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A compendium of Ideas For Cubmasters, Den Leaders and those who help them. Making your program fun and worthwhile. |
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CUB SCOUT GAMES
FOR DEN AND PACK MEETINGS
PHILOSOPHY OF GAMES Games are the sunny side of Cub Scouting. Running, jumping, climbing, lifting, balancing, creeping, crawling, bending, yelling, and hiding quietly are food for the muscles of growing Cub Scouts.
Games can develop skill and coordination. Strenuous games must not be overused. A good Cub Scout game must provide an element of excitement, competition or accomplishment. Games begin to develop quick thinking, mental alertness, and sometimes strategy.Back to Roundtable
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Last Update 8/31/05
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Cubs
also learn leadership skills through games. By the time Cub Scouts work
on their Bear requirements, they should have played enough games to be
able to lead. This is an important part of Games, Games, Games – Bear Achievement
#15. To help the boys in your den, use a consistent way of teaching
a new game:
Each game has a name, a formation (circle, relay, straight line, etc.), an objective, and rules. When it is their turn to lead a game in the den, they will follow your example. |
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[ The Bear Achievement 15-c requires a Cub Scout to teach and lead a new game. Be a good role model for him.]
Den games are designed with a small group of boys in mind. Quiet games are helpful when weather prohibits outdoor activities. Den games can be relays or can be played by individual boys.
An active den game is helpful to start a den meeting and to "get the kinks out". Many den meetings are held immediately after school, when boys have been cooped up for several hours. A den game can provide an outlet for letting off steam and may make the group easier to handle for the quieter activities you have in store.
Choosing up sides among boys is not always easy. Drawing straws, going in alphabetical order, or selecting to captains to choose alternately may be fair ways to select teams. Rotate the method you use.
Remember, games can be used to teach fair play, promote good sportsmanship and build character...but must of all they should be FUN!Pow Wow Online., http://www.geocities.com/lbth/games/index.htm
Wrapping paper, Tape, string, Ribbon, Pair of scissors, An empty box for each team.
Divide the boys into groups of two. Give each team the above materials. The object is to wrap the box. One boy may only use his right hand; the other boy may only use his left hand. Set a time limit for them to complete wrapping. This can be repeated as many times as needed to allow each team a chance. Tiger Partners should join in with their sons.
Fast and furious, this game is useful for working off excess energy and working up an appetite. Players move around freely while "It" tries to catch another player. As the players try to avoid him, "It" can be very crafty and call out the name of another player. This player then becomes "It's" temporary deputy and can touch other players for "It". The confusion just adds to the fun and speeds up the game.
Equipment:As many old clothes, shoes, etc. as possible.
Place as many clothes of all kinds that you can possibly find in the center of the room. On the word "GO" the boys dash into the center and put on as many garments as possible. At the word "STOP" (a pre-set time limit) the boys return to the starting line. Have each boy count each article of clothing as he "disrobes." The one who had the most clothes on is declared the winner.
This is a den or pack tag game. It may be played by individual dens or the pack. Designate one Cub Scout as the locomotive. He will be IT.
RUNAWAY TRAIN
The rest of the boys will be runaway cars. When caught, they hook on behind the locomotive. The game continues with all of the boys trailing along behind until all the boys are caught.
Equipment:Two double crackers per player
Give each boy two double crackers. The boy who can eat them all and whistle, or blow up a balloon wins.Jack W. Weinmann
BALLOON STAMPEDE
Type: Pack or Den Game
Equipment:Balloon for each player Each player has a balloon tied to his ankle. The objective is to tread on and burst the other players' balloons, while trying to keep his own intact.The NetWoods Virtual Campsite, Steve Tobin, Campmaster
Preparation: Divide the players into relay teams, paired according to height.
A paper cup is given to each pair of players. The object of the game is to hold the paper cup between the player's heads without the use of hands and move the preselected distance to the goal line. The
distance is selected according to the size and coordination of the players.
Once one pair has crossed the goal, the next set goes. Play continues until all of the players have crossed the goal line. If the cup is dropped or touched by the player's hands, the players must return to the stating line and try again.2000 Portland Pow Wow
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Each Cub Scout hops on one leg, holding the other. To win, he must make opponent lose balance or step out of circle by bumping shoulders. |
EXPLORING THE MISTY PLANETTell your den members that they have arrived on a planet so shrouded with mists that they cannot see and must depend on their other four senses to gather information. Blindfold each boy and have them sit around a table or in a circle on the floor. Pass four "touch" objects around the circle, cautioning the boys to remain silent. When all have felt the objects, place them out of sight. Have the boys remove their blindfolds and write down in their "data logs" (small booklets of four quarter sheets of paper stapled together and decorated for an alien planet) their guesses of what they have felt. Repeat the process with four sounds, smell, and taste objects.
Suggested sound objects: sandpaper on wood, scissors, a spoon stirring in a ceramic mug, paper tearing
Suggested touch objects: candy gummy worm, seashell, sycamore or sweet gum ball, peanut
Suggested taste objects: small piece of fruit, cheese, vegetable; toothpick dipped in catsup, chocolate syrup, honey, jam
Suggested smell objects (place in small cup or bowl to pass around): cinnamon; lemon; peanut butter; potato chips; bath soap
ASTRONAUT'S GAMES ASTRONAUT'S TEST.
Divide den into two teams. Each team has a length of broomstick three to four feet long. Line up each team relay style.
First Cub Scout has broomstick. At signal he runs to a line about 15 feet away, places broomstick upright, one end touching the floor or ground, the other end touching his forehead. He then supports the stick with his hands and walks around the upright stick five times. Then he drops the stick, runs back as straight and fast as he can, touches off second team member who repeats the action. That continues until all members have run. Winner is first team to corn plete the course.ASTRONAUT RELAY.
Divide den into two teams. About 15 feet in front of each team, place a beanbag, jump rope and rubber ball.
On signal, the first player on each team runs up, jumps rope 10 times, then tosses bean bag over his. head 10 times, and bounces ball 10 times, then runs back to touch off next player, who repeats the action.
Continue until all have raced. First team finished wins
SPLASHDOWN Have the boys cut a space capsule outline about 3 inches high from plywood. Drill a hole in the top and attach a handkerchief parachute. Draw a 6 foot wide bull's-eye on the ground. In turn, the Cub Scouts stand about 25 feet away, fold up the parachute around the capsule, and try to throw it skyward so the "splashdown" hits the bull's-eye. Tell the boys they are on an alien planet and the oxygen in their housing complex is getting dangerously low. Divide the boys into two teams. Line them up with a large bucket of water (liquid oxygen) and cup for each team. At the other end of the field is an empty oxygen reservoir (large .jar) for each team. On a signal, the first boy in each line fills his cup with liquid oxygen, races to empty it into the oxygen reservoir, and returns the cup to the next boy in line, who continues the process. The first team to fill its oxygen reservoir wins.
SPACE GLOVE CHALLENGE Tell the boys they will be collecting rock samples from an alien planet to bring back to study. Divide the boys into two relay teams. A pair of canvas gloves, a jar with a lid, and a plate full of popcorn kernels are at a goal line for each team of astronauts. On a signal, the first boy on each team runs to the goal, puts on the gloves, opens the jar, picks up five kernels one at a time, and puts them in the .jar. He then closes the lid, removes the gloves, and runs back to his team to tag the next player, who repeats the process. The first team whose players complete all the tasks wins.A Schmerltz is made with a long cotton tube sock (athletic sock without a heel) and a solid sponge rubber softball. Drop the ball into the toe of the sock and tie a knot just above the ball. Voila! A Schmerltz!
The official Schmerltz toss is made by holding the end of the sock, twirling the Schmerltz around underhand a few times, and letting it sail to a partner when “critical velocity” has been reached. It will fly, streaming like a comet- The only acceptable way to catch a Schmerltz is to grab it out of the air, one handed, by the tail only. This takes some practice but eventually it will be mastered, as one seemingly grabs the shadow of the leading ball.Bernie DeKoven has invented a variety of Schmerltz games described in his book Junkyard Sports. Visit his DeepFun website.
BACKYARD HOCKEY Lay out rink as shown with tape on grass or chalk on driveway. Sticks are three-foot broomstick lengths. Puck may be a "dead" tennis ball or dog toy low bounce rubber ball. Players stay outside the rink and defend goal to their right. When the puck goes out of bounds, have a face
AIR-CANNON HOCKEYThis game will demonstrate air pressure. Use round cardboard oatmeal boxes. Cut a hole the size of a penny in the tops.
Fasten the lid back to the box tightly. Use a table for a field, with a goal at either end. Have a boy sit at each end of the 'field' with a cannon (box) and put a ping-pong ball in the middle of the table. By tapping the back of the box and aiming it at the ball, try to score by putting the ball through your opponent's goal. The Webelos leader can demonstrate the effectiveness of his oatmeal box cannon by using it to put out a candle. Fill cannon with smoke, then aim at candle, tap back of box, and flame will be put out. These cannons are effective up to about six feet.Circle10 PW 2001
SIDEWALK TENNIS The court is two squares of sidewalk. Ball is a regular tennis ball or a rubber ball. The "racquets" are open hands. The net is the crack or line between the squares. Players try to hit the ball on one bounce into their opponent's square. Score as in tennis or table tennis.
Bury baby food jars to the rim for holes. Flags are paper triangles glued to Popsicle sticks. Add water hazards and sand traps as desired. All shots are taken knuckles down as in regular marbles. Winner is the player who takes the fewest strokes to go around the course. |
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You
need two small pedestals,
from
six inches to a foot high.
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They could be tree stumps, overturned
five gallon cans (filled with water or sand), wood blocks, etc. Each player
hunkers down on his pedestals, holding the end of a 15 foot rope.
On signal, they begin reeling in the rope, tightening and slackening it in order to unbalance the opponent and make him fall off his pedestal placed about six feet apart. |
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| The boys in your den can
have some fun with their PWD cars.
Mark course about 20 feet long on a smooth bare floor. Boys take turns pushing their pinewood derby car toward the target, trying to make them stop in numbered spaces. Let the boys make up the rules about
how to score a car when it straddles a line.
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| The Rattlesnake
is paper or plastic milk carton or a grocery bag. Stand it on the floor.
Cub Scouts form a circle around it and grasp neighbors’ hands.
On signal, they try to force neighbors to touch the Rattlesnake while avoiding it themselves. When a boy touches the Rattlesnake, a point is scored against him. |
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Activity Level: Moderate
Needed: Activity room or grassy outdoor area, eight to 12 playersTo form a knot, boys stand in a circle, shoulder to shoulder extending their hands into the center. Each boy grabs the hand of two different players, taking care that one of the players is not standing adjacent to him. Then the group ‘untangles" the knot, the object being for the group to find itself in one large circle again, or perhaps two or even interconnected circles. No player may let go of any other player's hand (unless to prevent injury!).
Reflecting questions might be related to who, if anyone, became the leader" of the group. Did the "leadership" change from person to person? How and why? How did the group decide how to untangle the knot?
| Type: | Indoor or Outdoor Cooperative |
| Suitable for: | Patrols or Webelos 2 dens |
| Equipment: | Blindfolds
Isotope (a small block of wood) Tongs Bucket #10 can Heavy rubber band that will fit tightly around the #10 can Heavy gloves (optional) Several lengths of rope tied to the rubber band so that the band can be stretched to fit over the can. |
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How to Play: |
This is a team game designed to foster communication skills and interdependence. Layout. Place the Isotope, the #10 can and the bucket on the ground several feet apart. The can and the bucket are upright, open ends up. One member is blindfolded - he is the astronaut gathering isotopes on the surface of a distant planet - and wears heavy gloves and carries the tongs. The Other members guide him with only voice commands to pick up the isotope with the tongs and place it in the can. Once the isotope is safe within the Isotope Carrier Device (the can) the other members stretch the rubber band by pulling on the ropes and lower it over the ICD and then lifting the rubber band, the ICD and the Isotope by carefully raising the ropes and placing the whole affair inside the bucket without tipping anything over. |
The Great
Rocket Game
The Stick
Game
This game
was brought to the 2001 Jamboree by Harold Adams of Riverton, Utah. It
was very popular amongst the Boy Scouts but it was also enjoyed by Cub
Scouts and especially by the military staff at Fort AP Hill. A 9-year-old
Girl Scout and a Japanese Boy Scout (who knew very little English) were
particularly good at it. Harold called it the Rocket Game so it would fit
into our general theme but most people called it the Stick Game.
| Type: | Outdoor Active | |
| Suitable for: | Wolf/Bear Webelos, Boy Scout | |
| Equipment: | 1 pole per participant. 3/4 or 1 inch PVC pipe about 5 ft long, capped at both ends works great. | |
| How to Play: | Players stand in a circle, facing
inwards, each holding his rocket (the pole) in his left hand so that
it stands upright resting on the ground, and his right hand kept in his
pocket. The leader calls out commands, for example:
The command 3 right or left is reserved for professional ranks. |
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The Chief stands in front of the other players and gives orders which they must follow if he first says, “The Chief orders.. “If the Chief says, “lie orders you to laugh...” none of the players should laugh because he did not say, “The Chief orders...” A player who makes a mistake is eliminated or a point is scored against him.
Use a badminton shuttlecock or a “Poput” (Cub Scout Leader How-To Book). it is tossed into the air and each boy, in turn, hits it with the palm of his hand to keep it aloft. If it hits the ground, the game starts over. Often the players say the letters of the alphabet as the poput is hit, trying to get to the end before it falls.
In a large playing area, mark the outline of a long, rather narrow lake with many peninsulas and necks of land. One player, the Devil, must stay out of the lake. All other players are Frogs and must stay in the lake. The Devil tries to capture a Frog by tagging him; he may jump from peninsula to peninsula but he may not get in the water. When a Frog is captured, he must get out of the lake. The last Frog tagged becomes Devil for the next round.
The cheetal is a spotted deer that lives in India. The cheetah is a speedy, leopard- like hunter. The game is played exactly like Crows and Cranes (page 2-15 in the How-To book), except that the teams are “Cheetals” and “Cheetahs.”
Divide den into two teams and have each team pair off into two-boy teams. On the word “Rice!” the first pair on each team form a “wheelbarrow” (one boy walks on his hands while the second holds his ankles) and races across the “rice fields” to a “river” (two parallel ropes on the floor). At the edge of the river, one player climbs on the other's back and is carried piggyback across the river. On the other bank, they change places for the return trip across the river and then wheelbarrow back to their team. The next pair then starts.
Draw a line on the floor and divide den into two teams. The teams line up parallel to the center line and about six feet from it. A small rubber ball is tossed back and forth between the teams. After each catch, the catcher claps his hands once and stamps a foot once. Keep the ball moving fast.
“It” is given a pebble, marble, or small ball. The other players stand in a line with hands out and palms up. Establish a goal line 10 to 30 feet away from the line of players. “It” walks along the line of players, pretending to drop the pebble in their hands. Somewhere along the line, he does give the pebble to a player. After a boy gets the pebble, he tries to reach the goal line and get back to his place without being tagged by the player on his right. The boy with the pebble may choose his own time to run, but he must go before “It,” gets to the end of the line. If the boy with the pebble is caught, the one who catches him becomes the new “It.” If the runner makes it back safely, he becomes “It.”Give each boy from five to 10 pebbles or marbles. (Cherry pits are used in France.) Players line up about two feet from a shallow bowl with one pebble or marble in it. In turn, players try to knock that pebble out of the bowl, using their own pebbles or marbles. When a player succeeds, he keeps that pebble and the leader puts another in the bowl. If a player misses, he must put one of his pebbles into the bowl. Winner is the one with the most pebbles.
Boys especially like this vigorous Italian game, whose name means (Unloading barrels) in English. It is played in 'pairs, who stand back to back, hooking elbows. One, then the other bends, lifting his partner who kicks his feet up high. They proceed toward a goal 12 feet or so away, bending and lifting. First pair to reach the goal is the winner.
DO AND ADD
This is a good car game. On a bus, divide the group into four sections. (Sections play the game separately.)
The first player does some physical action such as scratching his head or clapping his hands. The next player repeats the action and adds one of his own (waving an arm or stamping a foot, for example). Each succeeding player tries to repeat all the previous actions and adds one of his own. If he doesn't, he is eliminated. The last player remaining who can repeat all previous actions in the correct order is the, winner.
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LONG GLUM
See who can keep from smiling the longest. The leader should make faces, giggle, laugh, and tell funny things to try to make players laugh. When a boy or parent does laugh, he must join the leader in trying to get others to break down.
Divide den into two teams. Each team is given pencil and paper and told to draw a map showing the location of some relatively small object within two blocks of the meeting place. (Examples: fire hydrant, bicycle rack, real estate sign, or flagpole.) Keep teams apart during the drawing; neither should know what the other's assigned object is. Den leader makes sure completed maps are not misleading.
The teams then exchange maps and study them. Supervised by the den leader and den chief, the teams leave to find the object on the other team's map. Score two points if a map is correctly drawn, one point for finding the object on the other team's map. If both teams earn three points, winner is the one finding the object first.
DO YOU KNOW?
Give each Cub Scout a copy of the quiz below, or read the questions aloud. Have the boys write their answers on blank paper.
This is a guessing game in which the leader tells the group only a very general fact about the person he "is" - such as, he is an actor, athlete, military man, scientist, etc. - and others try to guess who he is by asking questions that can be answered with "yes" or "no." (The den leader should make sure the person is not too obscure.) The player guessing correctly becomes the new leader.
Activity Level: Low
Needed: Large room or level playing area, any number of players, blindfoldOne boy is blindfolded and is a Ship: another is the Harbor Master. The rest of the players spread themselves throughout the playing area as Buoys. Buoys may not talk or move, and the Harbor Master must remain at the finish spot (‘port”). Using onJy his voice, the Harbor Master must guide the Ship safely through the harbor to the port. Switch roles and repeat the game.
Reflecting questions might concern how the Ship felt being unable to see; how the Harbor Master felt being able to use only his voice to guide the Ship: or how the Buoys felt being unable to move or speak.
Each wrestler places the outside edge of his right foot against the outside edge of his opponent's right foot. They grasp right hands. At a signal each tries to force the other to lose his balance. The only contact allowed is their right hands, and the first to move either foot or touches the floor with his hand or body is the loser.
Group forms circle around two blindfolded boys, each holding a can containing several pebbles. One is the hunter, the other the hunted. Each must shake his can every 10 seconds. The hunter has 2 minutes to catch his opponent.Variation:
1 blindfold 1 set of keys or tin filled with pebbles
This is a similar game to 'Whomp'em'. The snake is nominated and must stand within the circle of players. Another player is the hunter. The hunter calls: 'Rattlesnake!' and the snake must 'reply' by jangling the keys or tin. The snake may move within the circle to avoid the hunter but doing so may create enough noise for the hunter to find him.
After the hunter has managed to find the snake (or after 2 minutes) a new hunter is nominated and the old hunter becomes the snake.
TARGET BOUNCE
Equipment: egg carton, ping pong balls
How To Play: Place an egg carton on the floor. Stand the players about six feet away and give them ping pong balls to bounce off the floor and into one of the egg compartments. Points may be assigned to each of the compartments for scoring. Whoever reaches a predetermined score first may be the winner.
The Psycic
You need two players who know the secret to play this game. Start off by telling your den that the other person is "psychic" and can identify an object that the first one is thinking about. Have the "psychic" leave the room. The den then picks an object in the room... in this case, a Bobcat badge on Paul's uniform. Call the "psychic" back into the room. The first player then proceeds to ask the "psychic" a series of questions like:SECRET: The object you "ask" the psychic about before the real object is always black. You don't always have to say the color because the "psychic" can tell by looking; this makes the game a little harder.
- Is the object I'm thinking of the clock on the wall? - No
- Is it David's glasses? - No
- Is it Nathan's Wolf Book? - No
- Is it Aaron's black shoes? - No
- Is it Paul's Bobcat Badge? - Yes!
LOOKING INTO THE FUTURE.
This is a continuing story game in which each player tries to add something to a developing story. The game begins, “I looked into the future and..."
For example, the first player might begin, “I looked into the future and saw a computer.” The next player might add, “The computer was running a machine,” and the third player continues, “The machine was making doughnut holes.” The fourth adds, “Then the machine went wild and ...“ And so on, with each player adding a new element. Continue until no one can add to the story
In this game, kids sit down in a circle facing each other. One person is "it" and walks around the circle. As they walk around, they tap people's heads and say whether they are a "duck" or a "goose". Once someone is the "goose" they get up and try to chase "it" around the circle.The goal is to tap that person before they are able sit down in the "goose's" spot. If the goose is not able to do this, they become "it" for the next round and play continues. If they do tap the "it" person, the person tagged has to sit in the center of the circle. Then the goose become it for the next round.
The person in the middle can't leave until another person is tagged and they are replaced.
Write Your Own Program
Explain to the boys that programming is a very exact (and sometimes tedious) job. A computer does exactly what it is programmed to do. This includes programs that run on desktop PCs as well as computer programs in different kinds of machinery (like robots, for example). If the program doesn't include every command, the machine must do, the task won't be done properly.
For this activity, tell the boys that they are going to write a program to make a robot move an item from one place in the meeting room to another place in the same room. (Pick start and stop points they can see, but that have obstacles between them.) They are to write out the program commands for the robot, which you will have another Cub Scout then follow. After the boys are finished, shuffle all of the "programs" and give them out so that no one has his own. Then take turns reading each program out, having the "robots" follow the exact instructions from the "programs."York Adams Council
TRIO RACE
Instructions: This variation of the "two legged" race teaches coordination and cooperation. Tie a rope on each end of the broomstick. Have three (or more) boys straddle the stick, while the boys on the end hold it off the ground by the ropes (adjust if necessary). Mark a finish line and have boys race towards the finish, keeping stick parallel to the finish.
SARDINES
- One player hides. The rest go looking for him, and,whoever finds him, instead of revealing the hiding place, hides there with him (being careful not to be seen while doing so) . As the hiding place gets more and more crowded, you will begin to understand why the game is called Sardines.Two Rivers Cncl. Pow Wow 1979
Enjoy the Seasons
Cub Scouting in the outdoors happens all year long, as you can see from these examples:
Winter is a fine time for bird watching. Follow and identify bird tracks, look for nests, set out bird feeders. It's a time to identify trees without their leaves. And in some parts of the country it's a time to play in the snow; to build snow people, forts, and igloos; to go ice-skating, sledding, and sleigh riding; and to help others by shoveling sidewalks.The above paragraph was taken from the Cub Scout Leader Book. More Enjoy the Seasons ideas can be found in the Cub Scout Leader Book for sale at the ‘NorWest Scout Shop.
PING PONG FOOTBALL
Divide the den into two teams, kneel on opposite sides of a table. Object is to blow a ping pong ball so that it will fall over the edge of the table on the opponent's side. This scores one point. No one is allowed to touch the ball or the table in any way.
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Players are seated in a circle. Each one is given the name of some city or airport. One player has no chair. He stands inside the circle and calls All aboard for plane from Oklahoma City to Boston. The two players representing these cities must change seats. The caller, tries to get a seat during the scramble. The player left without a seat becomes the new Air Traffic Controller. This is fun when the Controller names a city which has not been assigned to anyone, thus causing confusion and excitement.
AIR ROUTE
GCC AnimaticsThe first Cub Scout says, “I'm going on a hike and in my backpack I put an apple.” ( anything that starts with an “a”.) The next Cub Scout would say, “I'm going on a hike, and in my backpack I put a ball and an apple.” (starts with “b”.) Continue this way, going through the alphabet repeating all the things previously mentioned.
Variation: instead of the alphabet, try word length: ( ax, pen, duck, knife, etc.)Players make stilts by running twine or light rope through tomato cans. [See Wolf Book, Elective 7b] The players race to a goal on these cans. Make sure rope or twine is long enough for players to hold it comfortably while standing on can.
TIN CAN STILT RACEBB, Aloha Council
KNOWLEDGE CIRCLE
Have the family sit in a circle. Start some music and pass a button, piece of candy or other item. When the music stops, the person holding the item asks a question about the family. Some examples would be favorite color, hobbies, etc..
WHERE WERE YOU BORN
Display a map of the world. Give each boy a colored flag. Have them place the flags where each member of their family was born. Invite some family members who lived overseas to talk about living in a foreign country. Let them provide food from their culture for the boys to sample, see clothes that they wore, etc..Circle Ten Council Pow Wow 1998Back to Roundtable
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BEAST, BIRD OR FISHPlayers sit in a circle, with one player in the center. The player in the center holds a soft ball or sponge which he throws as unexpectedly as possible at one of the circle players while simultaneously calling either "beast" or "bird" or "fish". Then he immediately counts to ten. The person holding the ball must yell out a type of animal in the category named, before the count is completed. no words can be duplicated. If the player cannot name an animal, he must change places with the player in the middle.To make it easier for younger kids, you could play this game after an activity about animals, so they have more ideas. Also, decide beforehand what type of things fit in the categories -- you can include insects as beasts, and aquatic creatures (shellfish, etc.) as fish to give you a wider range from which to choose.Marianne "Sunshine" Mitchell Guide Mailing List!
MULTIPLES (BUZZ)This is a game from Taiwan. Players sit in a circle and start counting round the circle from "one." If the agreed figure for the game is seven, each time the number being called includes the figure seven or is a multiple of seven, the player keeps quiet and clasps his hands together. If anyone makes a mistake the leader records a point against him.
When the boys become good at this game, add one or two other numbers, so they will have to keep very sharp not to get caught with numbers four, six and eight going on at once.
For one number the player clasps hands. For the second number he will put both hands above his head. For the third number he can nod his head. Most players will find thinking of two numbers at once difficult enough.From: 'Games Galore', BSC publicationBack to Roundtable
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A rousing game of balloon racquetball will brighten up a rainy afternoon - or any afternoon! Make the racquet by bending a wire clothes hanger into a circle. Slip the wire circle into one leg of a pair of pantyhose. Tie off the pantyhose at both ends of the circle. Cut off extra stocking. Flattening the hook of the hanger makes the handle. Cover the handle with masking tape. Make a comfortable grip by building up with strips of cloth or paper, then finish off by wrapping smoothly with tape. After making two racquets, blow up some round balloons, find a partner and have a ball!
RAINY DAY RACQUETBALLDenver Area CouncilDivide the boys into two teams and give each team 10 sticks about 10 inches long. The sticks are placed about 10 inches apart like the rungs of a ladder. On signal the first boy in each team hops on one foot over all 10 sticks. He then reaches down and picks up the 10th stick and hops back over the other 9 to his team. The second boy then begins, hopping over the 9 sticks, picking up the 9th and returning. Continue until all have raced. The last boy in line hops over all remaining sticks and then picks up all of them as he hops back to the finish line. If a player steps on any stick, he must start over from the starting line. First team through wins.
LAME CHICKENEveryone stands in a circle. The first player begins by saying "Pioneer went to sleep." The rest of the group answers "How did Pioneer got to sleep?" The leader then says "Pioneer went to sleep like this, like this," repeating a small gesture such as nodding the head or twisting the wrist. The rest of the group mimics the gesture and answers "like this, like this." The entire group continues to repeat the gesture as the next boy in line says "Pioneer went to sleep," and others respond as before. The second boy adds another gesture to the first, so that now there are two movements to keep going. The game continues around the circle, each player adding a gesture. By the
PIONEER WENT TO SLEEP
end of the game, the entire group should be a foot-wiggling, eye-blinking, head-shaking, nose-twitching mess. Try to add as many gestures as possible before the game totally falls apart. Since it is difficult to do more than ten gestures at once, you may not get everyone in the group, but the challenge is to see how far you do get. Start off slowly with small things, such as toes and fingers, and work up to the bigger things, such as arms and legs.Back to Roundtable
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FROGS AND FLIES
The more participants the better. A detective is chosen. He stands in the center of a circle of Cub Scouts, all sitting down. (WINK MURDER)
Everyone closes eyes tightly while the leader goes around the outside of the circle and secretly taps one of them. This person is the frog. The leader informs everyone to open their eyes. Now, the frog's job is to eat the flies; the flies being the others in the circle.
The detective's job is to try to guess which one is the frog. The frog tries to "eat" as many flies by making eye contact with others in the circle and sticking out his tongue at them without the detective seeing him. Once he has stuck his tongue out at someone, they extend their legs straight forward, or they can lie down, indicating that they have been "eaten". The detective watches for the frog, while the frog tries to "eat" as many flies as he can before being discovered. The detective gets 3 chances to guess who the frog is. Then, the frog turns into the detective, and the leader chooses a new frog.
TAIL GRAB
• A rope or cloth tail for each team
Each team stands in a line behind their leader. Each man holds the belt or waist of the man in front. The last man has a tail tucked into his trousers. On the word 'GO' the patrol leaders have to move around the room and try to get as many of the other tails as possible. Any team that breaks the chain is disqualified. The winning patrol is the one with the most tails.
STEAL THE BACON
• 1 Hat, scarf or some other 'bacon'
Divide the troop into two halves (not three halves, nor one half). Number off EACH half separately. If there are 30 boys in the troop, then you would have two groups, each numbered from 1-15. Line them up facing each other, about 30-40 feet apart. In numerical order. Place your 'bacon' between the lines at X. Now the field will look kinda like this:1 2 3 4 5 6 7 8 9 10
X O <== Leader
10 9 8 7 6 5 4 3 2 1
The idea is for a scout to go out and retrieve the object. The leader calls out a number, and each scout with that number runs out and tries to get the object and go back behind his line.
Once the object is touched, the scout that touched the object can be tagged by the other scout. There are two ways to win a round: Either get the object and bring it behind your line without being tagged, or tag the other scout after he grabs the object and before he makes it past his line.
THE FLYING DOUGHNUT
• 1 rope (length around 15')
• A 'doughnut' tied to one end of the rope to act as a weight. An old cub cap or rolled-up hiking sock is ideal.
This is an old playground game which used to played with a long skipping rope. It works very well both with small groups and large groups. Spectating can also be quite fun so don't worry too much about players which have been hit standing out for a few minutes.
The players stand in a circle with the leader in the middle. The leader swings the rope and doughnut around in a large circle at around foot height. The players must jump over the rope and doughnut each revolution to avoid being hit. If they are hit (or hit several times) they are out of the game. The last people standing in the circle are the winners.
To rotate the doughnut stand up and swing the rope, swapping it from hand-to-hand around you. As you spin the doughnut faster it may rise too high - some players may not be able to jump high enough. You can often help by crouching down or reducing the speed. Look out for players who try to stay back from the circle slightly trying to ensure that the doughnut will never reach them.GC
RATTLESNAKE
• 1 blindfold
• 1 set of keys or tin filled with pebbles
This is a similar game to 'Whomp'em'. The snake is nominated and must stand within the circle of players. Another player is the hunter. The hunter calls: 'Rattlesnake!' and the snake must 'reply' by jangling the keys or tin. The snake may move within the circle to avoid the hunter but doing so may create enough noise for the hunter to find him.
After the hunter has managed to find the snake (or after 2 minutes) a new hunter is nominated and the old hunter becomes the snake.BB, C-10Back to Roundtable
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A scavenger hunt is always a lot of fun. Depending on the ages of your participants, you may have to develop different task lists. For instance Tiger Cubs may not yet be able to identify leaves whereas Webelos might be expected to know some of the more common trees and leaves in your area.
You can combine the participants into groups, even mixing the older boys with the younger boys. Just be sure that each boy will have a chance of making a "find." Some suggested items for a scavenger hunt include:trash item(s), something red, a pine cone, a ball shaped rock, a twig in the shape of a letter, a new leaf from tree/bush, a five pointed leaf, a man-made object (what & where it is),
an insect (live or dead) etc.
FIVE DOTS
Equipment· PencilsGame Description
· PaperEach player has a piece of paper and a pencil. He/she puts 5 dots anywhere on the paper and passes the paper to another player. The second player has to draw a person with head, both hands and both feet each touching a different dot.
After a set time, e.g.. 3 minutes, all display their drawings. Leader picks out the best, neatest, funniest, cleverest etc.Back to Roundtable
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TURKEY HUNT
Basically it goes like this , you divide the boys into two teams . One team is the Native American Indians & Pilgrims and the other team is the Turkeys . The turkeys squat and walk like turkeys back and forth . I did it outside , we just set up borders to limit the turkeys area to walk in . I also decided to make it a little harder and gave each Turkey a red sock "gobbler" to wear from their shirt , hanging down from the neck . If it fell off they were hit as well , it gave them an incentive to pay more attention . Any ways , the other team can pick to be a Native American Indian or a Pilgrim . I used those great nurf arrows . They could choose a bow and arrow or a ball " nurf ) shooter . They each got got three shots , if they hit a Turkey , the Turkey falls and is out . The object is to see which team can get the most Turkeys . They both switch when all scouts have shot their three shots . It was so fun , the boys really got into making Turkey noises .Tim Miskell, Wolf Den Leader,
Pack 562, Naperville , Ill.GET UP
Contestants sit on the ground, back to back with legs extended,
Sit the Cubs in a circle. One Cub walks around the outside of the circle, tapping each boy on the head saying "duck, duck..." At some point he changes the name to "Goose!" The "goose" must get up and chase the caller around the circle. The first of the two of them to get back to the place where the "goose" was sitting gets to sit back down, and the other then must go around the circle again, tapping each boy on the head saying "duck, duck, GOOSE!"
feet together and arms folded. At a signal they try to rise to their feet without unfolding their arms. First one is winnerBack to Cub Dens
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THE RATTLERGroup forms circle around two blindfolded boys, each holding a can containing several pebbles. One is the hunter, the other the hunted. Each must shake his can every 10 seconds. The hunter has 2 minutes to catch his opponent.
MINUTE JUDGING
Everyone is in a seated position. The leader looks at his watch, says "Go," and everyone tries to judge when a minute is up. Each indicates his guess by standing. The closest to the correct time is the winnerTRIBE OF THE BLIND
Blindfold the boys and stand them in a circle with their arms outstretched so that they can just touch the fingers of each other.
In the middle have two Prisoners who are chained together with a neckerchief around the right legs. The prisoners are not blindfolded. The two prisoners try to escape without being caught. The blindfolded boys can not bend their knees and can only try to tag the prisoners when they hear a sound coming toward theme.Animatics
WE FOUGHT HARD FOR THOSE 50 STARS
Divide the group into equal teams lined up a few feet away from the table. Place a bowl on the table for each team. Lay 50 cutout paper stars (approximately 2 inches in diameter) out on the table beside each bowl. Give each player his own straw. On a signal, the first player in each team runs forward and picks up one star, or as many as he can with one breath, by sucking on the straw, thus holding the star to the end of the straw. No hands! He releases the stars into the bowl, and then runs to tag the next player and gets at the end of the line. (He may need to run again.) The first team to have all 50 stars in the bowl is the winner. (The game could be varied with the original 13 stars tot a smaller group of boys.)Back to Roundtable
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The following games are from: Baden-Powell Games Book
CHAPTER IV , INDOOR GAMES.KIM'S GAME. HOW TO PLAY IT.
The Scoutmaster should collect on a tray a number of articles: knives, spoons, pencil, pen, stones, book and so on - not more than about fifteen for the first few games, and cover the whole over with a cloth. He then makes the others sit round, where they can see the tray, and uncovers it for one minute. Then each of them must make a list on a piece of paper of all the articles lie can remember - or the Scoutmaster can make a list of the things, with a column of names opposite the list, and lot the boys come in turn and whisper to him, and he must mark off each of the things they remember. The one who remembers most wins the game.
THIMBLE FINDING.
The patrol goes out of the room, leaving one behind who takes a thimble, ring, coin, bit of paper, or any small article, and places it where it is perfectly visible, but in a spot where it is not likely to be noticed. Then the patrol comes in and looks for it. When one of them sees it he should go and quietly sit down without indicating to the others where it is, and the others, if they see it, do the same. After a fair time any one of those sitting down is told to point out the article to those who have not yet found it. The first one to see it is the winner, and he sends the others out again while he hides the thimble.
HOW LONG ?
A good camp practice is to see that all Scouts have a piece of paper and pencil, and to make them write down answers to various questions regarding lengths and heights. For instance: " What is my height when I'm wearing my hat ? " " How long is the camp table ? " Of course that boy wins who most nearly gives the correct number of inches.
BLOW BALL.
The players divide into two sides and take their positions at each end of a wooden table about 6 feet long. A Ping-Pong ball (or any light celluloid ball) is placed in the center, and each side tries to blow it off the table at the other end - if it goes off the sides it does not count, but is put back in the center again. The game soon develops strong lungs, but needs composure just as much - because the best player is the one who can blow without laughing at the faces of those opposite him as they blow. It is best to play kneeling or sitting round the table. A more complicated way for five players a side is to have a goal at each end marked on the table ; then each side has a goalkeeper, two forwards, stationed at the other end to blow into the enemy's goal, and two backs to pass the ball to their forwards.
SPOTTING THE SPOT.
Show a series of photos or sketches of objects in the neighborhood such as would be known to all the Scouts if they kept their eyes open - for instance, cross-roads, curious window, gargoyle or weathercock, tree, reflection in the water (guess the building causing it), and so on, and see who can recognize the greatest number; or else let each Scout contribute a picture or sketch of something remarkable passed during the last outing.
SCOUT'S NOSE.
Prepare a number of paper bags, all alike, and put in each a different smelling article, such as chopped onion in one, coffee in another, rose leaves, leather, aniseed, violet powder, orange peel and so on. Put these packets in a row a couple of feet apart, and let each competitor walk down the line and have five seconds' sniff at each. At the end he has one minute in which to write down or to state to the umpire the names of the different objects smelled, from memory, in their correct order.Back to Roundtable