GAMES
Litter Sweep Relay
Baltimore Area Council
Object: To be the first team to make a clean sweep of all the litter.
Materials: A broom for each team and a small pile of dry trash: soda cans,
paper, small plastic bottles, etc.
How
to play: Divide into two teams and give each team a broom and a small pile
of dry trash - soda cans, paper, small plastic bottles, etc. At the start
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. The
first team finished wins. If a boy loses any trash he must sweep back and pick
it up.
Creating Critters
Baltimore Area Council
Object: To create a new insect.
Materials: Scissors, glue, and a variety of colored construction paper.
How
to play: Divide the boys into small groups. Give each group scissors,
glue, and a variety of colored construction papers. Within a given time limit,
each group designs and constructs a new species of insect. They must decide on
a name for their bug, tell where it lives and what it eats. When all groups
are finished, a spokesman for each group introduces their critter to everyone.
Animal Rescue
Baltimore Area Council
Object: To find the most animals in a given period of time.
Materials: North American animal names written an slips of papers.
How
to play: Write the names of North American animals on slips of paper and
hide the papers throughout the room. Tell the Cubs that the animals have lost
both their memories and themselves and give the Cubs five minutes to find as
many as they can. When they gather again at the signal, each Cub describes the
animals he has found. In order to rescue the animals, the others must guess
who they are from the descriptions. Tiger Cubs will enjoy the game if you hide
animal pictures.
Nature Scavenger Hunt
Baltimore Area Council
Object: To find the all the items on a scavenger list.
Materials: Envelopes with scavenger hunt directions, one for each Scout.
How
to play: Each boy is given an envelope with these directions: "The Den
leader is sick and needs a potion made up of the following: four acorns, five
dandelion flowers, six pine needles, four ants, etc. (List other items found
in the area.) Give the boys I S minutes to find as many of the ingredients as
they can and put them in their envelope.
SUN AND SEEDS
Circle Ten Council
Boys
form a circle and kneel with hands over their faces as if they are sleeping
seeds. One Boy is named the sun. He runs around the circle and touches a seed.
The seed jumps up and chases the sun around the circle. The sun must make it
to the seed's vacant place without being tagged. The seed then becomes the sun
and tags someone else. If the sun is tagged by the seed before reaching the
seed's place, he is the sun again.
Above and Below
Longhorn Council
The Idea of the Game: After
some discussion about pollution and what are ways we have polluted out
environment, you can play this game where you come up with ways we have
polluted our environment and ways we are trying to save our environment and
are they above or below (meaning is it visible to us).
Examples:
Pollution: litter on highways -
above, Garbage on the floor of the sea - below,
Saving our environment: Planting a
tree above
Equipment: None
Formation: Circle
Arrange the players in a circle.
Call out ways we pollute the environment or save our environment that are
found above or below. When you call something that signifies above, the
players stand; if below, they sit down. Failure to do this eliminates the
players who miss. The list of things to be named should be carefully worked
out in advance to keep the game going smoothly.
Earth, Water, Air and Fire
Longhorn Council
Equipment: 1 bean bag
Formation: circle
The Pack or Den members sit in a
circle with one Cub in the center holding the beanbag.
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 an 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.
QUIET RECYCLE ACTIVITY
Circle Ten Council
Unscramble our recycling world. Have the boys unscramble the word in the
highlighted box below to spell how our state will look if we all recycle our
waste.
Litter Reduce
Cardboard Compost Reuse
Landfill Recycle
Ecology Resources Glass
Aluminum Newspaper
1. ecreyle ___
___ ___
___ ___ ___ ___
2. tltrei
___ ___ ___ ___ ___ ___
3. locyoge ___ ___
___ ___
___ ___ ___
4. drecue ___
___ ___
___ ___ ___
5. erruosecs ___ ___ ___
___ ___ ___ ___ ___ ___
6. bocadrdra ___ ___
___ ___ ___ ___ ___ ___ ___
7. lsgsa ___
___ ___
___ ___
8. pcmoots ___ ___
___ ___ ___ ___ ___
9. umualimn ___
___ ___ ___ ___
___ ___
___
10. uesre ___
___ ___ ___ ___
11. apwreesnp ___ ___
___ ___ ___ ___ ___ ___ ___
12. fladlinl ___
___ ___ ___ ___ ___ ___ ___
BONUS word _____ _____ _____ _____ _____
Bonus
word answer: CLEAN
DEAD ANT
Hayley Laidlow, Girl Guide Leader, Australia
To play you will need:
4-5 hula-hoops or mats (old car
mats are perfect)
A marked area about 15m x 15m
How to
play
1.
Set up the play area, randomly spreading the hoops / mats within it
- these are the 'ant hills'
2.
Divide the group into 2 teams (the ants) and from each team choose
1-2 'ant killers' (depending on the size of the group)
3.
Explain the rules very carefully to the children (they can be a
little confusing but once the game starts they will fall into place)
4.
Start playing!!!
RULES
ANTS - The aim of the game is to be keep your 'ants' (other team members)
alive.
ANTKILLERS - The aim for the 'ant killers' is to eliminate all the ants.
To
kill an ant, the ant killers tag the ant. Once an ant has been tagged he /
she must lay on the ground with their legs and arms in the air (dead ant).
Once
an ant is dead it can be revived by it's team mates - this is done by two team
mates carrying the dead ant and placing it on an ant hill (one ant at either
end using arms and legs for a safe carry). After the ant has been placed on
the anthill it is revived and can continue playing.
Anthills are safe areas and so ant killers cannot tag ants when they are on
ant hills.
Ant
killers cannot tag ants when they are carrying a companion to an ant hill.
Ants
must not stay on anthills longer than 5 seconds.
The
winning team is the team with the most (or any!) ants left alive at the end of
the game.
To
make the game harder add more ant killers or have less ant hills!!!
In the Pond
Longhorn Council
Mark a big circle on the ground.
This is the pond. The whole group stands around the edge. The leader is the
referee. When he shouts "In the Pond," you all jump into the circle. When he
shouts "On the Bank," you all jump out. But sometimes he will try and trick
you by saying "On the Pond" or "In the Bank. Anyone who moves, on a wrong
order, is out of the game.
Hidden Object
Longhorn Council
This game can simulate picking up
and finding pollution or discarded waste on hikes
Equipment: 1 thimble, ring
or coin
Formation: Scatter
Send boys out of the room. Take a
thimble, ring or coin and place it where it is perfectly visible but in a spot
where it is not likely to be noticed. Let the boys come in and look for it.
When one of them sees it, he should quietly sit down without indicating to the
others where it is. After awhile, if no one else has found it, have him point
it out to the group to make sure he really saw it.
PING PONG BALL SHOOT OUT
Great Salt Lake Council
Fill
several 2-liter bottles with water to weigh them down. Place them on a flat
surface. Put a ping-pong ball on top of each bottle. Have a contest to see how
fast each Cub can shoot the ball off the bottle using a squirt gun.
NUGGETS IN THE BAG
Great Salt Lake Council
The den
chief puts a certain number (known only to himself) of different sized rocks
in a cloth drawstring Bag.
He
closes the Bag. Each boy is given the bag for 15 seconds.
He
examines it then passes it on to the next boy.
When
all the boys have had a chance to examine the Bag, it is returned to the Den
Chief.
The
boys then try to guess the number of rocks in the Bag.
The boy
who guesses the correct number (or closest to it) takes a turn putting the
nuggets in the Bag.