Cub Scout
Games from Australia
From: Alastair Honeybun
These are games for Boys and Girls. The language is Australian, the program is not BSA, but these are really fun! When you see "Six", read that as Den or Patrol.
Type: Pack Game
Equipment: Balloon for each player
Each player has a balloon
tied to his ankle. The object is to tread on and burst the other players'
balloons, while trying to keep his own intact.
Type: Circle
Equipment: Knife, fork,
scarf, gloves, old hat, dice, parcel wrapped in newspaper, cake of chocolate
in the parcel.
Cubs sit in a circle with
the parcel, clothes, knife and fork in the center. Each cub throws the
dice in turn. When a six is thrown the thrower goes to the parcel, puts
on the clothes, and begins undoing the parcel, using the knife and fork.
As soon as another player throws a six, he takes the clothes off the first
player, and proceeds to put them on himself and continues undoing the
parcel. The dice is meanwhile being thrown, and the center player is constantly
changing. When the chocolate is unwrapped the player may eat it using
the knife and fork.
Type: Circle
Equipment: Large ball
The players are in a circle,
with one Six in the center. The Six in the center is in file formation,
grasping each other round the waist or on the shoulders. The whole file
is free to move in any direction, but the grip must not be broken. The
players in the circle endeavor to hit with the ball the back player of
the file below knee height. The ball should be passed around or across
the circle to the player best suited to throw, and not just thrown haphazardly
by anyone. The person scoring a hit goes to the front of the file and
the hit one takes his place in the circle.
Type: Arrow Activity
Equipment: Three or Four Balls
Cubs in a large circle
with three or four in the center with a ball each. Ones in the center
throw the balls to any Cub in the circle. If a Cub misses his catch once,
he kneels, twice, he sits, three misses and he lies down and the next
time he is out. If he catches the ball any time he is in one of the above
positions he comes back to the position before.
Type: Pack
Equipment: Nil
Players in files of threes,
gripping the waist of the one in front, forming a train with engine in
front, tender and wagon behind., there is also one loose wagon to approx.
each three trains. The object is for the unattached wagon to hitch on
at the back of a train, the engine then becoming a loose wagon and the
tender becomes the engine. Trains may twist and turn to prevent the loose
wagon hitching on. If it drags, reduce playing area or increase the ratio
of loose wagons.
Type: Team game
Equipment: Two or more large balls.
The aim is to dismiss as
many of the opposing team as possible within a given time. The time can
vary, but each game takes from about 10 to 15 minutes. About 15 on each
side is ideal.
Rules:
1. Players have allocated
areas, indicated by rope or chalk lines. They must not go outside these
areas.
2. Two players from each
team stand in tram lines behind the opposing team (see diagram).
3. Two balls are thrown
into the main area. The players throw over the heads of their opponents
to those of their number behind the line.
4. The two try to hit their
opponents below the knee.
5. If hit below the knee,
players join their team mates behind the line, and try to get their opponents
out.
6. Balls may be interrupted
as they are thrown over the opposing team.
7. If any player crosses
a line unlawfully a free pass is awarded to the other team.
8. The game may continue
until everyone is out, on one side or the other.
Type: Circle Game
Equipment: Two different bean bags
The Cubs form a circle.
The Leader takes one bean bag (possum) which he starts on it way round
the circle. A moment later he starts the other bean bag (dog). The dog
must catch the possum before it reaches the starting point.
Type: Pack
Equipment: Nil
Appoint 3 boys to go "HE".
They chase the rest of the Pack around trying to tag them. If tagged then
a boy must stand still, with legs open and arms out. They can be freed
by other untagged players, by the other player crawling through their
open legs. If however the player is tagged while crawling through then
there are two stiff candles at that spot. Vary the number of chasers according
to number playing.
Type: Pack Game
Equipment: Newspaper
The Cubs run around the
edge of the room and a sheet of newspaper lies in the center. On a signal
from Akela the cubs scramble for the paper to see who can grab the biggest
piece.
Type: Pack Game
Equipment: 15 to 20 tennis balls and a small box
One person has the box
in which the balls are placed. As quickly as possible he picks up one
ball at a time and rolls it across the ground. The rest of the players
race after the balls, retrieve them and return them to the box. The aim
is never to let the box become empty.
Type: Six
Equipment: Seven stones, or other objects
The Cubs are divided into
four equal groups, with one group sitting in each corner. The seven stones
are put in the center, with a square drawn round them, and a small square
in front of each team. Each Cub in the team is given a number, from 1
onwards. The Leader then calls out a number, say, number 2. The four number
2's run to the center and pick up a stone, and bring it to their own square.
Only one stone may be picked up at a time, and it must be placed in the
square, not thrown. They then return to the center and pick up another
stone. Then they may also take from their opponents squares. The continues
until one group has three stones in their square. A point is scored, and
the game commences again with a new number.
(A Very Boisterous Game)
Type: Pack
Equipment: Nil
All players against a wall
except one who is chosen to be the Hunter. A signal is given and players
must change ends, with the Hunter trying to tag as many as possible. Those
tagged become the Hunter's Dogs and as such may help the Hunter with his
hunting but only the Hunter can do the tagging. The Dogs can catch and
hang on to a boy until the Hunter can tag him. One dog to hold one boy
at a time. Akela keeps giving the signal for the boys to change ends.
This is a very boisterous game but just loved by Cubs.
Type: Circle Game
Equipment: Cord, large curtain ring
A piece of cord in a circle
with a ring on it, players holding the cord. One in the center tries to
catch the ring which is passed to and fro about the circle. The player
on whose hands the ring is caught goes to the center.
Type: TEAM Game
Equipment: Nil
The Cubs are divided into
two teams which stand on either side of a line drawn through the center
of the playing area. When the game starts, the players reach across the
line and try to grab a person on the other side. The object is to pull
as many players across the line as possible. All players on a side may
help their teammate pull a player from the other side and members of the
other team may hold a player to prevent his being pulled across the line.
Whenever a Cub is pulled over the line he joins the other team.
Type: Relay
Equipment: Small ball or bean bag per team
Teams in file formation,
the last player having the ball. On the starting signal the bass is passed
along the line to number 1, who then races to the back of the line and
passes the ball forwards. When the person at the head of the line receives
the ball he races to the back and passes it forwards. Continue until number
1 is back to his place. First team finished is the winner.
Type: Team Game
Equipment: Large ball'
Pack is divided into two
teams, who sit in parallel lines about four feet apart, but facing in
opposite directions. The feet of each Cub should just touch the seat of
the Cub in front. A mark is made halfway down the aisle between the two
teams. The ball is placed on this mark. When the Leader calls "row" the
players use their inner hands only and try to drive the ball to the front
of their respective teams. If this is done a goal is scored. The ball
must stay on the ground. As a variation turn the teams around and use
the other hands.
Type: Relay
Equipment: Nil
The course is marked out
as shown in the diagram above. The leader runs from the start line over
the line AB. He then runs back and grasps the hand of number two. They
both run over the line AB, and then go back to pick up the third man.
This is repeated all the way through the team. When all at the other end,
the process is repeated, but this time with the last person starting first.
The race is complete when all the team is back to the original position.
Type: Contest Agility
Equipment: Nil
Groups of three Cubs. One
is the head, another makes the back and holds the waist of the 'head',
the third is the rider, who is seated. Race over a given distance. This
can be played with the 'head' blindfolded being steered by the rider.
Type: Team game
Equipment: A small object for each member of one team
Divide the Pack into two
teams. One team to stand with legs apart in a straight line (feet touching
those of the next Cub). In between each Cubs legs is a small object. The
other team are the raiders and have to try to steal the objects, without
being caught. They can take them from any direction. The defender is not
allowed to move his feet, but can try to tag the raider below the elbow.
Type: Circle Game
Equipment: Nil
All Cubs stand in couples
in a circle with two or four paces between each couple. One odd Cub stands
in the center and says, "The mountain is on fire, run run run." At the
last word Cubs in the other circle turn left and run round the outside
till the center Cub says, "The fire is out", when they have to find their
partner, the odd Cub trying to get a partner also.. Cubs are not allowed
to cross the circle to their partner, but must continue round. Cubs in
the inner circle now change places with their partners in the outer circle,
and the game proceeds as before.
Type: Boomerang
Equipment: Nil
Four boys from the Pack
are chosen to be 'It'. One is called a Toothbrush, another Nailbrush,
the third Hairbrush and the last Shoe Brush. These four chase the rest
of the Pack. When a Cub is caught he has to imitate the action of that
particular brush. If he is unable to do so he must report to a Leader
and answer a simple question before continuing.
Type: Team Game
Equipment: Nil
Divide the Pack into teams,
which assemble in two straight lines, about six fee apart facing the Leader.
One team is named Rats and the other Rabbits. If the call is Rats, the
Rats race for their wall with the Rabbits in pursuit, and vice versa.
If tagged the player joins the opposing team. The calls are varied by
rolling the R. or calling Rice, rhubarb, etc when no-one moves.
Variation: This game is
also known as Crusts and Crumbs, Crow and Cranes.
Type: Six
Equipment: Nil
All the Six get in a line,
except one. Each boy puts his arms around the waist of the boy in front.
This line is called a bronco. The remaining Cub, called the Cowboy, is
not in line. He tries to ride the bronco. He does this by trying to grab
the waist if the last Cub in the bronco. This is hard to do, because the
bronco switches and jerks about to keep the cowboy from holding on. If
the cowboy can hang on for five seconds he has won. Then change cowboys.
Type: Coming in game
Equipment: A rubber ball
If there are a large number
of players, they should form a circle. For a small group, have the players,
spread out and form a square or five-sided figure. One player is chosen
to be "it" and he stands in the center.
The other players bounce
or throw the ball around or across the circle or square. They try to keep
the ball away from "it" while he, of course tries to get his hands on
it. When "it" catches the ball, he changes places with the last player
who threw it and the game continues.
Type: Pack game
Equipment: 4 tins, chalk
An area is chalked off
in each six corner and inside it stands a tin guarded by the Sixer. Other
players must keep to the center of the floor and they pass around one
or more handballs and try to hit the tin in someone else's corner to score
a goal.
Type: Team game
Equipment: Balloon
Divide the Pack into three
teams. Mark three bases on the floor. The balloon is hit by hand, and
when it is hit into a base that team scores a point. The balloon is then
started off in the center again. If a Cub drops the balloon or lets it
fall to the floor his team loses a point.
Type: Pack
Equipment: Feather or balloon, chalk
Each six defends a quarter
of the room and a feather is released at the center by Akela. The Cubs
have to blow to keep the feather or balloon in the air, but if it lands
in their portion they have been hit.
Type: Circle Game
Equipment: Three balls, three tins
Pack in a large circle.
Stand the three tins in the center of the circle. One of the players stands
in the center and stands up the tins as they are knocked down by the circle
of Cubs with the balls. When all three tins are knocked over at the same
time the Cub who knocked over the third tin changes places with the one
in the center.
Type: Relay
Equipment: Plate for each team, chalk
Each Sixer has a plate
(paper). Halfway down the room a small circle is chalked for each Six.
Each runner in turn carries the plate and starts it spinning in the circle,
runs on to touch the front wall and on the way back retrieves the plate
to hand it to the next runner.
Type: Relay
Equipment: Many cotton reels
Sixes stand in line as
for a race. At the other end of the hall is a pile of cotton reels of
different shapes and sizes for each Six. In turn Cubs run up and add one
cotton reel to the tower started by number 1. If it falls over the tower
has to be rebuilt. First Six with a standing tower is the winner.
Type: Circle Game
Equipment: Tennis ball
One Six in the large circle
made by the rest of Pack. A tennis ball is thrown at the Six in the center,
endeavoring to hit them. As soon as one is hit he leaves the circle. A
catch by any Cub in the center recalls one of his Six already out. Each
Six can take a turn of being in the center and are timed to see which
Six stays in the longest.
Type: Pack game
Equipment: Large ball
Each Sixer has to stay
within his own six corner and the others pass a ball about. No one may
run with the ball it can only be thrown. The cubs try to pass the ball
to their own Sixer and if he takes it with a clean catch they score a
point for their six.
Type: Team
Equipment: Two balls
The game caters for a large
crown in a reasonably small space. The players arrange themselves as shown
in the diagram. The attackers, stationed around the circle, endeavor to
hit the post; the defenders try to prevent the post being hit. The ball
must be passed by hand and not held for more than two seconds. Each group
of defenders when in possession of the ball, should endeavor to pass it
to their own attackers in the opposite half of the circle, but all groups
are restricted to their own playing area. Two balls can be used if desired.
Each hit on the target scores two points. If a defender should accidentally
knock down the post, the opposing side is given one point.
Type: Relay
Equipment: Bean bag for each Six
Sixes line up and in front
of each about six feet away is a small chalked circle. The Sixer has the
bean bag, and on the word "Go" he throws it into the circle. When successful
he runs to the back of his Six. Then number 2 has a go. First six complete
is the winner.
Type: Water
Equipment: Nil
Line the Cubs along the
edge of a small stream or pond. When the command 'In the pond' or "On
the bank' is given, Cubs act accordingly. If a mis-command 'On the pond'
or "In the Bank" or a repeat of where they are, anyone who moves is out.
This game may also be played on dry land, using a line for the bank.
Type: Circle Game
Equipment: Tennis Ball or Bean bag
Players in circle, one
in center tries to intercepts a ball thrown across the circle, one to
another. Thrower of an intercepted pass changes places with the player
in the center. Throwing should be fast and not above shoulder height.
Type: Circle Game
Equipment: Nil
Players in a large circle
round room, each having the name of a town. One Player in the center.
Leaders calls out two towns and "Letter", "Parcel", or "Telegram". The
towns mentioned change places and the one in the center tries to occupy
one of the vacant seats. "letters" means walk; "parcel" is hop; "telegrams"
is run, includes the one in the center.
Type: Pack Game
Equipment: Chalk
Mark out a large area as
shown below. The Nose-cone is out of bounds, and anyone who touches it
is eliminated, as is anyone who steps outside the space ship. The leader
shouts out a section of the space ship. Players must get there as fast
as possible, the last few being eliminated. Other special commands can
be 'Emergency' when players sit down with heads between knees;
'Prepare for Take-off;'
when players lie face downwards facing the nose-cone;
'Prepare for landing';
when they lie down facing the stern.
Type: Circle Game
Equipment: Beanbag
Cubs in a double circle
so that every boy has a partner. A bean bag is put in the center. At the
word "Go" the outer circle runs clockwise round the inner circle, and
when a boy comes to his own partner he has to enter the ring by an agreed
method, try to get the beanbag and throw it to his partner. A boy can
enter the ring by various ways, e.g. through his partners; legs, leap-frogging
his partner, running round his partner so many times. Other ways can be
devised. Circles change places so the active partner becomes the passive.
Type: Relay
Equipment: Cards with feats on for each Six.
Prepare six cards for each
Six of some methods of moving i.e. walking backwards, forwards somersaults,
grasping ankles, crab-walking etc. Mix the cards well for each Six and
then place in separate piles in the center of the den. Cubs in relay formation
in turn race up, grab a card from their pile,. perform the action to the
end of the den and back again, and touch off the next Cub. The first back
is the winning Six.
Type: Pack game
Equipment: Tail for each Cub, tucked in belt and dragging on ground.
Cubs try to capture each
others tails by treading on them. When captured a Cub must surrender any
other tails he has captured. He can go to the Leader and get a new tail.
Type: Sixes training
Equipment: Match sticks
A simple pattern using
8 matches is shown. Each six has to reproduce the pattern from memory,
taking care to place the match heads in their original positions in the
design.
Type: Pack
Equipment: Twenty small objects, and lists of them for all players
The objects should be placed
in a room so that they are in full view, but difficult to see. E.G. piece
of black wool tied round the poker; a red stamp on red curtains; cellophane
on glass. A list should be kept of where the objects are hidden. Each
player is given a list of the objects he has to find, with space opposite
so that he can write down where he has seen them. None of the "hidden"
objects must be removed, and it should be stressed that there is no need
to move anything, as all objects are in full view. About 20 minutes can
be allowed for the search.
Type: Team Game
Equipment: Balloons, Blindfold
Players of team in turn
see a small balloon on the floor, are then blindfolded and walk to where
they think the balloon is, and may then - without feeling - make three
stamps to try and burst the balloon. Team bursting most balloons wins.
Type: Pack
Equipment: Chalk, Blindfold
A "road" is chalked out
on the floor with sharp bends and level-crossings. Each Cub is allowed
to stand at the start and study the road before being blindfolded. He
then walks blindfolded as far as he can between the lines, taking the
corners correctly, and stepping over level crossings. When he makes a
mistake he is stopped and his name chalked on the spot.
Type: Sixes Circle
Equipment: A book, pencil and paper for each Six.
Have the Cubs in their
Sixes in a circle. Pass the book round the circle and tell the Cubs to
look at it.'
Cubs now in Sixes corners
with pencil and paper, and answers these questions:
What is the weight of the
book?
What is its length?
How broad is it?
How many colors are on
the cover?
What are the colors?
How many words on the cover?
Who wrote the book?
What is the title?
About how many pages are
in the book?
etc etc
Type: Sixes
Equipment: Small boxes
with perforated lids. Each box has something with a distinctive smell
in it. Onion, soap, coffee, sage, tomato sauce, toothpaste, show polish,
nail varnish, paint etc.
Cubs in Sixes. Hand around
the boxes giving time for every Cub to smell the contents. A time limit
is given to write down what was in the boxes.
Type: Pack
Equipment: Blindfold
One player is blindfolded
near one end of the room, the rest, one at a time try to come from the
other end as quietly as they can.. When all have passed, the listener
states how many he thinks have passed. The number should be varied each
time, and be unknown to the listener.
Type: Team game
Equipment: A small object for each member of one team
Divide the Pack into two
teams. One team to stand with legs apart in a straight line (feet touching
those of the next Cub). In between each Cubs legs is a small object. The
other team are the raiders and have to try to steal the objects, without
being caught. They can take them from any direction. The defender is not
allowed to move his feet, but can try to tag the raider below the elbow.
Type: Pack
Equipment: Fancy dress or disguise for a Six
One Six is told to bring
fancy dress or anything for a disguise. They must wear masks. They are
sent out of the room to get dressed. They then re-enter the room and walk
about for a couple of minutes. They must answer any questions put them
but may disguise their voice or walk etc. After they leave the room the
other Sixes write out, who was who and what they were wearing.
Type: Pack
Equipment: Suitcase of samples
A "stranger" arrives at
Pack Meeting with a suitcase of samples. He tries to persuade the Leaders
to buy. The Cubs gather round and listen. After he has been sent away
the Pack is asked to make lists of the articles offered, the prices, and
the arguments in favor of each put by the salesman.
Type: Circle
Equipment: Two blindfolds
Cubs in large circle. Two
Cubs in center blindfolded. One is named Flint, the other Monty. Flint
asks "Where are you Monty". Monty replies, "I'm here Flint". Flint tries
to touch Monty. When he does two other Cubs have a turn.
Type: Pack (Quiet)
Equipment: Nil
Pack is in two lines. Lines
are back to back and one line alters something on their uniform. The opposite
side guess what is different and then have their turn.
Type: Pack
Equipment: Bell for each Six or stones in tins. Paper bag for each Cub or
can use scarf
for blindfold.
Cubs sit together with
bags over their heads. Sixers stand some distance away ringing their bells
which should all sound different. Cubs follow the sound to their Sixer.
First Six together wins.
Type: Pack
Equipment: Two people in disguise
During the meeting, without
warning, two "ruffians" in heavy disguise rush in and either kidnap or
attach a Leader, then rapidly escape. Each Six then furnishes a report
of the event and a description of the wanted men.
Type: Pack
Equipment: Two wet sponges or rages
Two Cubs sit about 2 feet
apart on chairs in the center of the den. They are blindfolded, face each
other and each hold a wet sponge. The rest of the Pack must creep up,
as directed by a Leader and pass between the seated Cubs. The seated Cubs
can say "freeze" at any time (within reason) and dab down with the sponge
between the chairs. If hit places are changed. This can also be played
outdoors on a fine day, using larger quantities of water, or water pistols.
Type: Pack
Equipment: Supply of local bus and railway timetables
Sort out beforehand half
a dozen difficult, but not impossible journeys, including plenty of changing
and plenty of possible alternatives. Divide the players into groups and
give each group the timetables, and their instructions: e.g. The first
team to find a way from Little End to Newton in less than two hours after
lunch on a Saturday.
Type: Pack
Equipment: Nil
Pack in spoke formation
in Sixes. The Leader tells a story about a Cub going of somewhere on a
bicycle. Every time there is something wrong e.g. no bell, no brakes,
wrong signal etc, the outside boy from each Six has to race round the
outside and back to the inside of his Six. First Cub back gets a point.
Type: Pack Circle
Equipment: Nil
The Cubs sit in the pack
circle and in each six every cub is allotted a particular item from cleanliness
rules. Akela tells a story involving the actions concerned, and when these
are mentioned the respective cubs run round the outside of the circle
and back to their places. The first one home scores a point for his six,
but only if he can demonstrate the item concerned to Akela's satisfaction.
1. Breathing through the
nose
2. Cleaning shoes
3. Washing feet and knees
4. Brushing teeth
5. Cleaning and cutting
nails
6. Washing hands
Can be varied - Fetches
coal (wash hands) muddy path (wash knees) has dinner (brush teeth) open
window (deep breathing) etc. Cubs act this inspection test.
Type: Sixes
Equipment: Nil
Cubs in Sixes and numbered.
The Leader signals a letter and then calls a number. The boys with that
number have to get to the other end and back again. First to do so wins
point. R means run, W means walk, C means crawl, S means skip etc.
Type: Relay Formation
Equipment: Two sets of
cards: one of the alphabet, and the other with Morse or semaphore symbols
on them
Cubs in relay formation
and at the other end are the cards face up. On "go" the first in each
Six runs up, takes one card, either alphabet or symbol and pairs it. As
soon as he gets it right he takes the pair back and then the second Cub
goes. Keep going until there are no more cards. Six with the greatest
number of pairs wins.
Type: Circle
Equipment: Knotting Rope
All the Cubs sit in a circle.
With the exception of one who has the rope. On "go" he drops the rope
at the feet of one of the players, at the same time calling out the name
of a knot. He then commences to hop round the circle, while the knot is
being tied. If tied correctly the tier becomes the hopper.
Type: Sixes
Equipment: Each Cub, paper and crayons (Semaphore Chart)
Sixes in corners. One Cub
in each Six must know semaphore (or Morse). Other Cubs have paper and
crayons. Akela signals a word in semaphore. They tell their Six what it
is. Cubs then draw the object while the Sixer returns to read the next
word. The Six with the most correct objects wins.
Note: This game is useful
to single-handed Akelas as it keeps other Cubs occupied whilst he practices
semaphore with older ones. The words can be made up of letters from first
circle to begin with. There should be a clear semaphore chart nearby.
Type: Semi circle
Equipment: Large number of sheets of brown paper, crayons, 3 or 4 beans
per Cub.
One Cub, the Pavement Artist,
sits on the floor with an upturned cap in front of him, and proceeds to
draw anything he likes.
Meanwhile, other Cubs,
who are sitting some distance away in a semi-circle round him, try to
throw their beans, one at a time, and in turn, into his cap. The first
who succeeds changes places with him, and he starts to draw a picture.
On ceasing to become the Pavement Artist, the Cub initials his attempt,
whether finished or not, and places it on exhibition. If he gets another
turn he may either start another drawing or complete and improve his old
one.
Every picture counts a
point to him, but at the end of the game, the artists' efforts are judged
on their merits, so that a Cub with one good drawing may beat others with
several poor or mediocre attempts.
Type: Pack
Equipment: Pencil, paper
Each of the players is
given a piece of paper on which he draws nine squares, 3 x 3. They take
turns at calling out a letter, and each player must put the letter in
any one of his nine squares. As the letter is called, it can be put down
only once, but the same letter may be called more than once. The object
of the game is to place the letters so they will make as many three-letter
words vertically and horizontally as possible.
Type: Circle
Equipment: Nil
Players in circle. Cub
Leader draws a face in the air. First the outline, clockwise, then right
eye, then left eye; nose downward; mouth right to left, all with the LEFT
index finger. Each Cub tries to draw the face in exactly the same order
and in the same way.
Type: Water game
Equipment: Corks and string
For this game tie the corks
to small rocks, using short piece of string. The Cubs are in Sixes. On
"go" the first Cub in each races into each about 2 feet of water where
the corks are sunk, dives under, picks up a cork in his teeth, and runs
back. First Six complete wins.
Type: Pack
Equipment: Squeezy bottles
Half the Cubs set off laying
a trail equipped with squeezy bottles filled with water, which the other
Cubs follow after a time lag. (Ordinary trail signs). The first team prepare
an ambush. On being ambushed the teams have a free-for-all with the squeezy
bottles. The wettest team are the losers.
Type: Relay
Equipment: Paper cup half filled with water for each Cub.
Cubs are in sixes, and
each Cub is given a paper cup half filled with water. In turn they race
to a turning point about 10 yards away taking their cup with them. When
there they turn round, kneel, put the cups between their teeth, and with
their hands behind their backs drink the water. As soon as the cup is
empty they get up and race back to their six, and the next Cub goes.
Type: Pack
Equipment: Nil
One Cub goes off and hides
within a given area. As the others find him they squeeze in beside him,
and all keep hidden until the last one finds them.
Type: Water game
Equipment: Nil
The object is to get possession
of a spring-type clothes peg which each Cub has attached to the back of
his togs. As he loses his peg he may get another and continue rather than
be out.
Type: Pack
Equipment: Counters (or similar) to represent treasure
Divide the Pack into three
teams: Smugglers, peddlers, and police. The smugglers are trying to dispose
of the treasure to the peddlers, while the police are trying to prevent
them. The smugglers and peddlers start at positions about a quarter of
a mile apart, and work towards each other. The police start from a position
about half-way between the two, and try to prevent the exchange from taking
place. If a smuggler or peddler is caught with a counter he must surrender
it to the police, but he is still in the game. The peddlers may take their
counters to a base for safety, or risk being caught with several. The
smuggler may return to his base for another. At the end count the treasure
of the peddlers and police. The treasure in possession of the smugglers
does not count.
Type: Pack
Equipment: Powerful torch and whistle
Two Cubs with the torch
and the whistle are given a few minutes start from a clearing. The rest
then set off to capture them. The fugitives must blow their whistle and
flash the torch at least once every minute.
Type: Team Game
Equipment: 3 tennis balls and a box or bucket
Divide the Cubs into two
teams. One team bats and the other fields. The first batter goes to the
box and throws the three balls away. He then scores "runs" over a marked
course while the three balls are being returned to the box. The whole
team has a bat, and the total runs are counted. Teams then change over,
the second trying to beat the first's number of runs.
Type: Circle Game
Equipment: Nil
Form a large circle, facing
inwards, and have two Cubs blindfolded. These two are started from opposite
sides of the circle, on the inside, and the second one tries to catch
the first. Neither must wander round the ring, but must remain in touch
with one of the boys forming the circle. Things are made harder for the
fugitive by the fact that every third person in the ring is a foe, and
if at any time he chances to halt in front of one of them the foe will
immediately cry out "He's here". This gives the chaser a chance. The rest
of the Pack must remain silent.
Type: Pack
Equipment: as required
There are numerous methods
of setting trails and treasure hunts. But make the clues simple and the
rails obvious. If this is not done the Cubs lose interest.
Suggestions: Natural trail
of woodcraft signs. Whiffle-poof - wood spikes with four inch nails dragged
to leave a trail. Power paint - red for trail of blood. Written clues
and secret codes.
Type: Water
Equipment: Large rubber ball
Cubs in a circle in water
at least waist-deep. Three or four in the center. The rest try to hit
the Cubs in the center who avoid being hit by ducking under. When hit
they change places with the thrower.
Type: Pack
Equipment: Large ball
One player is chosen to
be pitcher and all the others count off starting with one to ten etc.
The pitcher throw the ball as high in the air as he can while he calls
one of the numbers. The cub whose number is called runs to get the ball.
The pitcher and all the others race to get as far away as possible. When
the player gets the ball in his hands he yells "STOP", and all stop running.
The cub tries to hit one of the players with the ball. If he succeeds,
the player who was hit is pitcher for the next game, but if he misses,
he himself is the pitcher.
Type: Pack
Equipment: Nil
Each Leader is a crook
with a funny name. They are spread out over a wide area, and each team
of cubs is given a different name to ask for first. When they find the
leader who responds to this name, he gives them another name, until they
have completed the full circle and returned to the starting point.
Type: Pack
Equipment: Loud whistle for the hares
Scrub covered land is needed
for this game. Two Cubs and a Leader are the hares. They set off with
a whistle, and after five minutes start must blow it every 30 seconds.
The hounds try to find them. Hares must keep moving, and can usually avoid
capture by listening for the rest of the Pack, and making their moves
accordingly.
Type: Relay
Equipment: Bucket of water, cups, bottles
Each team is provided with
a pop bottle and a paper cup. The players stand behind the starting line
and put the bottles at their feet.
At the signal, they race
to the bucket which is at least twenty-five feet away.
They fill their cups with
water and race back to pour the water in the bottle.
Each Cub in the team has
a turn.
The cups may be held with
only one hand. The first player to fill the bottle with water is the winner.
Type: Pack
Equipment: Some colored bands, six tins, number of bottle-tops or dried
peas.
For this game the area
needs to be partly open, and partly of the kind where Cubs can hide themselves
:i.e. with scrub lupines and little hillocks etc. The Cubs are divided
into two teams, Rockets and Interceptors, each with their own colored
bands. They change sides at half time.
About six targets are laid
out in the playing area as wide apart as possible. They should be about
10 inches diameter each, and have a Leader as umpire at or near each end,
and a tin in the middle. Only the Rockets are allowed in the target areas,
and no more than four Interceptors are allowed to hover around each target
area. Each Rocket is given five warheads (bottle tops). If so desired
special war-heads can be issued worth five bottle tops each. Five of these
should be issued and these Rockets should have no ordinary war-heads worth
one bottle-top each.
The aim of the Rockets
is to destroy the target areas by landing a fixed number of warheads in
them, say, 25 for each target area. A bonus of 10 war-heads can be given
for each target area wholly destroyed. The rockets have to run into the
target areas without being touched by an Interceptor. If they are tagged
they must give up one of their war-heads. The special warhead must be
given up in total. Winner is the side with most war-heads at the end.
(after two halves)
Type: Pack
Equipment: Powerful torch, and an easily climbed tree
The torch is suspended
in the tree and switched on. The game is then a question of attack and
defense, with the defenders stationed at a reasonable distance from the
tree. It must be played in silence, for stalking, and so a reasonable
amount of cover is desirable. Alternatively the rules can be modified
and a straight out attack and defense free-for-all can develop.
Type: Six Game
Equipment: "Gold" nugget for each Six
Each Sixer quietly hides
his "gold" nugget sometime earlier when he can do it unobserved. On a
given signal from the Leader the Sixers shout directions as to its whereabouts,
without actually giving away the exact location. All Sixers are shouting
directions at once, and it is a race to see which Six can find their respective
"gold" first.
Type: Pack
Equipment: Four small balls of different colored wool, and some white cards
Divide the Cubs into three
or four fleets. Each has an adult Leader as an Admiral and Quartermaster.
Each also has a base in which the Admiral/Quartermaster sits. There are
three types of ships; battleships, submarines and destroyers. There should
be three destroyers to every two submarines and to every one battleship.
Each Cub should be given a small piece of card with the letter D, S, or
B, to show which ship they represent. Each fleet has its own color wool,
and each Cub in that fleet has a piece of that color wool ties round his
arm. During the battle a battleship takes a destroyer; a destroyer takes
a submarine, and a submarine takes a battleship. The facts should be made
very clear. At a given signal the fleets are released from their bases
to the central fighting area, where every member challenges any other
member of another fleet by tagging them. Each then says what ship he represents.
Nothing happens if they are the same, but when different the loser must
give up his piece of wool to the other, and return to base for a new piece
of wool from the Quartermaster. He may not continue fighting without a
piece of wool his own color. The side collecting the most wool of the
other colors wins. It is advisable to have intervals in order for the
Cubs in the fleet to change ships, by swapping cards.
One of the battleships
is given an extra card, which signifies the flat it carries, for he is
the flagship. This flag must be made the decisive factor, and so, depending
on the number in each fleet, is worth at least 50 to 150 pieces of wool.
If this battleship is attacked by a submarine, it must surrender its flag
as well, which the submarine at once returns to his Admiral, who at once
gives it to his own flagship, who thus becomes doubly valuable. This flagship,
if attacked, loses both its flags at the same time. Clearly it is wise
for this flagship to play a defensive role and to be helped out by defending
submarines and destroyers of his own fleet. The flagship can only be changed
once in the game. The game may be played for up to thirty minutes. Count
wool as it is handed in to the Quartermasters.
Type: Pack
Equipment: An old beer can (or similar). Area with cover.
Akela is the "Guardian
of the Tin", which is placed in a circle about two feet across. The Cubs
all stand round the circle and one of them kicks the tin out. Everybody
then runs and hides except the Guardian who runs and puts the tin back.
Then the Guardian goes to look for the Cubs and whenever he sees one,
he calls his name and they both race for the tin. If the Guardian reaches
it first and kicks it, the Cub is a prisoner, but if the Cub reaches it
first and kicks, he may go away and hide again. The prisoners stand near
the circle, and when the Guardian is not looking, call "Rescue". Anybody
who is hiding may then run out, and try, unseen by the Guardian, to kick
the tin, and rescue one prisoner, and then they both run and hide again.
Prisoners, must be released in the order they were captured. Only the
Guardian may replace the tin after a kick, and no kick counts unless the
tin is in the circle. The Guardian must go and look for those in hiding,
and not stand near the circle all the time.
Type: Pack
Equipment: Hat
(See the Wolf Cub's Handbook
page 16 for background story).
One Cub is the Zulu boy
who, instead of being painted white, wears a white-cocked hat made from
paper, which he must not remove during the game. He is sent out to hide
himself. The territory is the country or streets for about 600 yards in
any direction from a well marked central spot. He is given ten minutes
start in which time to get away and hide himself. The tribe (or Pack)
are divided off into pairs, and let loose in different directions to hunt
him. They can track him, ask passers-by, or if they find him they can
chase him until they capture the hat. But the pair of hunters must be
together to make the catch. He cannot be captured by a single Cub. The
Zulu must not hide in any inhabited buildings, but he may ride in a vehicle,
and he must keep his hat on all the time. If he succeeds in keeping his
hat uncaptured for an hour he wins the game.
|