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Cub Scout
Theme Games
From the 1994 Indian Nations
Council Powwow,
"The Greatest Show on Earth"
Table of Contents
- December
1993 - Holiday Magic
- What's
Wrong With Christmas , Decorate The Tree,
Snowball Relay, Jingle Bell
Chow Mein , Helping Partners , Icicle
Hunt , Bundle Relay
- January
1994 - Exploring Alaska
- Snowfight,
Eskinose, Snowball Throw
, Gathering Snowballs , Eskimo
Circle Pass , Snowball Relay
- February
1994 - Blue And Gold Traditions
- Blue
And Gold Balloon Pop , After You , Fashion
Show , Mother And Cub Scout Clothespin Race,
Neckerchief Relay , Penny
Toss, Baden-Powell
- March
1994 - Wheels, Wings, Rudders
- Space
Race, My Ship Is Sailing , Steamboat
Race , Stagecoach, Bat
The Balloon
- April
1994 - Shape Up
- Hop,
Step And Jump Relay , Back-To-Back Relay ,
Astronaut Training , Walk
The Tightrope, Individual Skill Challenges,
Stork Stand, Frog Handstand,
Heel Click, Coffee Grinder
, Ankle Toss , Line
Jump , Elbow Toss And Catch
- May
1994 - Back To Nature
- Grasshopper
Relay , Centipede Race, Apple
Race, Birds Fly , Stay
Out Of The Puddle , Nature Alphabet Game,
Gardening
- June
1994 - Strong For America
- Battle
Of Bunker Hill, Ring The Liberty Bell, State
Landings, Minuteman, Run! , Independence
Tag , Miss Betsy Ross , Citizen
Test, Straw And Tissue Paper Relay
- July
1994 - Buckskin Pioneers
- Indian
Toss Ball, Trails , Log
Cabin On A Pop Bottle, Blind Horse Turnabout,
Indian Dirt Ball, Barefoot
Marble Race, Log-Rolling Relay, Jack
Straws
- August
1994 - Water Fun
- Catch
The Balloon, Spoon Race, Shoot
Out, Greased Pig Contest, Jump
The Creek, Up And Under, Rowing
Race, Walking Ping Pong
- September
1994 - Explore Your Neighborhood
- Litter
Sweep Relay, Map Game, Thumb
Fun Cutting, Once Around The Block, Two
Hat Game, The Way Home
- October
1994 - Achievement Parade
- Witches
Cackle, Poor Spud, Give
Him A Hand, Weathervane, Newspaper
Code, Funnel Catch, The
Old Witch Is Dead, Pencil And Lemon Relay
- November
1994 - Harbors, Stations, Airports
- Turkey
Feathers , Turkey Hunt, Traveler,
Hauling In The Nets, Turkey
Feather Relay, Train Relay, Runaway
Cars, Pumpkin Pie Toss
On a table or tray place a
number of Christmas-type objects, such as candy canes, bell, spring of holly,
ornament, etc. Through these scatter a number of objects which are not a
part of Christmas, such as a Halloween mask, green shamrock, red heart,
hard boiled egg, etc. Cover all objects until time to play the game, then
remove the cover and give the boys two minutes to look at all the objects.
Re-cover the objects and give all a pencil and paper. Ask them to write
down all non-Christmas objects. The one who remembers the most "out of place"
objects is the winner.
Cut a large Christmas tree
from a sheet of green paper. Cut ornaments of different shapes and sizes
from wrapping paper. Make two sets of ornaments. Have one set of ornaments
arranged on the tree. Let the boys study the tree and pick out an ornament
to hang. Blindfold the first person, turn him around a few times, then let
him pin or tape his ornament as close to its matching ornament on the tree.
The one that is the closest wins.
Divide the boys into two teams.
Give each boy a plastic straw. Give a team their own small box for their
snowballs (cotton balls). Place a large box about 8 to 10 feet in
front of the boys full of cotton balls. On the signal "Go", have the first
two players go to the box of cotton balls. Using the straw to draw air through,
pick up a cotton ball and take it back to his team box. When he drops his
cotton ball into the box the next players goes. If a player drops his cotton
ball on returning to his team box, he must pick it up with his straw and
no hands, then continue on to his team box.
This game is a good one to
test the skill of your boys. You'll need 2 shallow bowls, several jingle
bells and 2 full length pencils with erasers. To play the game, place all
the jingle bells in one bowl. The player uses the two pencils as chopsticks.
With the eraser end down, the player tries to transfer as many bells as
he can from one bowl to the other. He can use only one hand.
You will need a balloon for
each pair of partners. Each pair links arms and is given a balloon. On signal,
they start batting the balloon towards the finish line 50' away. They may
not unlink arms during the race. If the balloon falls to the ground, they
must stop and pick it up before going on.
You will need numerous pieces
of string in various lengths. Hide them around the room before the boys
arrive. Have the boys hunt for the "icicles". The leader ends the hunt after
a given period of time. The winner is the boy whose "icicles" form the longest
line when laid out end-to-end, not the player who collected the most pieces.
Boys line up in relay formation.
The first player in each line is given a ball of cord. On signal, he passes
the ball to the second player, but holds the end of the cord. The ball is
passed down the line, unrolling as it goes. When it reaches the end, it
is passed back up the line behind the backs of the players who must roll
the cord back into a ball.
Snowfight
This one creates quite a mess,
but it's worth it. Divide into two teams and put a divider down the center
of the room (like a couple of rows of chairs, back-to-back). The
two teams are on opposite sides of the divider. Give each team a large stack
of old newspapers, then give them five to ten minutes to prepare their "snow"
by wadding the paper into balls-the more, the better.
When the signal to begin is given, players start tossing their snow at the
opposing team which really does look like a snowstorm. When the whistle
blows, everyone must stop throwing. Judges determine the winner by deciding
which team has the least amount of snow on its side of the divider.
With larger groups, watch
out for players who lose their eyeglasses or other personal belongings in
the snow, which get pretty deep. After the game is over, provide plastic
garbage bags and have a race to see which side can stuff the snow into the
bags first.
Teams line up. One person on
the end of each line gets a lipstick smear on the end of his nose. The idea
is to see how far down the line you can pass the lipstick smear by rubbing
noses. The team that can get the farthest or the team that can get it to
the farthest in the time limit (thirty seconds, for example) is the
winner. A good prize might be Eskimo Pies.
Use a large wad of cotton or
a styrofoam ball. The boys are seated in a circle on the floor. "IT" sits
in the center of the circle. The boys throw the snowball to each other while
"IT" tries to intercept. When he succeeds, the boy who threw the snowball
becomes "IT".
Each boy takes a turn at trying
to pick up cotton balls and put them into a mixing bowl, blindfolded.
Eskimo boys play this game
with a 3-4 inch ball of sealskin filled with sand. Find a ball of similar
size. To play the game, boys knees in a circle and pass the ball around
from boy to boy with a flat, open hand (palm up). When first learning
the game, use two flat hands side-by-side rather than one. The object of
the game is to pass the ball around the circle as rapidly as possible without
actually grasping it. It can also be attempted with more than one ball at
a time.
Players divide into two teams
and line up relay style. Each team is given a "snowball" (cotton or styrofoam)
and a piece of cardboard. Players move the ball across the floor and back
by fanning it with cardboard. Do not touch with hands or cardboard. Each
player in turn repeats the action until all players on one team fans the
snowball down to the designated line and back. The first team to complete
the course wins.
You will need an even amount
of balloons in blue and gold. Separately each boy will be blindfolded and
will be led to the pile of balloons. The boy has 15 seconds to reach into
the pile of balloons and pull out balloons and then set on them and pop
them. Scoring: 5 point for each pair of blue and gold balloons and 1 point
for extra blue and gold balloons.
Divide boys into pairs. Each
pair sits with a small table, chair seat, lapboard, etc. between them. Give
each pair two spoons joined together with a length of string so that spoons
are only six inches apart. Place a slice of cake or dish of ice cream in
front of each boy. On signal, everyone starts to eat. Each boy must eat
only from his own dish and must not lift it from the table. The pair finishing
their dishes first wins.
This can be quite hilarious
if performed for others to watch. Divide group into teams of about 4 persons
each. Give each team a bundle of newspapers and a package of pins. They
select one person from their team to be the model. The others dress him
in a newspaper costume, tearing the paper where necessary and pinning the
pieces in place. Do not provide scissors. The most sensational costume wins
a prize.
Here is a good pack game for
your pack meeting that will get the mothers involved, too. Assisted by her
son, who runs to get the clothespins, a mother pins one or more paper napkins
on a line.
Boys line up in relay formation.
The first Cub Scout in each line holds a neckerchief and a neckerchief slide
in his hands. At the other end of the room opposite each line is another
boy or parent. At the starting signal, the first boy runs to the boy or
parent, places the neckerchief around their neck, puts the slide on, salutes,
takes the slide off, removes the neckerchief, and returns to his team. He
then gives the neckerchief and slide to the next boy in line who repeats
the process. This continues until each boy has had his turn.
Have boys form two lines. Give
one side a penny in a paper cub. Have the boy opposite him toss the penny
to him and he catches it in his paper cup. The tossing continues back and
forth with each side stepping out one step further apart each time until
only two boys have not missed. Elimination comes upon missing the cup with
the penny.
How many words of three or
more letters can be made from: BADEN-POWELL. Set time limit of 3-5 minutes.
Have two balls of different
colors for "spacecraft". The boys form a circle and are numbered 1,2,1,2,
etc. around the circle. The two spacecraft start from opposite sides of
the circle - one held by the Ones and one held by the Twos. At "blast off"
the space craft orbit around the circle, ones to ones and twos to twos.
The object is for one spacecraft to overtake and pass the other.
Seat the boys in a circle and
have the first member of the circle say, "Our ship is sailing, what is its
name?" The second person must then designate a name which begins with the
letter A. He may say, for example, "Our ship is the Albatross." Then turning
to the next person in line, he asks, "Who is its captain?" That person must
give the captain's name, which starts with the next letter in the alphabet,
the letter B. He might say for example, "The captain's name is Brown." "On
what sea does she sail?" He asks this question of the next person in the
line, who must reply with some answer beginning with the letter C. This
continues around the circle, using each letter of the alphabet. It is well
for your boys to devise their own questions, as this adds originality to
the game. However, you might suggest before starting the game that questions
such as these might be asked:
1. What is my ship's name?
2. Who is the captain?
3. On what sea does she sail?
4. Who is the pilot?
5. What is the cargo?
6. Under what flag does she sail?
7. What is our destination?
8. What do we see as we sail along?
9. What do we find in the ship's hold?
10. What great adventure do we meet on our trip?
Boys line up relay style. Each
boy locks his arms around the waist of the boy in front of him and holds
on during the race. On "go" signal, each group moves off as a body, walking
or running in step. They race to a given point and back again. First "steamboat"
to puff into port wins. For extra effects: Give first boy in each group
or den a bell or whistle to use during the race; give last boys rattles
to simulate stern paddle wheels.
The players are seated in a
circle. Each one is given the name or some part of the stagecoach - the
wheel, the hub, the axle, the seat, the door, the harness, the brake, the
horses, the driver, the passengers, the baggage, spoke, tire, step. One
of the party begins telling a story about a stagecoach, bringing in all
the different things related to the coach. As each thing is mentioned the
player (or players) representing it gets up and runs around his chair.
At some point in the story the storyteller shouts "Stagecoach" when everyone
must leave his seat and get a different one. The storyteller tries to get
a seat in the scramble, thus leaving another player to begin a new story.
Divide the boys into two teams.
If played at pack meeting have eight to ten players on a side. The two teams
sit on the floor or ground facing each other with the soles of his feet
touching the soles of the feet of the player opposite him. A balloon is
then tossed into the middle of the line by the leader. Each team tries to
bat the balloon over the heads of the its opponents. A point is scored each
time the balloon lands behind one of the teams. Players may use their right
hands only and if they lose contact with their opponents' feet, they forfeit
a point.
Divide the boys into two groups
and then let each side practice the hop, step and jump until each member
can do it. First member of each team toes a mark and takes into succession
a hop, step and jump. Second player does the same, toeing the last heel
mark of his teammate. Other members repeat the performance. The team whose
last man finishes out in front wins.
Players are divided into two
teams and take their places behind the starting line. Two members of each
team race at one time. They stand back-to-back and link arms so that one
walks forwards and the other backwards. At signal, pairs head for goal line
and come back, with player who has been walking backwards now walking forwards.
They touch off the next pair and the race continues until one team has finished.
This is a good physical fitness
relay. Two beanbags, two jump ropes and two rubber balls are needed. Divide
the players into tow teams. They stand behind starting line. At a turning
line 15 feet away are a jump rope, bean bag and ball. On signal, first player
runs to turning line, takes jump rope, jumps 10 times, tosses bean bag in
air 10 times and bounces ball on floor 10 times. He runs back to his team,
touches next player who repeats the action. First team to finish is the
winner.
Line the players up in two
teams. Give each team a 10' long piece of string -their "tightrope" and
a cardboard roll from paper towels or toilet paper. Lay the string in a
straight line on the ground. The first player from each team stands at the
end of his teams tightrope and balances a cardboard roll in his open hand.
He must balance the roll as he walks the length of the string and back.
He then passes the roll to the next teammate. If he steps off the string
or drops the roll, he must take two steps back before starting forward again.
The first team of successful tightrope walkers wins the game.
Stand with hands on hips. Place
one foot against the inside of your other knee. Bend the raised knee outward.
Count to ten without moving from place.
Squat and place your hands
flat on the ground. Keep arms between legs. Lean forward slowly, shifting
weight of body onto hands and elbows until feet swing free of ground. Keep
head up and point toes backward.
Stand with your feet apart.
Jump into the air, click your heels twice. Land with your feet apart.
With one hand on the ground,
arm stiff, body stretched out straight, head back, walk around in a circle,
using arm as a pivot.
Hold a ball firmly between
ankles or feet. With sudden jump, kick feet backwards and up so ball is
tossed in air and curves over your head. Catch it as it comes down.
Stand with toes touching a
line. Lean over and grasp toes with hands. In this position attempt to jump
over the line without letting go of toes.
Hold right arm (if right-handed)
out at side, shoulder height and bent at the elbow. A coin or beanbag is
placed on elbow. With a quick motion, drop arm and try to catch coin or
beanbag as it falls, in the same hand.
Relay teams line up single
file. The first player in each team holds a bean bag or ball firmly between
his knees. At signal, he hops to goal line and back to the starting line
where he hands the bag to the next "grasshopper" in line. If a player drops
the bean bag, he goes back to the starting line. Team to finish first wins.
It is best to run this race
outdoors on soft ground. If you try it on a hard floor, it will be hard
on hands and knees. Divide the group into teams of two players each. The
players on each team get down on their hands and knees, one behind the other.
The one in back grasps both ankles of his partner in front of him, so that
each pair forms something resembling a centipede. On signal, the centipedes
move away from the starting line, and creep toward the finish line.
Contestants are required balance
an apple on top of the head and walk to a goal line. If the apple falls
off, the contestant must go back to the starting point and begin again.
This race could be done with almost anything on top of the head, apples,
oranges, books, etc.
All players stand with hands
on hips. The leader stands in front, calling out the names of various animals
and saying that they fly. If the animal really does fly, the boys make flapping
motions with their "wings". If a boy makes an error - says that an animal
flies, but it doesn't - he is eliminated. The leader may try to confuse
the players by flapping his own wings every time. Examples of calls: "Robins
fly, pigs fly, ducks fly, hawks fly, horses fly," etc.
Establish two lines about 20'
to 30' apart. Divide the group into two teams, then divide each team in
half. One half of each team stands behind each line on the playing field.
The object of the game is to move each half of each team to the opposite
side of the "puddle" (playing field). This is done using 2 large
juice cans or 3lb coffee cans.
To begin, the first players from each team stand on a can behind one of
the lines while holding another can in one hand. When the leader says "Go,"
each player places the second on the ground in front of the line and steps
on it. While balancing on this can, the players pick up the first one and
put it in front to serve as the next step. If a player loses his or her
balance and touches the ground, that play must start again from the beginning.
When players reach their team
members on the other side, they place a can in back of the line for the
next player to stand on to get his or her balance. The first player hops
off in back of the line and hands the next player the free can. The next
player crosses back across the "puddle." The game continues until one team
has successfully switched all players from one side to the other.
Divide den into two teams.
Give each team a pencil and paper and ask them to list growing things for
each letter. (Example: Ant, Butterfly, Crocus, etc.). Set a time
limit. The team with the longest list wins.
Dive the boys into two parallel
lines about ten feet apart. The leader stands at the head to call the names
of vegetables. When corn is called, the Cub Scouts are to grasp their ears,
on carrots they point to their eyes, for onions they hold their nose. When
cabbage is called they place both hands on their head, and for potatoes,
they point to their eyes. The leader referees to see which line responds
first with the desired action. The first line to have all its members perform
the correct action scores a point. The winner is the line that scores ten
points first.
The boys should be divided
into two teams, one team representing the minutemen and the other the British.
Draw two lines from ten to fifteen feet apart and stand the contestants
on these lines, facing each other. Give each team four beanbags. When the
signal is given to "fire" the teams "shoot" at each other by tossing the
bean bags at the opposing line. If a player is hit by a bean bag, he is
a "casualty" and must drop out of the game. However, if a player sees a
bag coming toward him, he may catch the bag and continue playing. The game
should continue until either the Minutemen or British are vanquished.
To make this game, you'll need
a bell, a wire coat hanger, some heavy cord or rope, and a small rubber
ball. Bend the coat hanger into a hoop, with the hook at the top. Hang the
bell in the middle of the hoop with the rope, and then tie the hoop from
a low tree branch. This game may be played by individuals or teams. The
players take turns trying to throw the ball through the hoop. Have a person
stand on the other side of the hoop to catch the ball. Keep score as points
are made. Each time the bell is rung, the player scores three points. If
the ball goes through the hoop but doesn't touch the bell, he scores two
points. If the ball hits the outside of the coat hanger, the player scores
one point. Each player throws the ball only once per turn, and gets five
turns. After everyone is finished, add up the number of points scored by
individuals or teams.
Cut cardboard circles of different
sizes to represent the states. Suspend them from the ceiling. Make paper
airplanes and let each player have 3 chances at throwing a plane and hitting
a state. Have the player stand about 6 feet away. Set a point value on each
state, the smallest being worth the most points. The player with highest
score wins.
To play this game, the players
form a circle and hold hands. A person is chosen to be "it" and stands inside
the circle. He walks around the circle, tapping each player's hands as he
says each word of the rhyme, "Red, white, blue, out goes you!" The two persons
he taps on the word, "You," run around the circle in opposite directions.
"It" steps into one of the empty places. The last one to get back to the
other empty place becomes "it".
As in all tag games, "IT" pursues
the rest of the players and tries to touch one of them. When one has been
touched, he must keep his hand on the spot where he was touched and pursue
the others. His hand cannot be freed from this spot until he has tagged
someone else. The idea is to tag people in inconvenient places...on the
ankle, knee etc.
Give each player paper and
crayons or pieces of colored construction paper and tell them that they
have been commissioned to design a new American flag. After the designs
are finished, take a vote to see which design wins. The winner is crowned
"Miss Betsy Ross".
Two team face each other with
a wide space between them. The leader asks each player a question about
the Declaration of Independence, the Star Spangled Banner, the President,
Vice-President, Governor, or other fitting subject. A correct answer entitles
that team to one step forward. An incorrect answer passes the question to
the other team. The team to cross the other team's starting line first is
the winner.
Each player is given a straw.
The two end players on each relay team are given a small square of tissue
paper. They draw their breath through the straws and hold the paper against
the end of the straw. The next player in line removes the paper to his own
straw in the same manner. He passes it on to the next player, and so on
down the line. If the paper falls to the floor, it must be picked up by
putting the end of the straw against it and breathing in.
Make ball by fastening a strong
10-inch cord to an old tennis ball or softball. Each boy lies flat on his
back with his shoulders resting on a starting line. Holding the cord of
the ball in his hand and arm at his side, he swings the arm up and over
his head and throws the ball behind him as far as he can. Boys mark their
point where the ball lands.
Two groups each mark a trail
through a designated area without harming or defacing the environment (for
example, by using small rocks in a certain formation, broken sticks found
on the ground, small dots of flour, etc.). The two groups meet back
at a starting point at an agreed-upon time and try to follow each other's
trail.
Dive the boys into two groups.
Give each boy 10 toothpicks. The object is for each player to alternately
place a toothpick across the top of a pop bottle until the stack falls.
His side must then take all the toothpicks knocked off. The first side to
get rid of all their toothpicks wins. If a player knocks one toothpick off,
he picks up just that one toothpick
Divide players into teams of
two. Player #1 is the backseat driver and player #2 is the "blind horse"
with a paper bag over his head. The horses and riders line up at the starting
line about 30 feet from the finish. On signal, horses start moving. The
rider directs his horse with verbal signals (bear right, whoa, go left,
etc.). The rider may not touch the horse. The first horse to finish
wins.
Divide Cub Scouts into two
teams and give each boy a yardstick or rolled up newspaper. Place a tennis
ball in the middle of the playing area. On the sound of the whistle each
team will try to maneuver the ball to their goal, with their yard sticks,
to earn points (usually 1 point per goal) while the other team tries
to steal the ball and make a goal of their own. The ball cannot be batted
across the playing area. It must be rolled across the floor to the goal.
Strict rules are needed for this on the handling of the yard sticks or newspapers.
Boys remove shoes and socks.
Place two marbles on the starting line in front of each boy. On signal,
he grasps the marbles between his toes and walks to the finish line. If
he drops a marble, he must stop and pick it up with his toes before continuing.
Divide into two teams. On signal,
first boy on each team uses dowel or broomstick to roll log to turning line
20 feet away and back. Others repeat the action. Logs may be two-foot sections
of six-inch logs, or make logs by taping two round oatmeal boxes together.
You need 25-30 six-inch long
drinking straws and a wire hook. The hook may be made by straightening a
paper clip into a J-shape. Dump all the straws in a pile on the ground or
table. Players take turns. Each tries to lift out as many straws as he can
without disturbing any of the others. When any straw moves except the one
he is trying for, his turn is over and the next boy plays. Winner is the
one who gets the most straws.
Balloons filled with water
are flipped with a towel held by one Cub Scout on each end, holding the
towel between them. Two teams of four boys flip a water filled balloon between
them. They start out three feet apart, and with each progressive flip they
each step back one pace. They continue in this manner until the balloon
bursts. If you miss you get wet! Can be done by Packs with several pairs
of teams.
The players race across the
shallow end of a swim area carrying a ping-pong ball on a spoon held between
their teeth. If the ball falls off, the player must start over.
Candles are placed on a tray
about 6' to 8' away from a line of players. The candles are lighted and
the boys take turns trying to shoot out the flame with a water pistol. If
a player succeeds, he earns one point and the candle is relighted for the
next player. Winner is the boy with the most points at the end of a designated
time.
Have all boys gather around
edge of pool. Place a small watermelon in the center of the pool. The first
boy to get the watermelon up on the bank gets to keep it.
Each boy does his best and
tries to improve his last jump. Two ropes are laid parallel and close together.
One at a time, the boys jump across the "creek". After all have jumped,
the distance between the ropes is increased slightly. The boys must not
step in the creek (between the ropes) or on the water edge (the
rope) or they are eaten by sharks and must leave the game.
You'll need one rubber ball
for each team ( the larger the ball, the more fun, but balls should be kept
the same size). Teams line up relay formation in waist-deep water. A ball
is given to the first boy in each line. On signal, he passes the ball overhead
to the second boy, who passes it between his legs to the third boy, who
passes it overhead, and so forth to the end of the line. The last boy "runs"
to the head of the line and passes it as before. First team back in its
original order is the winner.
Divide into relay teams
Each player sits or kneels
in a large cardboard box and propels himself to the goal line by using two
short broomsticks with rubber tips.
Each player has a ping pong
ball. In armpit deep water the players drop the ball in the water in front
of him. He starts to blow it across the pool as he walks to the other side.
The first one whose ball touches the other side of the pool is the winner.
Variation: Swim across instead of walk.
Divide into two teams and give
each team a broom and a small pile of dry trash -soda cans, paper, small
plastic bottles, etc. On signal, the first boy on each team sweeps the trash
to a certain point and back. The next team member then takes over, and so
on until all have run. First team finished wins. If a boy loses any trash
he must sweep back and pick it up.
Divide den into two teams and
give each team pencil and paper. Ask each team to draw a map showing the
location of some relatively small object within a short distance of the
meeting place. (Example: fire hydrant, basketball backboard, bicycle
rack, stop sign).
The teams exchange their completed maps and study them. Then, under supervision
of the den leader the teams try to find the object on the map. Score two
points if a team's map is reasonable accurate, one point for finding the
object on the other team's map.
Divide group into relay teams.
Each team captain is given roll of scotch or adhesive tape. He goes from
player to player taping the thumb to the forefinger, making the thumb useless.
When the thumbless teams are ready, the game proceeds as follows. Each team
captain is given a pair of scissors and a strip of paper (such as adding
machine tape) long enough to stretch the length of the team who stand
close together. At a signal, the captain cuts down the middle of the paper
strip until the next person can take the scissors, players will each cut
about 12". First team to cut through all the paper strip wins. Torn strips
disqualify the team.
Hikers go "once around the
block", then their observations are tested. Who has seen the most round
things? What kind of trees were seen? What did you see that was orange?
Etc.
To find out what Cub Scouting
is all about, all new members work first on the Bobcat rank. Boys can earn
their Bobcat badge and have fun by playing the Two-Hat game.
Put two Cub Scout hats on
a table. Write the following sentences on separate strips of paper or make
up your own. Fold the strips and place them in one hat.
Each boy writes his name on a slip of paper and folds it. These slips are
placed in the other hat. The leader draws a name from this hat. The boy
whose name was drawn picks one of the requirement slips from the other hat.
He reads it aloud and does what the strips says.
Give the Cub Scout Promise.
Say the Law of the Pack. Tell what it means.
Explain what Webelos means.
Show the Cub Scout sign and handshake. Tell what they mean.
Give the Cub Scout motto and salute. Tell what they mean.
Have a sheet of paper with
30-40 dots printed randomly on it. Hand it out to everyone and tell them
they have ____ minutes to make their "way home", by connecting the dots
and creating something unique. Have everyone sign it and then collect them
to be displayed.
One player is chosen to be
it. He leaves the room, while the other boys choose a witch. The boys sit
down in a half circle. The player who is it comes back into the room. He
turns his back to the half circle. The "witch" cackles. The player turns
around and tries to guess who is the witch. If he guesses wrong, all the
players cackle. Continue until the player guesses the witch or limit the
guesses to three, then change players.
Draw a large circle on the
ground and place potatoes in the center (one fewer than there are players.)
Tell the players to march around the circle, blow a whistle and players
grab a potato. The one without a potato sits out the next game, you now
take out another potato and play again, and so on. The last player is the
winner.
Divide the players into teams
and arrange in line formation with the teams facing each other. Give the
first player of each team a 12" x 6" plastic bag which he slips over his
right hand. At signal the first player shakes hands with the second player.
The second player while shaking hands with his teammate, transfers the bag
to his own right hand using his left. In effect, he turns the bag inside
out as he slips it off his teammate's hand onto his own. Player #2 turns
and shakes hands with player #3 who does the same thing with the plastic
bag. When the bag reaches the last player, the game is over and the first
team to finish wins.
Use a compass to establish
the four main directions in a room. Have all boys stand facing one player
is the "wind." The wind tells the direction he is blowing by saying, "The
wind blows....south." All players must face south. If a player is already
facing that direction and moves, he is out. The wind may confuse the game
by facing any direction he wishes. Players turning the wrong direction are
out. The winner is the last player still in the game.
Use pencils or crayons of several
different colors and a sheet of newspaper for each boy. Have each boy write
a message with one of the colors by circling letters going from left to
right and top to bottom. Then use the other colors and circle other letters
all over the page so the real message is hidden. Exchange papers and have
someone else decode the message.
Make a funnel from a piece
of cardboard. The contestants bounce a rubber ball off the wall with their
right and hand and must catch the ball in the funnel in his left hand after
the ball bounces on the floor. Allow three tries, and score one point for
each successful throw.
Players set in a circle. The
first player says "The old witch is dead". The player on his right asks
"How did she die?" The first player replies "Trying to fly". He waves his
left arm up and down and keeps waving it as the second player turns to the
third player and says "The old witch is dead". The third player asks the
question and gets the same reply. This continues around the circle until
all players ar waving their left arms in the air. Then the first player
starts again with "The old witch is dead". "How did she die?" asks the second
player. "Patting her head" replies the first player, and so on until all
players are patting their heads with their right hands and waving their
left arms. The next answer is "Kicking up high", with one foot kicking high
in the air, while patting head and waving arm. Finally, everyone is doing
all three motions. The leaders looks at the circle and says loudly "No wonder
the old witch died. She died of laughter!"
At signal, first player in
each relay team pushes a lemon across the room with a pencil until it touches
the opposite wall or crosses a goal line. He then picks up the lemon and
brings it back to the next player on the team. Don't try to push the lemon
too fast - it will spin and slow player down.
Divide the boys into teams
and you'll need a feather, paper plate and rattle for each team. Line up
teams in parallel lines at one end of the playing area. On "GO", the first
team member fans a feather with a paper plate while constantly shaking the
rattle with his other hand. Each boy must negotiate the feather to a designated
spot, and back to the next team member. The first team to finish is the
winner.
Boys roll a set of children's
alphabet blocks as dice. Or make a set of dice with letters of the alphabet
marked on them. They try to make letters in the word turkey turn up on the
dice. Each correct letter counts 25 points. First boy to reach 150 points
(or spell the word turkey) wins. Each player gets three rolls each
turn.
One player who is "it" stops
before another player, points his finger, and announces, for instance, "I
am going to Chicago". The player before whom he has stopped must call the
names of three things before "it" can count to ten. All three of these things
must begin with the first letter of the announced designation of the traveler,
such as "candy, cotton and carrots." If he fails to do so, he takes the
traveler's place.
Each player is given two sheets
of newspaper. He holds a sheet by a corner in each hand, arms extended.
The winner is the Cub who can first squeeze both sheets into two balls without
moving arms or putting hands together.
Divide group into teams, relay
style. First player in each team holds a long turkey feather. Each team
uses a different color feather. At a signal, he throws his feather, javelin
style, toward the finish line. As soon as it comes to earth, he picks it
up and throws it again. When it finally crosses the finish line, he picks
it up, runs back and hands the feather to his next teammate. First team
to finish flaps their arms and gobbles like a turkey.
Line boys up for relay. First
Cub Scout WALKS to finish line, comes back and touches next Cub Scout, who
hitches on. Then both go to the line and return. Third boy hitches on, etc.
The last Cub Scout is the caboose. He must hitch on backwards. First team
to finish wins.
This is a den or pack tag game.
It may be played by individual dens or the pack. Designate one boy as the
locomotive. He will be "it". The rest of the boys will be runaway cars.
The object of the game is for the locomotive to catch the runaway cars.
When caught, they hook on behind the locomotive. The game continues until
the train is completed.
Suspend a hoop from a high
spot, or use a coat hanger bent to a round shape. Players attempt to sail
five nine-inch paper plates through the hoop. Score: 25 points for each
successful try.
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