July 2002
Cub Scout Roundtable Issue |
Volume 8, Issue 12
August Theme |
Sports Extravaganza
Webelos Forester & Naturalist
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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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