| 
       July 2002 
      Cub Scout Roundtable Issue   | 
     
    
      Volume 8, Issue 12
       
      August Theme | 
      
       Sports Extravaganza 
      Webelos Forester & Naturalist 
           | 
     
   
  
 
  
  GAMES 
  
    
  
  Indoor Track Meet 
  York Adams Area Council 
  
  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. 
  
    
  
  Semicircle Soccer (A Semicooperative 
  Game) 
  Bay Area Council 
  The idea for this 
  game came from a game called Konta Wai in Papua, New Guinea.  In Konta Wai, 
  two semicircles of about five players each stand facing each other about 12 
  feet (3-1/2 meters) apart.  The fruit of a local tree is thrown, lifted like a 
  hockey puck, or batted back and forth between the semicircles with the use of 
  sticks. The main object of the game is to try to prevent the fruit from 
  passing through one's own semicircle of players.  Semicircle Soccer takes off 
  from here and adds a few new wrinkles. 
  To play: Two 
  separate semicircles, of four or five players each, are formed by linking arms 
  around the next person's waist. Semicircles begin by facing each other and 
  kicking a sponge soccer ball back and forth.  The objective of each team is to 
  prevent the other team from kicking the ball through its semicircle. 
  However, both 
  semicircles are mobile.  They can move at will and can kick the ball from 
  anywhere on the play space. They can even attempt to get around behind the 
  other semicircle in order to kick the ball through their unit in a rear 
  attack.  Additional Semicircles and balls can be added for more action. 
  
    
  
  Finger Wrestling 
  Baltimore Area Council 
  This is similar to 
  modern wrestling except that the contestants use their fingers rather than 
  arms. 
  
  Octopus 
  National Capital Area Council 
  Draw straws or 
  choose one person to be the octopus.  The octopus is “it.”  If you are playing 
  indoors, you will need to clear a space between two walls.  If your are 
  playing outdoors, lay two ropes on the ground about thirty feet across from 
  each other as shown. 
  The person who is 
  the octopus stands in the middle of the “field.”  All other players line up on 
  one side of the rope or against a wall.  The octopus looks at them and says, 
  “Fishy, fishy, in the sea, won’t you come and swim with me?”  Then all the 
  players who are fish have to run across the field and get safely to the other 
  wall or on the other side of the rope without being tagged by the octopus. 
  If the octopus tags 
  someone, that person becomes “seaweed” and can tag other players.  However, 
  a person tagged by the octopus always has to keep his/her right foot on the 
  ground in the exact place where he/she was tagged.  The octopus can move about 
  freely. 
  The last person to 
  be tagged gets to be the octopus in the next game. 
  
  Push – Catch 
  National Area Capital Council 
    
  Everyone is in a 
  circle except for one person in the middle (usually a leader to start). The 
  person in the center has a ball that the leader throws to those in the circle. 
  The leader must shout out either Push or Catch.  The person to 
  whom the ball is thrown must Do The Opposite Action that was shouted 
  out. That is if the leader shouts Push, the Cub must Catch the 
  ball. If the leader shouts Catch the Cub Pushes the ball. If an 
  error is committed by either not doing the opposite or stumbling with the ball 
  the Cub must sit down or step back and is eliminated from play. Variation: If 
  the group gets really good at the game, the shouter must shout out 3 words 
  (such as Push Catch Push) and the Cub must do the opposite of the 
  middle one (or the first or last). 
  
  
  Flame-Jumping Contest 
  National Capital Area Council 
  Equipment:
  scissors, ruler, pencil, markers, corrugated cardboard, clothespins, 
  masking tape. 
    
  This is a popular 
  Midsummer's Eve game. Draw and cut out a cardboard flame 15 inches high by 10 
  inches wide. Decorate the flame with markers.  Cut out and decorate another 
  piece of cardboard that is 20 inches square. Fold this piece in half to make a 
  stand 10 inches high. To play the game, fasten the cardboard flame with 
  clothespins to the cardboard stand. Start by pinning the flame so that its 
  bottom is level with the bottom of the stand.  Each player must them jump over 
  it without knocking it over or touching it and getting “burned.”  Each time 
  all the players have successfully leapt over the flame, the flame is repined 
  an inch high.  How high can you jump?  If this flame game is too easy for you, 
  make a taller flame. 
  
  Dragon’s Tail  
  National Capital Area Council 
  
  All the players get in a line and place 
  their hands on the waist of the person in front of them.  The first person in 
  line becomes the dragon’s head.  The last person in line is the “tail.”  Tie a 
  rope around the last person’s waist, and tuck a scarf into it for the tail. 
  The object of the 
  game is for the dragon’s head to grab his own tail without pulling itself 
  apart.  If the dragon pulls itself apart, the game starts over again. 
  
  Race to Freedom Game 
  National Area Capital Council 
  You will need: 
  poster board, markers, corncobs, spoons, and paper plates. 
  
    
  Make a big sign from 
  poster board, and write the word “Freedom” on it.  Place it 50 to 100 yards 
  away from the start of the race.  Divide players into 2 teams.  Players from 
  both teams wait at 10 to 20 yard intervals on the course between the starting 
  line and “Freedom.”  The first player skates on 2 paper plates while balancing 
  a corncob on a spoon.  When this players reaches the next player, he or she 
  hands the skates, corncob, and spoon to the next player on the course, and so 
  on until the final player makes it to “Freedom.”  If the corncob falls off the 
  spoon at any time, that player must return to the beginning, and his or her 
  team starts again.  Whichever team reaches “Freedom” first wins the game! 
    
  
  Toss and Catch Game Pieces 
  National Area Capital Council 
  Materials: 
  2 disposable wooden 
  paint paddles 
  
  Paintbrushes 
  2 paper cups 
  Scissors 
  Glue 
  Tissue paper or 
  Ping-Pong ball 
  Instructions: 
  
  1.       
  For each player, paint a disposable wooden paint 
  paddle with bright colors and designs.  You can write a special friendship 
  message on one side, such as “I’ll always be here to catch you when you fall!” 
  
  2.       
  Then glue the bottom of a paper cup to the end of 
  each paddle. 
  
  3.       
  Let this dry for at least an hour. 
  
  4.       
  Take your toss-and-catch game 
  pieces outside or where there’s a lot of room and you are ready to play the 
  game. 
    
  
  Circle Stride Ball 
  Crossroads of America 
  Equipment: 
  Volleyball or soccer ball. 
  Have players form a 
  circle with their feet spread comfortably and touching the feet of those 
  around them. Have one Cub as the person who is “IT” standing in the center 
  with the ball.  The Cub tries to roll it between the legs of one of the Cubs 
  in the circle. 
  The Cubs in the 
  circle can use their hands only to stop the ball.  If the ball goes through he 
  legs of a boy or if a Cub falls down they take the place of the Cub in the 
  middle. 
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
    
  
    
    
    
    
    
 
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