Indoor
Games
From Jim Speirs and others
Active, indoors.
Equipment: Per team: 1 easel; 1 piece of bristol board; 1 straight stick;
1 needle; pins;balloons; 1 set of cardboard armor (optional).
Formation: relay.
In preparation for the
relay, a picture of a dragon is drawn on each piece of bristol board.
Next, balloons are attached to the 'dragon'. The dragons are set up on
easels, 6 feet apart, at a designated distance from the starting line.
Finally, the needle is attached to the end of each stick, in order to
create dragon-killing 'lances'.
Divide the players into
two or more teams.
One boy acts as a horse,
while another acts as the rider. On 'Go', one pair from each team rides
to the starting line. The riders put on the armor, pick up the lance,
and remount their horses. Then the charge begins !
Using the lance, the rider
breaks one balloon on his team's dragon. He has only one try. When his
attempt is over (whether successful or not) the 'horse' gallops back to
the starting line, where the couple gives the props to the next pair from
their team.
The relay continues until
both dragons are 'dead' (balloon-less).
Active, indoors.
Equipment: Per team: 1 ten gallon hat; 1 cowboy belt, holster and gun; 1
chair; 18inflated balloons.
Formation: relay.
Divide the group into teams
of six. A chair is placed about fifteen to twenty feet in front of each
team.
On 'Go', the first person
on each team puts on the ten gallon hat, cowboy holster and gun and places
a balloon between his knees. He proceeds in bowlegged fashion to the chair,
where he places the balloon on the seat and rides the 'bronco' until it
'breaks'.
He returns to his line,
passing his hat and belt to the next cowboy.
The game proceeds in this
relay fashion until all broncos have been broken.
Semi-active, indoors
Equipment: Per team: 1
balloon; 1 bib; 1 bowl of soda crackers; 1 orange, peeled; 1bottle of
pop; 1 bowl of peanuts; 1 straw per person; 1 long table.
Formation: Relay.
Divide the group into teams
of six to eight. Line up each team at one end of the room and place each
'set' of food items and a bib on the table at the other end of the room.
Blow up the balloons and place them on the table beside each team's goodies.
On 'Go', the first member
of each team runs to the table, puts on the bib and does the following:
eats one cracker.
eats one section of the
orange.
uses own straw to take
one sip of the pop.
eats four peanuts
(Diet/allergy watch for
this game, especially the peanuts. Substitute where necessary.)
When finished, he takes
off the bib, runs back and tags the next player, who then runs up, puts
on the bib and tastes the food.
The relay continues until
all the food items for each team are gone. When the last mouthful is gone,
that player pops the balloon to signal that his team has completed its
taste test.
Active, indoors.
Equipment: Per team: 1 miniature hockey net or facsimile; 1 ping pong ball;
1 tongue depressor per player.
Formation: relay.
Divide the group into two
teams. Place each net at the same end of the playing area. Each team lines
up about six feet in front of its net. The first member of each team puts
his tongue depressor in his mouth, gets down on his hands and knees and
attempts to slap shoot the ball into the net, using the tongue depressor.
When he has scored, he takes the ball back to the starting line, tags
the next person, who proceeds to attempt to score.
The first team to complete
the relay wins.
Active, outdoors/indoors
Equipment: Per team: 1 big balloon; 1 small balloon.
Formation: Relay.
Divide the group into teams
of six to eight players. Each team is given one large and one small balloon.
The first player of each
group, on the word 'Go', balances the smaller balloon on top of the larger
one and races to the other end of the playing area. If the top balloon
falls off, the player must return to the starting line and begin again.
When the 'run' (or walk)
is complete, the player takes both balloons in his hands and runs back
to the starting line, where the second player is waiting to race.
The first team finished,
and sitting down, wins.
Active, outdoors/indoors.
Equipment: Per team: 1
pair of rabbit ears (made from cardboard, cotton and wire attached to
a hat); 1 small balloon and 1 large balloon for each member; lots of string;
1 chair for each team.
Formation: Relay.
Divide the group into teams
of six. Line up each team in straight lines at one end of the playing
area. Place the chairs, one for each team, at the opposite end of the
playing area.
On 'Go', the first player
of each team dons the rabbit ears, while his teammates blow up one small
and one large balloon. One long piece of string is tied to the small balloon.
The first player then ties the string around his waist, with the balloon
hanging from behind, to represent his tail. He hugs the large balloon
to his tummy, to represent the fluffy underside of a bunny. Then, with
his ears and his two balloons, he hops down to the chair, hugs the large
balloon until it breaks, and sits on his 'tail' until the small balloon
breaks.
When both balloons have
burst, he hops back to the team where he gives the ears to the second
player.
The fun is helping each
rabbit get 'dressed' and in cheering each bunny on. The relay ends when
all bunnies have lost their tummies and tails.
Active, outdoors/indoors.
Equipment: Per team: sweat pants; jacket; hockey mask; 2 garbage bags.
Formation: relay.
Divide the group into two
or more teams. Line teams up at one end of the playing area, with 1) sweat
pants and jacket in front of each team and 2) hockey mask and garbage
bags at other end of the area, in front of each team.
On 'Go', the first player
of each team puts on the sweat pants and jacket, and runs to the other
end of the playing area. Here, he takes off the pants and jacket and puts
on the mask and skates (the two garbage bags - one on each foot). He 'streaks'
back to his team, where he hands over the mask and skates to the next
player.
The second player puts
on the masks and skates and 'streaks' to the clothes. Here he trades equipment
for the clothes and runs back to the third member of the team.
The first team to complete
the relay wins.
Equipment: soccer ball; chalk
Formation: scatter
Two chalk lines are drawn
about three meters apart in the center of the room. This is elephant country.
All the leaders are hunters and the Cubs are elephants. The hunters are
ranged on either side of the lines and must not enter elephant country.
The hunters catch the elephants by hitting them below the knees, with
the soccer ball. Any Cubs who are caught become hunters until there is
only one elephant left as the winner.
Equipment: Piece of chalk
Formation: Scatter
Draw a number of small
chalk circles - submarines - around the room with one less than the number
of Cubs in the Pack.
The Cubs hop, walk or run
round the room according to the direction given by the leader. When he
calls 'Submarine Dive!', each Cub tries to get into a submarine. The one
Cub who is left out stays on a submarine for the next game and so gradually
the submarines become occupied. The winner is the one who gains the last
vacant submarine.
Equipment: None
Formation: Pairs, scattered
The Cubs stand in pairs
facing each other and holding hands to make arches. The pairs are spaced
at random around the room.
The Cubs are respectively
'rabbit and hunter'. The 'hunter' gives chase to the 'rabbit' who dodges
around the trees, finally going down a hole, e.g., running into an arch
and standing with his back to one of the Cubs making the arch. This Cub
immediately breaks away and becomes a 'rabbit' and the 'ex-rabbit' becomes
part of the arch. If the 'hunter' catches the 'rabbit', they exchange
roles.
Equipment: Piece of chalk;
4 balls
Formation: Teams
The room is divided into
four sections with chalked lines.
The Pack is divided into
four teams, one standing in each section with a ball. On the word 'GO',
all the Cubs must hop on one leg and endeavor to keep the balls out of
their section by kicking them with the foot they are hopping on. On the
call 'PACK', they must all stop dead where they are and any section that
has no balls gets a point. The leader should be quick to notice where
the balls are when 'PACK' is called, as the balls may easily roll into
another section. For this reason, sock balls are recommended instead of
ordinary ones.
Equipment: Chalk
Formation: Scatter
Draw a number of circles
on the floor, just big enough for a Cub to stand in and two less than
the Cubs in the Pack. These are houses.
One of the two extra Cubs
is a 'rich man' and the other a 'policeman'. The 'rich man' goes around
the country buying up houses without the owner's permission. He runs up
to a house and says, 'This is my house!', whereupon the owner runs to
another house and says the same thing, and so the game goes on.
Meanwhile the police are
on the trail of all these people who remove without telling them, and
the 'policeman' runs around trying to catch them changing houses. When
he does catch an owner on the move, they change roles.
Equipment: 1 bean bag; 2 boxes
or chairs
Formation: Circle
List the names of some
towns, one for each Cub in the circle.
The Pack stands in a circle,
the leader gives each Cub the name of a town. The bean bag is placed in
the center and the two boxes or chairs are positioned outside the circle
as mail boxes.
One Cub is the 'postman',
who call, 'I have a letter to deliver.' The players call out, 'Where from?'
The 'postman' calls out the name of a town and runs away with the bean
bag pursued by the Cub who represents that town. The 'postman' suddenly
places the bean bag in one of the mailboxes and makes a dash for the place
vacated by the pursuing Cub. That Cub picks up the bean bag and tries
to touch the 'postman' before he can get in. If he succeeds, the 'postman'
is sacked and the other player takes his place.
Equipment: 1 dish mop; a pail
or bucket
Formation: Circle
The Cubs stand in a large
circle with the pail in the middle. They all hold out their hands. One
Cub with the mop walks round the inside of the circle and taps someone
on his hands. He then rushes to the pail, drops the mop in and tries to
run back and take the other Cub's place. Meanwhile, the moment the Cub
in the circle is tapped, he dashes to the center, picks up the mop and
tries to touch the first Cub before he has taken his place.
If he is not successful,
he becomes the Cub in the center.
Note: If the room is very
long and narrow, the Cubs may be lined up at one end of it with the bucket
at the other.
Variation:
Use rolled up newspaper
and tied with string, with a chair placed in the center of the circle.
One Cub goes around the inside and hits a Cub on the backside, runs to
the center, places the news- paper on the chair and runs back to the vacant
spot before the hit Cub can retrieve the newspaper and hit him back. If
the newspaper falls off the chair, the person hitting must pick it up
and place it on the chair. Place in two or three rolls to really get the
game going.
Equipment: 1 ball; whistle
Formation: Teams
The Pack divides into two
teams. Team A stands in a circle with one Cub in the center, holding the
ball. Team B stands in line, like the tadpole's tail, coming from the
middle.
When the leader calls 'GO',
the Cub in the center of the circle starts to throw the ball to his team,
one by one. Meantime, the Cubs in Team B in turn run around the circle
and back to their places. When the last Cub in Team B is back in his place,
the leader blows the whistle and Team A stops. Team A says how many throws
the Cub in the center has made and when the teams change places, Team
B tries to beat Team A's score.
Equipment: Soccer ball or volley
ball; whistle
Formation: Teams
The Cubs form two teams.
A firm chair is placed at either end of the room as a goal for each team.
A Cub from each team stands on a chair as goalkeeper. The ball may only
be passed from hand to hand. To score a goal, it must be thrown to the
Cub on the chair and caught by him. There should be no running with the
ball, or snatching from another player.
Note: The goalkeeper is
changed after each goal.
Equipment: 3 cotton reels (bobbins);
chalk
Formation: Teams
Draw a chalk circle at
either end of the room. Place the 3 cotton reels in the center of the
room.
The Pack is divided into
two teams and line up at either side of the room. The teams number off
from opposite ends. When the leader calls a number, those Cubs run from
their places and pick up a bobbin from the center to place in their goals.
They then return to get the remaining bobbin. The Cub who is successful
in getting this, and placing it in his goal, scores a point for his team.
Equipment: 4 oil drums or metal
pails or metal chairs; 2 large tent pegs or sticks
Formation: Teams
The Pack divides into two
teams, each with a stick. When the leader calls 'GO', the first Cub in
each team runs round the square, banging each drum as he goes. If he misses
a drum, he must go round again. When he finishes the circuit, he runs
to the back of his team and passes the stick to the front for the next
Cub. The two teams make the circuit in opposite directions, one clockwise
and the other counter-clockwise.
Equipment: 1 balloon per Cub,
with a few reserves; 1 sack per Six
Formation: Sixes
One Cub in each Six stands
in his corner holding the sack. The leader spaces the rest of the Cubs
out as far away from their Six corner as possible and gives each Cub a
balloon. When their leader calls 'GO', all the Cubs pat their balloon
towards their Six corners and endeavor to get the balloon in the sack.
The balloons may not be held in the hand and must be patted.
The first Six to get all
their balloons into their sack is the winner.
Note: It is advisable to
have different colored balloons for each Six.
Equipment: A supply of balloons
Formation: Teams
The Cubs form two teams
and sit on the floor facing each other, their legs stretched out so that
their feet almost touch those of the boy opposite. Two Cubs are chosen
as goalkeepers and stand one behind each team. The leader throws a balloon
into play and each team endeavors to pat the balloon over the heads of
the opposing team. A goal is scored when the balloon touches the ground
on the opponent's side. After a while the leader throws in a second balloon
and then a third and the game becomes increasingly difficult. The team
with the most goals is the winner.
Equipment: Whistle
Formation: None
The Pack lines up in 4
or 5 lines, each line of Cubs joining hands across. One Cub is chosen
as 'Cat' and another as 'Mouse', the 'Cat' chases the 'Mouse' up and down
the lines.
When the leader blows the
whistle, the Cubs turn at right angles and form lines going down, by holding
hands with the members of their new line. When the leader blows the whistle
again, the lines form across once more. When the 'Cat' has caught the
'Mouse' a new pair are chosen.
Equipment: A supply of balloons;
string
Formation: Scatter or circle
Arrange all the players
in a large circle or scattered around the room, each with a balloon hanging
from a string tied to his waist. On signal, have each player try to break
all of the other balloons. When his is broken, he leaves the game. The
game continues until only one player is left.
Variation: Give each Cub
a new balloon if he correctly answers a question, about Scouting or whatever
subject was taught during the stars that evening.
Equipment: A small supply of
balloons; 2 boxes or wastepaper baskets for goals
Formation: Teams
Use a balloon for the ball
and boxes or wastepaper baskets for the goals. Score as in basketball,
except that a broken balloon counts 5 points off for the offending side.
Equipment: A supply of balloons
Formation: Teams
Establish two goal lines,
40' apart. Divide the players into two teams and have them sit on the
goal lines facing each other with their arms extended backward to support
their bodies off the floor. Place a balloon on the floor midway between
the goals.
On signal, have both teams
move toward the balloon, keeping the crab position described, and attempt
to kick the balloon over the opposing goal. They may kick it with one
foot or drop to a sitting position and use both feet. Players must not
stand up and run or move in any other position than the one described.
They are not to touch the balloon with their hands. Teams should keep
some players back to defend their goal and send others forward to drive
the balloon over their opponent's goal. When the balloon goes out of bounds,
it is put in play by the referee at the point it went out. Touching the
balloon with the hand, leaving the crab position and unnecessary roughness
in kicking, striking, or shoving an opponent are fouls. The penalty is
a free kick for the other side where the foul occurred. Have all opposing
players 6' away at the time of the free kick. Score 1 point each time
a team kicks the balloon over the goal. The first to score 10 points wins.
Equipment: Balloons
Formation: Teams
Divide the group into two
teams and station them at opposite ends of the room. Toss a balloon up
in the center of the room and have the teams rush for it. Each tries to
bat it to the other team's wall. The first team to hit the balloon against
the opposite wall wins. In case the balloon is broken, throw another in
without allowing the play to lag.
Variation: Have a Cub from
each team stand on a chair at opposite ends of the room, with a safety
pin in his hand. Each team tries to pat the balloon to their own goalkeeper,
who breaks it with the pin. A point is scored with each broken balloon.
Equipment: Balloons; rope to
stretch across the room
Formation: Teams
Stretch a string across
the room and divide the players into two teams, placing them on either
side of the string. Throw a balloon into play. Have each side try to keep
the balloon from touching the floor on their side. They knock it back
and forth over the string with their hands. Game is to points.
Variation: Tell the boys
not to use their hands - just their heads. Put a blanket over the string
and play the game 'blind'. Throw in two or three balloons to make the
game interesting.
Equipment: Balloons
Formation: Teams
Divide the group into two
teams. Call one the 'destroyers' and the other the 'defenders'. Toss a
balloon between them. The destroyers try to break the balloon by grabbing
it, clapping their hands on it, or stepping on it; while the defenders
try to protect it by batting it out of reach. Keep the time required by
the destroyers to break the balloon. When the balloon is broken, the defenders
become the destroyers.
Give each team three turns
at destroying the balloon. Add the times of each team. The team with the
smallest total wins.
Equipment: 1 soccer ball or
volley ball
Formation: Teams
Draw a line to divide the
area and have two teams take positions on either side. Players must not
cross the line. Blindfold one Cub and provide him with a whistle. When
the whistle sounds, put the ball in play. The object of the game is to
keep the ball in the opposing team's territory. One point is counted against
the side that has the ball whenever the whistle is blown. The blindfolded
Cub can blow the whistle whenever he pleases. The lowest score wins. For
variation, have four or five players touch the ball before it can be returned
to the other side. Or create a 'no-man's land' along the dividing line.
Teams, in getting the ball over, must bounce it into 'no-man's land'.
Equipment: 1 chair per Cub
Formation: Circle
Have the players seated
in a circle and select one to be 'it'. He stands in the circle leaving
his chair empty. When he commands, 'Shift to the right!', the person who
has the empty chair on his right shifts to it, the next person shifts
to the chair just vacated, and so on around the circle. 'It' tries to
get a seat. If he succeeds, the person who should have shifted to that
seat becomes 'it'. 'It' may suddenly call 'shift to the left', and in
the confusion he stands a good chance of finding a place.
Equipment: 1 15' rope weighted
at one end
Formation: Circle
Arrange the players in
a circle 5-8' apart and give one a rope about 15' long weighted at one
end. He stands in the center and swings the rope around the circle keeping
it about a foot off the ground. As the object swings around, the players
step in and jump over it each time it passes them. If a Cub gets hit,
he changes places with the Cub in the center.
Equipment: A supply of colored
yarn, 2 colors, one for each team
Formation: Teams
To get your Cubs in the
Halloween mood, try this game. Hide several pieces of cloth or yarn -
a different color for each team. One Cub on each team is a 'cat without
a tail'. At the signal, all Cubs search for tails of their color. As a
piece is found, it should be tied to the belt of the cat who ties others
to it as they are found. The winner is the side whose cat has the longest
tail at the end of five minutes.
Equipment: None
Formation: Single line
Have the Cubs line up in
single file, holding each other around the waist. The first boy is the
fish head; the last boy, the tail. On signal, the head tries to catch
the tail while the tail tries to avoid being caught. All must continue
to hold on to each other. The longer the fish, the better.
Equipment: 1 chair per person;
1 set of headbands for one team; inflated round balloons; 2 score cards
Formation: Circle-sitting on chairs- alternating teams
Divide the group into two
teams. One team wears headbands. Teams sit in the pattern outlined above
(chairs are a few feet apart).
The players must remain
seated throughout the entire game. The game begins with the placing of
a balloon between the two teams. The object of the game is for both teams
to attempt to pass the balloon from one team member to another to the
end chair, where one member of their team is holding his arms in a circular
fashion (similar to a basketball hoop). The team who scores the most hoops
in a given period of time wins.
Equipment: 1 volleyball net;
1 blanket to cover net; 1 referee per balloon
Formation: Teams
Teams of four or more people
line up in volleyball fashion on either side of the net. The blanket is
placed over the net so that neither team can see the other one.
The referee throws the
first balloon in. Each team may hit the balloon as many times as they
desire, as long as the balloon doesn't hit the ground. When they are ready,
they send the balloon over to the other team.
As soon as one side puts
the balloon out of bounds, or touches the ground with the balloon, the
other team scores a point. The fun begins when extra balloons are added
(up to a maximum of 6) to the game
Equipment: None
Formation: Circle
The Cubs sit in a circle.
One Cub goes outside the room, while he is away the others decide what
he should be when he comes back. If they decide on a policeman, for example,
they call him back and he has to ask each Cub in turn what he has to buy
for himself. One will say black boots, another a whistle, another a flashlight
and so on. If the shopper goes right round the Pack without guessing what
he is, he must go out again, and the Cubs will choose something else.
Equipment: None
Formation: Circle
The Cubs walk round in
a circle. When the leader gives a signal they all cover their eyes with
their caps or their hands. The leader touches one of the Cubs on the shoulder
and he leaves the room as quickly and as quietly as possible, while the
others still walk with their eyes closed.
When the leader calls 'STOP!',
the Cubs stop walking and uncover their eyes. The first one to give the
name of the Cub who is missing, is the winner. Note: The Cubs should not
walk round for too long a time, as they will become dizzy. Watch out for
any Cubs who are cheating by peeping through their fingers!
Equipment: A blindfold
Formation: Scatter
Two chairs are set up about
three metros apart, this is the entrance to the 'harbor'. One boy is blindfolded
and stands in the entrance to guard it. The rest of the Cubs are 'midget
submarines', and try to get through the entrance without being caught
by the guard. They have to do this quietly so that he does not hear them.
The leader should control the number moving, otherwise there is a stampede
and it is no longer a quiet game!
Equipment: A blindfold
Formation: Scatter
This is a variation of
Blindman's Bluff.
The Cubs take up positions
anywhere in the room. One Cub is blindfolded and he moves around the room,
attempting to catch the others. Anyone who is in danger of being caught
may move on, two or three steps in any direction. Once a player has moved
three steps, he must stand still and hope for the best. The skill of the
game lies in not using a step until necessary, because once the three
steps are gone, the player must remain stationary. He can, however, crouch
down or sway his body provided he does not move his feet.
Equipment: 5 beans for each
Cub
Formation: Circle
The Pack sits in a circle
with the leader. Starting with the Cub on the leader's left each Cub has
to say in turn...
1. The name of a ship -
Arcadia;
2. The name of the Captain
- Alexander;
3. The surname of the Captain
- Anderson;
4. Sailing from Port -
Aberdeen;
5. Sailing to Port - Alexandria;
6. With a cargo - Apples;
They follow on through
the letters of the alphabet and Cubs who fail to respond lose a bean.
Note: This is a good game
for the beginning of a parent's evening. The Cubs can join in the game
as they arrive. An assistant can run the game and the Leader is free to
welcome parents.
Equipment: Construction paper;
scissors
Formation: Pairs
Each person is given a
cut-out piece of construction paper with the name of an animal (e.g. mouse;
long tail). The group is them put into pairs so that, for example, a rooster
and a giraffe are together. Each pair tries to figure out a name of their
animammal (e.g. Giroosteraffe).
Pairs can then set out
to try and guess the names of other animammals in the group.
Equipment: None
Formation: Circle
The leader sits in the
middle of the circle, points to a player and calls 'red'. The player has
to name an object that is red (e.g. tomato, fire engine) before the leader
can count to 10 out loud. The same object cannot be repeated. If a player
fails to think of an object before the leader has counted to ten, the
two switch places.
Use the patriotic colors
'red', 'white' and 'blue'.
Equipment: Scissors; construction
paper; glue
Formation: Small groups
Divide players into small
groups. Give each group a pair of scissors, glue and a variety of colors
of construction paper.
Within a time limit (15
minutes to have an hour) each group designs and constructs a new species
of animal. They must decide on a name for their critter, tell where it
lives and what it eats.
When all groups are finished,
a spokesman for each group introduces their critter to everyone.
Let your imagination run
free!
Equipment: 2 blindfolds; 1
chain of bells
Formation: Circle
All players form a circle.
Two people are chosen to be the Gazelle and the Stalker. These two people
go outside of the circle, where they are blindfolded; they are taken to
different sides of the circle.
Those left in the circle
are taught two sounds:
1. A clicking sound with
the tongue, and
2. A blowing sound (like
the howling wind).
The Stalker then tries
to catch the Gazelle; to do so he must be careful not to make too much
noise. The people in the circle can help the Stalker by giving the clicking
sound when he is far away from the Gazelle and by giving the blowing sound
when he is getting near.
Equipment: Medicine bottle;
6 matches per Cub
Formation: Circle
The Pack sits in a circle
with the medicine bottle in the center. Each Cub takes it in turns to
place a match on top of the bottle, or on the matches already there. If
a Cub knocks any off while putting his on, he must take back all those
knocked off. The first Cub to get rid of all his matches is the winner.
Note: If the safety matches
are given to the Cubs separately from the box, there should be no risk
of fire.
Equipment: 12 articles on a
tray - ordinary items such as string, ink, rubber, calendar; piece of paper
and pencil per Cub
Formation: Circle
The Cubs sit in a circle
and the leader shows them the tray full of articles for a few minutes,
before covering it over. The Cubs must write down the list of the articles
from memory.
Equipment: 12 objects on a
tray; pencil and paper per Cub
Formation: Circle
There are three versions
of this game which can be taken in natural progression:
1. The Cubs sit in a circle
and look at the objects on the tray. The leader then mentions an object
which relates to something on the tray, e.g., the leader says 'letter'
and there is a stamp on the tray. Then the Cubs must draw a stamp on their
paper.
2. The same procedure is
followed, but the tray is covered and the Cubs must draw the object from
memory.
3. The leader now mentions
an abstract idea related to one of the objects, e.g., the leader says
'open' and there is a key on the tray. So the Cubs must draw the key from
memory.
Equipment: A collection of
dried foodstuffs which have a distinctive smell, e.g., coffee; tea; sage;
rosemary; etc. and each in an identical container or in a small square of
muslin tied with cotton; paper and pencil per Cub
Formation: Circle
The Pack sits in a circle
with the containers in the center, the leader identifies the foodstuffs.
He then numbers each container and passes them around the circle. The
Cubs must identify the foodstuffs by their smell and write the correct
names against the numbers on their sheet of paper.
Equipment: 1 balloon; uninflated,
per Cub
Formation: Scatter
Give each Cub a balloon
to blow up. The first one to break his balloon wins. Have them try this
with no hands.
Equipment: A supply of
balloons; darts; a backboard
Formation: Lines
Hang an inflated balloon
in front of a backstop. See that the players take turns in throwing darts
at it. Score 1 point when the balloon is popped. Give no credit for a
hit that does not break the balloon. Use a small balloon and have the
throwing distance rather long.
Equipment: A supply of balloons
Formation: Pairs
Pick teams of two parents
or Cubs from each Six. Have the pairs stand in a line, back to back, with
a balloon held between their backs. On signal, they should press together
and try to burst the balloon. If the balloon falls before breaking, they
drop out. The first team to pop its balloon wins.
Equipment: 1 uninflated balloon
per Cub
Formation: Line
Have everyone inflate a
balloon and release it in the direction of a target on the floor. Score
1 point for the closest balloon and 15 points for a direct hit.
Equipment: 3 or 4 balloons
Formation: Circle
Arrange the players in
a circle on the floor and have them number off. Put the highest number
in the center to act as 'it'. He should hold a balloon and suddenly drop
it as he calls out a number. The holder of that number then should try
to catch the balloon before it touches the floor. If he succeeds, 'it'
tries another number. If he fails, he becomes 'it'.
Equipment: 1 chair per person;
1 blindfold
Formation: Circle
'It' is blindfolded and
stands in the center of a seated circle while the players change seats.
'It' now sits on a player's lap. No words are spoken. He must guess whose
lap he is sitting on. If he's correct, the two change places.
Equipment: 1 jack-o'-lantern;
1 candle; 2 blindfolds
Formation: Teams
Form two teams - the 'ghosts'
and the 'witches'. Take a grinning jack-o'-lantern with a glowing candle
and place it in the center of a table. Lead each ghost and witch to the
jack-o'-lantern, one at a time. Blindfold him and turn him around three
times, and tell him to blow out the candle. He may blow three times; and,
if the candle goes out, he wins a point for his team.
Equipment: 1 blindfold
Formation: Teams
Arrange players in a circle.
Blindfold one player and turn him around three times. During this procedure,
have all players change seats. The blind man should walk forward and touch
someone in the circle with a wand, speaking the words 'can you guess?'
The player touched must repeat the question three times, trying to disguise
his voice. If the blind man succeeds in identifying the person, that person
becomes the blind man. Otherwise, the blind man should continue until
he is successful.
Equipment: 1 blindfold; 1 pointer
Formation: Circle
Have the Cubs move around
in a circle in the center of which 'Mr. Brown' stands blindfolded. When
Mr. Brown raps on the floor with his stick, all players stand still. He
then points his stick in any direction saying 'Good morning, Mr. Jones'.
The nearest one to the line of the pointer replies in his natural voice,
'Good morning, Mr. Brown'. If Mr. Brown identifies Mr. Jones, they change
places; if not, the players move around as before. If Mr. Brown fails
three times, nominate a new Mr. Brown.
Equipment: 1 blindfold
Formation: Circle
Arrange the group in a
circle with a blindfolded player in the center. Then have the players
move around the circle very quietly. The blindfolded player should approach
the circle in any direction and secure a victim who, in a disguised voice,
says 'poor pussy' and then imitates the 'meow' of a cat. If the blindfolded
player fails to identify his prisoner, he releases him and the game continues.
If he succeeds, the two change places.
Equipment: None
Formation: Circle
Arrange the players in
a circle. Call out the names of things that are found above the ground
or below. For example: Strawberries grow above the ground and potatoes
grow below. When you call something that signifies above, the players
stand; if below, they sit down. Failure to do this eliminates the players
who miss. The list of things to be named should be carefully worked out
in advance to keep the game going smoothly.
Equipment: None
Formation: Circle
Have the Cubs sit in a
circle. Select one to act as 'it' and have him leave the room. The Cubs
choose a leader. 'It' is then called into the center of the circle and
the leader slyly starts some motion such as waving his hand, making faces,
or kicking his foot. All immediately imitate the leader. 'It' keeps watchful
eyes on everyone in an effort to find out who is starting the motions.
When he succeeds, the leader becomes 'it'.
Equipment: 1 hat per person
Formation: Circle
Have the players stand
in a circle. Give each a hat to place on his head (the funnier the hat
the better). Tell the players to place their left hands behind them. On
the command 'ready, change!' each player grabs the hat from the one at
his right (with his right hand, mind you) and places it on his own head.
Repeat the command and just when the group gets fairly good at it, change
hands, or have them take the hat from the player at the left or put the
hat from their own head on the neighboring player's head.
Equipment: None
Formation: Circle
Arrange the players in
a circle. Have the first say 'ha', the second in turn, 'ha, ha', the third,
'ha, ha, ha', and so on around the circle. The ha's must be said without
laughing. Those laughing while uttering their ha, ha's are eliminated.
The one staying in the longest wins.
Arrange the Pack sitting in
a circle, facing inward. Set an alarm clock and start it ringing. The boys
must pass the clock rapidly around the circle with the alarm going full
blast. When the alarm stops, the boy with the clock in his hands must drop
out of the game. The last one left in the circle wins.
Variation:
Instead of having boys
waiting for the game to finish, sitting on the sidelines, possibly disrupting
the game, have the boy with the alarm answer a question about some star
work he has just completed or about any topic that might prove interesting
for the boys.
Equipment: None
Formation: Circle
See that all are seated
in a circle with the one who is 'it' closing his eyes while you have a
Cub leave the room. After he leaves the room, 'it' opens his eyes and
tries to guess who has gone. If he guesses correctly, that Cub is 'it'
the next time. If he fails, he must be 'it' again.
Equipment: 1 thimble, ring
or coin
Formation: Scatter
Send boys out of the room.
Take a thimble, ring or coin and place it where it is perfectly visible
but in a spot where it is not likely to be noticed. Let the boys come
in and look for it. When one of them sees it, he should quietly sit down
without indicating to the others where it is. After awhile, if no one
else has found it, have him point it out to the group to make sure he
really saw it.
Equipment: Pencil and paper
for each Cub
Formation: Circle
Give all the Cubs a slip
of paper - each the same size and shape as the others. Then ask everyone
to write a short sentence of four or five words. The words should be written
plainly and should not be shown to any other person. Then instruct them
to fold their papers and bring them to someone previously selected to
act as the 'guardian'. No one, not even the guardian, should attempt to
read the papers, still folded. As you gravely close your eyes, place the
folded paper against your forehead and remain a moment in deep thought.
Then call out any sentence that has occurred to you and as who wrote it.
One of the Cubs, who is an accomplice, and who did not write a sentence,
admits authorship of the sentence. Then unfold the paper, apparently to
verify his announcement (and read the sentence to yourself). Then place
the paper in your left hand and ask the guardian for another. Repeat the
same preliminaries and then call out the words written on the previous
paper, which you have had the opportunity to read. This will be a bona
fide answer and one of the Cubs will have to admit to writing the sentence.
Keep the performance up in this manner until all the player's slips of
paper have been read. In order for the trick to be successful, the accomplice
must be careful to conceal from the audience the fact that he has no include
a sentence in the collection given to the guardian.
Equipment: Name tags
Formation: Scatter
As each person enters the
room, he has a name tag pinned to his back.
The object of the game
is to learn his identity. Each player is allowed to as one 'yes' or 'no'
question of each other player. At the same time, the two people introduce
themselves (their real names!) and shake hands. Once a person has learned
his identity, he tries to find his partner, e.g., if he is Romeo, he looks
for Juliet.
The name on the name tag
will be one of a famous pair: e.g., Napoleon and Josephine Anthony and
Cleopatra
Equipment: Paper; Magic Marker
Formation: Lines
Divide the players into
teams.
On 'Go', the first player
from each team runs to a table, grabs a magic marker and writes his name
on a piece of paper. He runs back to his team and holds up the paper.
His team shouts out all
the letters in his name, while the player jumps up for every consonant
shouted, or squats for every vowel shouted.
The next player then performs
the same routine.
End the relay by having
everyone, at the same time, shout his name.
A good idea would be to run
this track meet on a Six basis, with each Six sending forward its representative
before the name of the contest is announced.
Bean Toss: Give each contestant
10 navy beans and have him try to throw them, one at a time, into a quart
jar from a chalk line on the floor.
Foot Race: Have each Cub
stand with his feet touching each other, heel to toe. The den with the
greatest aggregate length wins.
30-inch Dash: Tack a 30
inch piece of string with a marshmallow at the end on the wall. The first
Cub who chews the string and reaches the marshmallow wins.
Polo Pan: Number six 1"
cubes on each side: 0-1-2-3-4-5; and use a six hole muffin pan. Let each
person throw the cubes into the muffin pan from a distance of 6'. Add
the top numbers of the cubes that land in the pan to determine a winner.
Bounce Ball: Use five different-sized
rubber balls and a cardboard box. Have the players, in turn, bounce the
balls in the box from 10'. Score 2 points for each ball that goes in.
Plumb Ball: Suspend a golf
ball on a cord from the ceiling, using screw eyes. From broom handles,
make a set of tenpins, 4" long. Have the players swing the ball and knock
down the pins. Score 2 points for each pin knocked over and 10 extra points
for a strike. Be sure to catch the ball on the rebound.
Hoop Stop: Lay an 18" hoop
made from No. 9 wire on the floor. Use three balls (marble, golf, tennis).
Score 5 points for each ball placed inside the hoop in any manner from
a distance of 6'.
Running High Whistle: The
boy who can hold a whistled not the longest with on breath wins the event.
Lightweight Race: Have
the runners carry a lighted candle in one hand and a pail of water in
the other. If water is slopped over or if the candle goes out, the contestant
is out. The first to cross the finish line wins the race.
20 Yard Dash: Line up the
dens for a relay race. Have the contestants carry an egg in a teaspoon
held with the arm extended. The first in each line runs 20 yards and back
to the next one in line.
100 Yard Dash: Tie a lump
of sugar or a marshmallow on the end of 100" string. The contestants gather
the sting and marshmallows into their mouths without using their hands.
The first one to eat the marshmallow wins the race.
Obstacle Race: Place nickels
in pans of white flour, or of whipping cream, to see who, with his hands
behind him, can be the first to dig them out with his teeth.
Sharpshooters: Hold a contest
to see who can throw the most pebbles into the mouth of a jug.
Endurance Race: See who
can eat four soda crackers and be the first to whistle a tune.
Moving Target: Have the
contestants throw beanbags, sticks, stones, anything for that matter,
through a rolling hoop. Score 1 point for each hit.
Hobble Race: Conduct a
100' race with contestants who are bound loosely about the ankles.
Long Glum: The player who
can keep from smiling longest, while all the others jeer and laugh, wins.
Slipper Throw: Have the
contestants lie flat on their backs and throw slippers over their heads
with both feet.
Second Obstacle Race: Make
a large number of chalk marks on the floor at the end of the race course.
Give each runner a damp rag with which to rub out the chalk marks. The
first to clean his section on the floor and run back to the starting line,
wins.
Swimming Relay: For this
relay race, have each hop on one foot, carrying a glass of water.
20 Foot Dash: Have the
relay runners roll lemons or hard-boiled eggs with a stick down the course
and back and touch off the next player in line.
Bawl Game: See who can
make the most noise for a given period of time.
Wide Stretch: Line up the
Sixes with arms extended so that the players are touching, fingers to
fingers. See which Six has the longest line.
Beans Relay: Have the relay
runners carry beans, one at a time, between match sticks, toothpicks or
on a knife.
Standing Broad Grin: The
width of the grins measured by judges. The widest one wins this event.
Discus Throwers: Each contestant
throws a paper pie plate from a chalk line. The plate must be held flat
in the hand and not sailed with the thumb and fingers.
16 Pound Put: Have each
contestant put an inflated bag for distance as though it were put from
the shoulder.
Sponge Shot-Put: Use a
small dry sponge for the shot. See who can put the shot the farthest.
Hammer Throw: Use blown-up
paper bags attached to a yard of string. Give each Cub one turn to see
who can throw the 'hammer' the farthest.
Bottle Roll: See who can
roll a pop bottle from 6' and score a bull's-eye in a chalk ring on the
floor. Draw several concentric circles to make targets of different value.
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