GAMES
Fire Building Time Test
York Adams Area Council
Note: This activity must
be carefully overseen. Follow all appropriate review with the boys and follow
all fire safety precautions.
Setup: Locate an appropriate place
for a fire circle. (Remember that most parks do not allow the building of
fires except in fire rings. Position two poles on both sides of the fire
circle. Tie a piece of thin cotton string across the poles and about 12
inches off the ground. (When the boys build their fires, they’ll be timed on
how long it takes before the fire burns through the string. So for each fire
built, make sure you tie the string at the same height.)
Either already have the necessary
materials or have the boys gather the materials they need to build their
fires. They will need dry kindling and some starter wood (a little larger
than the kindling). Depending on the situation, you might need to give each
fire building team a sheet of newspaper to help start the fire—that’s your
call. Finally, use wooden kitchen matches that the boys can best handle
without burning themselves. (If the boys are not “ready” to be lighting
matches themselves, you can hand them the lit match.)
The game is fairly
simple. Divide the den into teams or, if you have the time and materials,
each boy can try himself. The clock starts when the first match is struck.
The clock stops when the fire burns through the string.
Critter Obstacle Course
York Adams Area Council
Set up an obstacle
course—use stakes in the ground, or lay out bright colored engineer tape in a
serpentine pattern on the grass. Prepare cue cards for the racers with names
of different “rug rat-type” animals—aardvark, possum, crab, anteater, raccoon,
etc—you’ll need a different one for each pair of racers. Divide the den into
two teams and line them up at the start/finish line. Pair up the racers and
assign them their “critters” so they can decide how those critters
walk/crawl. On go, the race begins. Each pair of racers has to navigate the
course crawling as their moving would.
Earth, Water, Air and Fire
York Adams Area Council
Equipment: 1 bean bag
Formation: circle
The Pack sit in a circle with one Cub in
the center holding the bean bag. He throws the bag at someone and shouts
'Earth!', 'Water!', 'Air!' or 'Fire!'.
If it is 'Earth', the chosen Cub must
reply with the name of the animal, before the center Cub counts to ten. If it
is 'Water!', he must think of a fish, if 'Air!' - a bird and if 'Fire' -
whistle for the Fire Engine.
Note: Once
a creature has been named, it may not be called again. If the Cub cannot
reply in time, he changes places with the thrower.
Turkey Feather Relay
York Adams Area Council
2 long turkey feathers of different
colors
Divide group into
teams, relay style, First player on 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 triumphant turkeys.
Guess The Critter Game
Trapper Trails Council
Boys are seated in a
circle. One is selected to be "it". He selects, in his mind, a critter of
nature such as a cricket, mouse, praying mantis, rabbit, raccoon, chipmunk,
etc. Then he whispers the selected critter to the game leader so that his
answers may be checked. The person that guesses his critter is "it".
Stalking The Deer
Trapper Trails Council
The Critter Catcher
and the deer are both blindfolded. They stand at opposite ends of a long
table. The Critter Catcher attempts to catch the deer, and the deer tries to
avoid being caught, as they both move around the table. The den or pack
should remain quiet so that the Critter Catcher can stalk the deer through any
movements he makes. The game is exciting and full of suspense for the
spectators as well as for the players. Sometimes, to add to the fun, the
Critter Catcher is allowed to make a occasional noise by rapping on the table.
This gives the deer more chance to get away. The variation is amusing for
often the Critter Catcher decides to rap just when, without knowing it, he has
practically caught the deer. Can divide a big group and get more than one
table, if you have a larger area.
Critter Farm
Trapper Trails Council
Game Leader whispers
to each player the name of an critter the leader has already written down,
such as dog, bat, chipmunk, bee, etc. On the word "Go" each player makes the
appropriate noise of that critter. Set a time limit of say two minutes, and
at the end let each player write down the different critters that were made.
The person with the most correct names wins.
The Great Insect Hunt
Trapper Trails Council
Have the Cub Scouts
stand in a circle on a grassy area, facing outward. Scatter assorted colored
insects (toothpicks) in the center of the circle. On signal, the Cub Scouts
turn around and gather as many insects they can find. Depending on how green
the grass, certain colors will be found more easily than others, showing how
color serves as protection from predators.
Bat And Moth
Trapper Trails Council
Have the Cub Scout
form a circle 10-15 feet across. Choose one to be the "Bat" and have him come
to the center of the circle to be blindfolded. Choose several other boys to
be "Moths" and have them come into the circle. Each time the bat calls out
"Bat!", the moths reply by calling out "Moth!" using only the direction of the
sounds, the bat tries to catch the moths. When the bat calls out, he is
sending his radar signals. When the moths reply, the signals are bouncing
back. This is how bats, who see poorly, find insects to eat. (It must be a
very effective method, because a bat eats 3-4 times his weight in insects each
night.)
Critter Sound Test
Trapper Trails Council
Record critter
sounds real or human imitations before pack meeting with a tape recorder then
play it back for those present so they can try to identify the sounds. Some
possibilities are dog, cat, pig, cow, duck, horse, squirrel, chipmunk,
cricket, robin, chickadee, crow, katydids, locus, bee, wasp, etc.
Cub Scout Uniform Game
Trapper Trails Council
Cub Scout Uniform
Game: When preparing for a uniform inspection, have the Denner or Den Chief
slip in with his uniform rearranged in the following manner and let the Cub
Scouts tell what is wrong:
1. Cap on backwards.
2. Campaign button
on cap.
3. Wearing den chief
or denner cord.
4. Service star on
neckercheif.
5. Neckerchief
twisted into a roll.
6. Belt buckle worn
on one side.
7. Neckerchief tied
around the neck.
8. Sleeve rolled up.
9. Buttoned up shirt
incorrectly
10. Pocket turned
inside out.
11. Denner cord on
wrong arm.
12. Wearing more
than one temporary patch
Wiggle Bug
Trapper Trails Council
Players stand in a
circle. A small object is passed around the circle from hand to hand as music
plays. The leader starts the object by saying, "This is a wiggle bug. If you
get caught with it, it bites--and it gives you the wiggles. When the music
stops, the person caught with the wiggle bug must choose some kind of motion,
and must, doing that motion for the duration of the game. If he is caught
another time, he chooses a new motion and adds it to the first one. Continue
for as long as you want.
Duck Tag
Trapper Trails Council
Play in waist deep
water or squat down and play in a yard. Play as regular tag except that a
player is safe if he ducks completely under water or on the ground when "it"
is near. Then "it" has to go after someone else. Note: a player does not have
to stay underwater or on for more than 1 or 2 seconds.
Copycat Critter Tag
Trapper Trails Council
This game can be
played with a roped circle or you will need a sprinkler that puts out water in
a circle. In this game "it" is not the tagger. Rather he is the “tagee.” He
runs off while the other players count slowly to three. Then they chase him
but they must imitate everything he does while trying to escape. If he crawls
like a worm, they must crawl. If he hops like a grasshopper, they must hop. If
he stops they must stop, etc., the first to tag him becomes "it". Oh, yes they
must stay the circle of water or rope. Have fun !
Frog Bump
National Area Capital Council
Mark a 6-foot circle
on the ground. Two players go into the circle and grasp their ankles. They
then try to bump or shoulder their opponent outside the circle.
Square Foot Claim
National Area Capital Council
Each Scout stakes a
“claim” on a square foot of land. The area should be away from where others
usually play. Each Cub Scout stakes his own claim and studies it carefully to
see what nature things it contains - grass, weeds, larvae, adult insects,
feathers, seeds, etc. Decide on a time limit. The longest list wins.
Mini Scavenger Hunt
National Area Capital Council
Give each boy a film
canister with a cap. Take the boys on a hike and have them put anything into
the canister, like small shells, dead leaves, and teeny tiny pinecones. The
rules are that it must fit into the container while closed. The items must
not be live specimens of plants or animals. The most items wins. You could
also make up different categories of winners.
Water Life at Night
National Area Capital Council
To see below the
surface of a pond or stream at night, put a lighted flashlight in a watertight
jar. (A large instant-coffee jar is good.) You might need to add a stone or
two in the jar to make it sink. Screw the top on tightly and tie a cord around
the neck of the jar. Lower it into the water.
Observation
National Area Capital
Council
Players sit in a
circle. Each takes his turn telling something he can see, hear, feel or smell
from where he sits. No repetition is allowed and if a player repeats what
another says, or cannot think of something, he is out. The game continues
until only one is left.
Equipment:
Construction paper, scissors
Each person is given
a cutout piece of construction paper with the name of an animal (e.g. mouse:
long tail). The group is then put into pairs so that, for example, a rooster
and a giraffe are together. Each pair tries to figure out a name of the
animammal (e.g. Giroosteraffe). Pairs can then set out to try an guess the
names of the other aminmammals in the group.
Take a sock hike
National Area Capital Council
Have
the scouts put old socks on over your shoes.
After your hike, stop and look at the things stuck to your socks. Where did
those items come from? Did you see them on your hike? Why did they stick to
your socks?
Circle of Life
National Area Capital
Council
The more people for
the circle the better and more fun! Have the scouts get into a circle with
their right hand into the center. Now the object of this game is to squish
together so that everyone can sit on the knees of the person in back of them.
You can use this game to show how nature depends on each other and a break in
the ecological chain can be devastating to the rest.
Spiders Web
Crossroads of America
Equipment:
Enough pieces of string for every participant.
Objective:
Have every participant walk on hands and knees to a place where a web will be
built and tie the string to make a web.
Have each person
crawl or walk on hands and feet to tie their string onto the “web.” The first
team to finish wins. You may want to give a prize for the best looking web!
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