenged : "n 123"
And so on.
Only Jack can challenge the Priest.
Aim to become the priest

Pair the scouts off by height. Each pair should sit facing each other, legs out straight and feet touching with the rows of legs forming the rungs of a ladder (see picture).
Number each pair down the line.
The leader calls numbers, the scouts who have been given those numbers should leave their place and follow arrows 1-2-3, back to their place.
Be first back to your seat.