From Heart of America Council
IT pursues the other 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 players in inconvenient places - keen, ankle,
Use compass to establish the four main directions in a room. Have all boys
stand facing one player who 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 chooses. Players turning the wrong
direction are out. The winner is the last player still in the game.
Taking a Trip
This is a memory game. Everyone sits in a circle, and the leader begins by
saying, "I'm taking a trip, and I'm bringing ________ Anything can be named.
The second person then says, "I'm taking a trip, and I'm bringing." The first
item named is the first item from the first person and then the second person
adds his item. So on around the circle, with each person reciting the entire
list and adding their own item. The game continues until some goofs,
Two cubs run holding spools
tied together with a foot of thread. If the thread breaks, they have to stop
and tie a knot. The first pair to reach the finish line is the winner.
Burst the Bag
Divide the players into two teams and send the first two off to run a good
distance. Hand each one a paper bag as they come back to the starting point.
The second member of each
team is not allowed to set off until the bag has successfully been blown up
and burst. The paper lunch bags usually sold in packs of 100 or so work well.
If you can't get bags that burst easily, just blow up the ones you have to
Outdoor Nature Hunt
Heart of America Council
Make up a list such as
the one below for each boy. Boys can hunt in pairs in your backyard or in the
park. See which pair can find the most within a limited amount of time.
Something alive that flies
A cup of wet sand
A cup of pink water
Five maple leaves
Three rocks at least two inches in diameter
A piece of string
The boys are divided into relay teams. Each team is given a book. The first
player from each team puts the book between his knees and rushes off around
the room. A dropped book means going back to the start. Hands may only be used
to pass the book to the next player.
From Santa Clara County Council
Forest Floor Mystery Bag Game
Equipment: Cloth bags
with objects from forest floor: Wood, moss, leaves, bark, stick, bone,
Put several different
objects commonly found on the forest floor into separate bags, and pass them,
one at a time, halfway around a circle of scouts. Each scout feels the object
and gives an adjective describing it. The other half of the circle tries to
guess the bag’s contents. The last scout gets to reveal the object. Reverse
the order so that everyone gets the chance to guess and to feel. Have the
other scouts arrange the objects in the order of decomposition rates.
Designate a fairly small
area for the game. Choose one person to be “It.” That person tries to tag
the others who can only save themselves by crouching before being tagged and
naming a plant or animal that lives in the forest. As long as the same person
is “It” there can be no naming repeats. If a person can’t think of a plant or
animal, and is tagged, that person becomes “it” and all plants and animals can
be used again.
One player is “It.” The
others place themselves in various positions, each touching something that is
wood. They keep constantly running from one wooden thing to another. The
player who is “it” runs after them, and the first player he tags who is not
touching wood takes his place.
Two players play against
each other. Each player must have a pedestal, about 6 inches high; this could
be a block of wood, Styrofoam, a tree stump or an overturned cooking pot.
Players hunker down on their platforms, which are set about 6 feet apart, each
holding one end of a rope about 1 inch in diameter and about 15 feet long.
The excess rope lies coiled between them, but not for long. At the starting
signal, the players begin reeling in the rope. The object is to cause your
opponent to lose his balance by tightening or slackening the rope. Sound
simple? “Oh, I’ll just give a good pull…” and, suddenly, your opponent
relaxes his hold, and over you go in a spectacular backward
somersault—defeated by your own energy! The more aggressive the players are,
the more vulnerable they make themselves. Try best 2 out of 3.