GAMES
	
	Last month there were a lot of water 
	games.  So if you want to do a pool party for your midway – go pull up a 
	copy of Baloo for July’s theme.  CD
	
	MIDWAY GAMES
	Utah 
	National Parks Council
	Create your own 
	midway with games set up at different locations in a yard or playing field. 
	Everyone is a winner. Give small prizes, such as a small piece of candy for 
	effort, and a larger piece of candy for a ringer or a hole in one, etc. Use 
	some of these games, or come up with your own.
	
	PAPER PLATE PITCH
	You'll need an empty 
	box or barrel and a stack of paper plates. Mark a line on the ground. Set 
	the box about two body lengths in front of the line. How many paper plates 
	can you toss into the box?
	
	MARBLE MAZE
	For the base, use a 
	large cardboard box lid. Turn the lid over, and glue s-shaped pieces of foam 
	packing material at different spots. Place a marble at one end. This will be 
	the START. Time each player as he tries to move the marble to the FINISH 
	line by tilting the box back and forth and side to side. The player who gets 
	his marble through the maze in the shortest time wins.
	
	MUFFIN PAN BOUNCE BALL
	Obtain a ordinary 
	muffin pan, which contains a dozen cups. With small pieces of tape, mark 
	different values in each cup. Place the pan near a wall if possible. Players 
	stand eight feet away and attempt to bounce ping-pong balls so that they 
	will stop in the cups. High score wins.
	
	HULA HOOP TOSS
	Mark scores on three 
	to five watermelons, with the highest score farthest from the starting line. 
	Players stand at the line and toss the hula hoop around the melon. See who 
	can get the highest score in three tries. Plus, you can use your watermelons 
	for a treat when you're done!
	
	FLOATING TARGET
	Float a pie plate in 
	a washtub of water. Give each player ten beans and have him try to toss them 
	onto the pie plate from about five feet away. Score ten points for each bean 
	on the plate.
	
	BIG BLOW
	Five lighted candles 
	are set side by side a few inches apart. Each player stands two feet away 
	and blows. Score ten points for each candle blown out. Or, stand farther 
	away and try to extinguish the candles with a water pistol.
	
	SPEAR AND TARGET
	For a target, roll 
	up several newspapers and tape together to form a circle. Hang the target 
	from a clothesline or doorway. For the spear, roll up several newspapers and 
	wrap tape around it so it won't unroll. Mark off a throw line and see how 
	many spears you can get through the target.
	
	SCOOTER BUG RACES
	Paint cleaned walnut halves. Place a marble under the 
	walnut half and race down an inclined board. Or, collect small plastic foam 
	boxes. Decorate with markers. Place a lemon under and race down the inclined 
	board, or leave the board flat and give your bug a push.
	
	SCOUTING AROUND
	Mark ten spots in the playing area with numbers 1 
	through 10. At each spot, leave instructions written on a card telling 
	players what to do next. Start boys at different spots so that all are in 
	action at once. (That is, start one boy at 1, another at 2, another at 3 
	etc.) Give all boys completing the instructions a prize, such as a small 
	piece of candy, and the one completing all instructions first a bigger 
	prize. Below are suggestions for activities, or make up your own.
	1.      
	Walk sideways to spot 2 while looking in the opposite direction.
	
	2.      
	Waltz to spot 3 while reading a newspaper out loud.
	3.      
	Sing "Yankee Doodle" while holding your right foot with your left 
	hand and hopping on your left foot to # 4.
	4.      
	Crouch on your haunches and hop to spot 5.
	5.      
	Repeat three times "Meet my brother and sister: Heza Nut, Sheeza 
	Nut and Ima Nut." Hop three times, skip three times and run to spot 6.
	6.      
	Get down on all fours and race backward to spot 7.
	7.      
	Crow like a rooster, moo like a cow and bray like a donkey while 
	crawling on all fours to spot 8.
	8.      
	Balance a dime on your nose and walk to spot 9.
	9.      
	Hop on your left foot and your right hand to spot 10. Keep your 
	right foot and left hand off the ground.
	10.   
	Do the crab walk to spot 1.
	
	GRAB BAG
	Collect about fifteen items of various shapes and sizes 
	and place each in a small lunch bag. Let each player feel the bag and try to 
	guess what is inside. Winner is the one with the most right answers.
	ball
	
	BEAN BAG BASEBALL
	
	Mark a target on the ground as shown. Divide players into two teams. One 
	team goes to bat first. In turn, the team players toss beanbags on the 
	target from a distance of about nine feet. Each player remains at bat until 
	he has reached base or made an out. A beanbag that lands on a line or 
	outside the target is an automatic out. When three outs have been made, the 
	other team comes to bat. Have a den chief umpire and keep score.
	
	Bobbing for Donuts
	
	Santa Cara County Council
	Without using hands, 
	each participant tries to eat a donut that is hanging by a string from the 
	ceiling.
	
	Supplies:               Donuts with a hole in the center (1 for each 
	participant, plus extras), Cord, string, clothespins, clean plastic bags
	Decide where you want to 
	play this game, keeping in mind that it will get messy.  Spreading 
	newspapers on the floor will it easier to clean up the mess afterwards.  Tie 
	or tack up a length of cord running across the playing area. It should be as 
	high as possible.  If you use tacks to hold the cord, make sure they are 
	pushed securely into a doorframe or wall, so that they don’t pop out and hit 
	someone during the game. Tie each donut to a piece of string about 3 feet 
	long. Secure the strung donuts to the cord so that the donuts hang at mouth 
	level of the children.  To keep the donuts fresh and clean and out of reach 
	until game time, pull two or three string together, tie a clean plastic 
	around the donuts, and use a clothespin to hook the bag to the overhead 
	cord. Repeat this with the remaining donuts, being careful not to crush 
	them, because they may crack and break and fall off the string.
	The object of the game 
	is to eat the donut off the string without using your hands.  Carefully 
	remove the donuts from the plastic bags in which they’ve been kept out of 
	reach, and let them hang.  Replace any cracked or broken donuts.  Have each 
	player stand by one donut with hands clasped behind his back.  Give the 
	donuts a gentle swing, and watch the children try to eat them off the string 
	without using their hands.  You can award prizes for the quickest eater, 
	cleanest eater or messiest eater.
	
	Coin Bowling
	
	Santa Cara County Council
	The object of this game 
	is to be the first person to bowl down a coin that is standing on its edge. 
	You can play this game outside or indoors.
	Balance a coin on its 
	edge in the middle of a flat surface (sidewalk or hardwood floor). Quarters, 
	fifty-cent pieces, or dollar coins work well for this. If you have trouble 
	balancing the coin, use a small piece of modeling clay to support it.  
	Players take turns rolling other coins of the same size across the surface, 
	trying to knock down the balanced coin.  It is harder than it looks, so 
	players should aim for the flat side of the coin.  The first player to know 
	down the coin is the winner.  You can also set up several coins as in real 
	bowling and award bonus points for knocking down more than one coin per 
	turn.
	
	Carnival Lollipop Ring Toss Game
	
	Santa Cara County Council
	Make a lollipop ring 
	toss board for a carnival. 
	The kids can paint a 
	scene on a 3x3 feet piece of plywood.  Then drill holes all over the board 
	that the sticks from the lollipops fit in (so the candy part of the lollipop 
	is sticking out the front, and the stick is pointing out the back of the 
	board.) You can use rings from a ring-toss game, or make some from 12” pipe 
	cleaners.  The kids get to keep whatever lollipop they ring.
	
	Creepy Claws
	
	Santa Cara County Council
	Cut three or four plastic 
	straws into pieces about an inch long and put the pieces into a pile in the 
	middle of a table. Put a cup in front of each player. To make your claws, 
	cut a straw in half. Tape one half to your first finger and other half to 
	your thumb. When each player has his claws on, the game can begin. At the 
	count of three everyone starts to pick up straws. When all the straws are 
	gone the one with the most in his cup is the winner.
	Game Treasury
	
	Longhorn Council
	
	The following is a list of 160 plus games.  Copy this list down to a 
	file on your compute and you will have instant reference anytime you need a 
	game.  CD
	
	Here is a general list of equipment for the games.  Do you have a Den Chest 
	where you keep such things??
	
	Art Supplies                      Balloons           , Baseball, Paper
	
	String                                 Volleyball                          
	Pencils
	
	Clothespins                     Tennis Ball                           Beans
	
	Blankets                           Soccer Ball                          
	Straws
	
	2 X 4 Lumber                        Flags             Cardboard Boxes
	
	Book                                    Buckets        2 Liter Soda Bottle
	
	Checkers                          Bean Bags          Styrofoam cups
	
	Feathers                                Eggs        Camping Equipment
	
	Pole/stave                        Blindfolds                   Newspaper
	
	Wheel                                 Football                           
	Spoons
	
	Chairs                               Beach Ball
	
	* Denotes a game requiring NO equipment
	
	*Amoebae: Split the group into two: one-third of the group and the 
	remaining two-thirds of the group.  The two-thirds group forms a circle by 
	linking hands around the inner group of the remaining one-third of the total 
	group.  The inner group needs to be divisible by two.  Move the entire 
	amoebae from one end of the room to the other.  Have the amoebae split into 
	two.  Both groups move back across the room to the starting point.  Both 
	groups split again in exact halves and race back across the room.  Continue 
	splitting the amoebae every time the room is crossed.  This will finally 
	result in one person remaining in the center with two people holding hands 
	around them.  First amoebae with one in the middle to make it back across 
	the room wins.
	
	*Animal Calls:  Boys see who can do the best animal impersonations.  
	Can be for fun or judged for prizes.
	
	*Animal Relay:  Each member of a team is allocated a different 
	animal. He must then move across the hall in the style of that animal.
	
	Art Contests:  Boys design projects or posters on a particular 
	subject for fun or to be judged.
	
	Artists:  Players sit round a table, each with paper and pencil. The 
	right-hand Scout draws a picture, in separate firm strokes, of an ordinary 
	figure or head, putting in his strokes in unusual sequence so that for a 
	long time it is difficult to see what he is drawing. Each player looks over 
	to see what the man on his right is drawing and copies it stroke by stroke. 
	When the right-hand artist has finished his picture, compare all the rest 
	with it. 
	
	Asteroid Field:  Place objects (asteroids), such as chairs, into the 
	playing area (outer space).  Have the group choose partners.  One partner is 
	blindfolded at one end of playing area.  The non-blindfolded partners stand 
	at the opposite end of the playing area and try to talk their partners 
	through the  asteroid field without running into any of the asteroids.  Have 
	all of the teams playing at the same time.  Make it more difficult by 
	starting teammates at opposite corners, forcing teams to cross each others’ 
	paths.
	
	*Back-to-Back Relay:  Pairs standing back to back their backs 
	touching and must run together to a goal and back with one running forward 
	and the other running backward. If they separate, they must start over 
	again. 
	
	*Backward Trip Race:  This is run in teams of three, the central 
	player facing forward. The other two, with arms linked, facing backwards. 
	The first team to finish intact wins.
	
	Balloon Battle:  Teams try to pop as many balloons between them 
	without using hands.
	
	Balloon Popping:  Teams must pop a predetermined number of balloons 
	by sitting on them.  Variation:  Boys must make an invention that pops the 
	balloons.
	
	Baseball Throw:  Boys take turns seeing who can throw a baseball the 
	farthest.  Boys should be broken up into groups by rank.  A baseball is the 
	prize for each rank.
	
	Bat the Balloon:  Teams line up with members standing side-by-side, 
	separated by the distance obtained when players stretch their arms sideways. 
	Fingertips should touch between players.  The first player in line takes and 
	inflated balloon, and bats it towards the second person in line, who bats it 
	to the third person, on down the line and back again.  The only rule is 
	this: once the players have taken their stance, they may not move their 
	feet. If a balloon falls to the floor, or if someone moves his feet in an 
	attempt to reach the balloon, the first person in line must run and get the 
	balloon, and take it back to the starting line to begin again.
	
	Bean and Straw Relay:  Team members must hold a straw upright with a 
	bean balanced on top and cross the playing field.  Beans are then dropped 
	into a can.  Team members must get all 20-30 beans across the field without 
	losing any.  If a bean is dropped, the Cub goes back to the starting line 
	and begins again.
	
	*Birthday Line-up:  Have the Scouts line up in order of their 
	birthdays (month and day, year isn't necessary). The trick is, they CAN NOT 
	TALK AT ALL. You'll find they resort to sign language, nudges, someone might 
	try to start directing, etc. 
	
	Birds on a Telephone Line:  Divide the group into two relay teams. 
	String a clothesline from one side to the other at shoulder height of the 
	average person. Clip 20 or more round topped clothespins onto the 
	clothesline. (The pins are the birds and the clothesline is the telephone 
	line) On signal, the first person in each team runs to the line, removes a 
	pin with his teeth (no hands!), brings it back to his team and drops it into 
	a sack. The first team finished wins.
	
	Black Spot:  The Cubs are issued with scraps of paper, which they 
	must not lose.  Leaders (bad pirates) will paint a 'Long John Silver' style 
	spot on their scrap of paper to curse the Cub if they can catch and tag 
	them. Any Cub without a spot, or with the least spots, wins. 
	
	Blanket Volleyball:  Divide group into two teams, each with a blanket 
	held like a parachute. Toss in an object that is volleyed from team to team 
	using the blanket for propulsion. Can add objects.
	
	*Blind Man's Race:  Teams of three do this. Two are blindfolded, and 
	clasp hands.  The one not blindfolded holds their outside hands and guides 
	them through the course. 
	
	*Blind Shapes:  Group is blindfolded or with eyes closed. Have group 
	form themselves into a square or a triangle, etc. Can use a rope with 
	everyone holding on.
	
	*Blind Walk:  Divide group into pairs with one member of each pair 
	blindfolded. Seeing partner leads blind partner on a walk. The walk should 
	be challenging, including such obstacles as climbing over tables, crawling 
	under chairs, walking up or down stairs, climbing over railings, etc. 
	
	Bomb the Bridges  The players stand scattered around the hall with 
	their legs around 2 feet apart. Each player's legs form a 'bridge' which may 
	be bombed. To bomb a bridge, a tennis ball must be thrown between the 
	player's legs (hitting a player's legs is not enough). Once bombed the 
	player is out and must sit down.  The last player standing is the winner.   
	To prevent being bombed a player may protect himself using his hands to 
	catch or deflect the tennis ball. Players may not move their feet or crouch 
	to prevent being 'hit'.
	
	Bomb the Rebel Bases:  An evil space empire has declared war on you 
	and your comrades.  The empire sends a battle cruiser to your planet in 
	order to bomb its rebel base.  The players stand scattered around the hall 
	(outer space) with their legs spread about shoulder-width apart.  The gap 
	between each player’s legs form a ‘rebel base’ which may be bombed.  To bomb 
	a base, a tennis ball must be thrown between a player’s legs (hitting a 
	player’s legs is not enough).  Once bombed, the player is out and must sit 
	down.  The last player standing is the winner.  To prevent from being 
	bombed, a player may protect himself by using his hands to catch or deflect 
	the tennis ball.  Players may not move their feet or crouch to prevent being 
	hit.
	
	Book Report:  Get a book.  Tell group there will be a book report in 
	five minutes.  Allow them to study the book.  Pass out a test: number of 
	pages, weight of book, title, author, publisher, copyright date, etc.
	
	Bucket Relay:  Fill one of the buckets half-full with water, and 
	leave the other empty. On 'Go', the first player runs to the other end of 
	the playing area where the buckets have been placed, pours the water into 
	the other bucket, leaves the empty bucket there, and carries the full bucket 
	to the next player in line.  The second player takes the bucket with water 
	down to the other end of the playing area and empties it into the empty 
	bucket. He then picks up the full bucket and carries it back.  The relay is 
	finished when all have had a turn. The winner is the team with their water 
	intact. 
	
	Bull Riding:  Make bulls out of cardboard boxes.  Boxes should have a 
	hole cut in the top and the bottom flaps folded in so the Cub can stand in 
	the box.  Cardboard cutouts can make horns and bull faces.  The Cub picks 
	the box up with one hand while standing in the hole.  He must buck himself 
	for eight seconds.  Done for fun.  Boys sometimes buck themselves off!
	
	*By One, Twos, etc. :  Call out numbers beginning with one.  Have 
	group members gather by the numbers.  Those who don’t fit into a group are 
	out.  When the group becomes one large group, then call out numbers in 
	reverse order.
	
	Canyon Bridge:  Two teams meet on an eight-foot 2X4 (the bridge).  
	The groups need to pass each other to get to the other side of the canyon. 
	Anyone who falls off goes to the end of his team’s line. 
	
	Camping Skills Contest:  Boys pitch a tent, answer fire and camping 
	safety questions, cook a meal, strike camp, etc.  Fastest Cub wins.
	
	Capture the Flag:  Two teams each with a flag at opposite ends of a 
	field.  Teams try to get the other team’s flag without being captured.  
	Captured flag must be returned to team’s headquarters.  Anyone tagged is a 
	prisoner and taken to the team’s jail.  Prisoners are freed by being tagged 
	by one of their teammates.
	
	Capture the Fort:  Divide players into two sides: Attackers and 
	Defenders. Defenders form a circle, holding hands and facing outward, with 
	their captain in the center. Attackers surround the fort at about eight or 
	ten paces distant. They try to kick a soccer ball into the fort; it may go 
	through the legs of the defenders or over their heads. If it goes over their 
	heads, the captain may catch it and throw it out. But if it touches the 
	ground inside the circle, the fort is captured and the players change sides.
	
	*Cat and Mouse:  Organize the players into a rectangular grid, or 
	maze, spaced so that they stand two arms lengths away from their partners in 
	all 4 directions.  Start with all the players facing in the same direction 
	with their arms spread to their sides - this should create a number of rows. 
	On the command 'Turn' everyone should turn round 90° - don't be too worried 
	which way just as long as it is a quarter turn. This changes the maze from 
	rows to columns.  Two players a 'cat' and a 'mouse' will run around the 
	maze, the cat trying to catch and tag the mouse. They may run around the 
	maze and along the lines of arms but must not pass or stretch across them. 
	You can shout 'Turn' at any point during the game to change the maze. When 
	the mouse is caught start again with another pair or start with a new mouse 
	and allow the old mouse to 'grow' to a cat. 
	
	Catch the Frog Egg:  Split the pack evenly in two and assemble one 
	team in a circle holding hands and the other team in a line.  A leader 
	positioned in the middle of the circle throws a ball to each boy in turn and 
	counts the number of consecutive catches made. If anyone drops the ball 
	counting starts again from zero.  Meanwhile the team in a line runs 'relay 
	fashion' around the circle and back to the line to tag the next player. This 
	acts as a timer. Once all the Cubs have run the teams swap over. The team 
	with the highest number of consecutive catches wins.  Variation: total the 
	number of catches in each run attempt.  Team with the highest total wins.
	
	*Centipede Relay:  Cub 1 of the team runs up hall and back, he puts 
	one hand between his legs for the Cub 2 to hold. They run up hall and back 
	together, cub 3 joins chain etc. Team penalized if chain breaks - must start 
	again.  Variation:  Instead of holding hands the team holds onto a pole. 
	
	Charades:  Write animals, current movies, Cub Scout nomenclature on 
	strips of paper.  Cubs draw strips of paper at random and then try to get 
	their teammates to guess the answer without talking.
	
	Checker Relay:  Scouts race up and down the hall in relay fashion, 
	with a pile of 6 checkers balanced on the back of one hand. They are not 
	allowed to steady the pile with the other hand. The only time they can touch 
	the checkers with the other hand is either when they have dropped them and 
	are picking them up, or when they are transferring the checkers to another 
	Scout in their team. 
	
	*Chinese Ladders:  The Scouts should sit down the length of the room 
	facing their partners, with their feet touching those of their partners.  
	Upon command, the boys jump up, and run down the room over the legs of their 
	team (who may not move those legs!). When they reach the end of the ladder 
	they take their place sitting next to the end players on their team.  Then 
	the next team members do the same as the first team members.  First team to 
	cross the room wins.  This game can be made more interesting by providing 
	simple obstacles for the ladders to avoid, like chairs, boxes, or benches to 
	go around. 
	
	Christmas Handshake      Give each boy five Christmas cards or seals. 
	On signal each boy introduces himself to five parents other than his own. 
	Each time he must leave a card or seal with them. (Parents should not accept 
	the card or seal until the introduction is complete and the boy can repeat 
	their name.) The first den to finish, assembles as a den and raises their 
	hands in the Cub Scout sign or gives their den yell.
	
	Clodhopper Race:  A series of pieces of paper are placed in a circle 
	after a team member is blindfolded. The team member must step on each piece 
	of paper following directions from teammates. They cannot touch him or move 
	him.
	
	*Come Along:  All of the Cubs are placed in a bunch in the center of 
	the play area.  Each of the four teams is assigned a corner of the room as 
	home base.  Four Cubs are chosen to be leaders.  The four leaders run to the 
	center of the room and grab the hand of another Cub.  The two Cubs must run 
	around the bunch of Cubs and then grab another Cub.  The three Cubs circle 
	the bunch and grab another Cub, etc.  Determine how many Cubs would evenly 
	divide the bunch into four even groups.  That is the number of Cubs that 
	must be gathered in a string before heading for home base.  First team to 
	gather their Cubs and get home wins.  Boys left in the bunch are the leaders 
	for the next round.
	
	*Count to Ten:  All players stand on one line except one player who 
	is it. "It" stands with his back to the other players on a goal line about 
	30 to 35 feet from the starting line. "It" counts to ten as fast and as 
	clearly as he can. While he is counting, the other players advance as fast 
	as they can by putting one foot directly in front of the other (heel, toe, 
	heel, toe). At the count of ten, "It" turns around.  Everyone freezes. If 
	someone moves he starts all over again. The first player across the goal 
	line wins and becomes the next "it".
	
	Cow Tipping:  Scouts join hands and form a ring round some object 
	(like an empty one-liter soda bottle), which will fall over if touched. The 
	players all swing round the “cow” and each one has to do his best to make 
	one of the others tip the cow over, at the same time avoiding knocking it 
	down himself. When a boy tips over the cow he is out, and the game goes on 
	until only one player remains.  Players who let go of the other player’s 
	hand are both out.
	
	Crab Football:  This is a version of soccer that can be played 
	indoors or outdoors using chairs as goal posts. The rules are much the same 
	as normal soccer with the exception that players must be in the crab 
	position. That is on hands and feet with back towards the ground.
	
	Circle Trivia:  Use a tennis ball or beanbag.  After choosing a 
	category, call out a letter.  “It” has five seconds to find a response to 
	the category with that letter.
	
	Crazy Course:  Design an obstacle course with funny obstacles.
	
	Crew Race:  Groups of four or more straddle a pole, which must be 
	held with both hands by each player. The front racer having at least one 
	hand on the rail in front of him and the boy on the rear having at least one 
	hand on the rail behind him. All scouts face backward except the last one 
	who is the coxswain and steers. 
	
	Cross the River:  Line up in teams with their equipment and draw two 
	lines to represent the river. Lay “stepping stones” (pieces of paper) across 
	the river. Cub 1 carries Cub 2 on his back across the river using the 
	stepping stones. Cub 2 comes back and picks up Cub 3 plus a piece of 
	equipment. Cub 3 comes back and picks up Cub 4 plus a piece of equipment and 
	so on until all the Cubs have crossed the river.  
	
	Cub Car Races:  Use cardboard boxes as cars.  Dens should decorate 
	their vehicles.  One lap equals a trip around the room.  Pit stops 
	mandatory.  Change tires (remove shoes and put them back on).  Wash 
	windshield (other team member sprays driver’s face with water bottle and 
	then wipes face dry).  Fill up with gas (drink a glass of water).  Either 
	have each den member run three laps or have dens exchange drivers after each 
	lap.
	
	Cubmobiles (Pushmobiles) :  Plans and rules found in “The Cub Scout 
	Leader How-To Book”.
	
	C.U.B.S. :  Cubs sit in a large circle and a bean bag is placed in 
	the center.  The leader assigns each Cub a letter of the word CUBS.  When 
	the leader calls out a letter, all the Cubs with that letter jump up, run 
	around the circle twice, come back to their spot, then enter the circle, and 
	try to snatch the bean bag from the center of the circle.
	
	Cup Race:  Thread paper cups onto a cord stretched between chairs, or 
	posts.  Each team member blows cone to the end of the cord, brings it back;  
	next boy does the same.  First team finished wins. 
	
	Dizzy Pole Relay (Izzy Dizzy):  Each team member runs up hall, picks 
	up a bat. Then puts one end stationary on the ground and runs around it 10 
	(or so) times before running dizzily back to his team to tag the next boy.
	
	Dodge Ball:  Divide boys into two teams. One team makes a circle and 
	the other team stands inside it. The boys forming the circle throw a large 
	ball at the boys inside the circle, who are running around trying not to be 
	hit. The inside boys may not catch the ball. A ball hitting a boy on the 
	head does not count. Only boys in the outside circle may catch and throw the 
	ball. Boys who are hit below the knee join the outside circle and try to hit 
	the inside boys.
	
	Donkey Race:  Two boys straddle a broomstick, back to back. On 
	signal, one runs forward and the other runs backwards about 50 ft. They then 
	run back to the starting line, but this time they change positions (forward 
	becomes backward runner) then the next two team members go. 
	
	*Do This, Add That:  First person does something (pats head).  Next 
	in line Pats head and adds something (stomps foot).  Game goes until someone 
	skips a step.
	
	Drinking Contest:  Boys have a water-drinking contest.  No hands 
	allowed.  Do this well before bedtime.
	
	Driving the Pig to the Fair:  Put a little water in a one liter soda 
	bottle for ballast.  In turn, each member of the team uses the stick to push 
	the bottle (pig) to the end of the room (fair) and runs back with the 
	equipment. 
	
	*Eat the Fish Tail:  The group forms one long line by linking hands.  
	The “head” of the fish (one end) tries to tag the “tail” end.
	
	Egg Toss:  Classic egg toss game with partners in two rows facing 
	each other.  The egg is tossed to one partner.  The partner takes a step 
	backwards and throws the egg back to the other partner.  Partner takes 
	another step backwards.  Continue the process until all eggs but one have 
	broken.  World record: 323 feet 2.5 inches!
	
	Fake Trivia:  Pass out a written test. Those with the most creative 
	answers to questions win a prize.
	
	Feather Relay:  Each player throws a long feather javelin style, 
	toward the finish line. As soon as it comes to earth, he picks it up and 
	throws it again, and continues until across the finish line. He then picks 
	it up and runs back to his team to give the feather to the next player.  
	Variation: each team member makes a paper airplane to use instead of the 
	feather.
	
	*File Race:  Teams race in single file, one behind the other. No 
	Scout is permitted to pass his teammate ahead of him. 
	
	Fireman, Save My Child                Each team has a pile of the 
	cut-out children on a table and a drinking straw for each player. 
	Approximately 15-20 feet away from the start, place a small pail for each 
	team on another table, chair, stool, etc.  At the call of "Fireman, save my 
	child", the first player on each team must pick up a child by sucking up the 
	figure against their straw.  While holding the figure this way, they run to 
	their respective pail and deposit the figure. The next team member then 
	goes. If they drop the figure en-route, they must stop and pick up their 
	child, again, by sucking it up with the straw. 
	
	*Fish in the Sea:  All players but one stand behind a line. "IT" 
	stands midway between the line and a goal line thirty feet away. He shouts 
	"Fish in the ocean, fish in the sea; don't get the notion you'll get by me." 
	The fish leave their line and try to cross the goal line without being 
	tagged. Players who are tagged join "IT" and help catch others.
	
	Flapping Fish Relay:  Players must waft a paper cutout of a fish (1' 
	length) across the hall and back using the newspaper as a fan.  
	
	*Flint and Monty:  Two players are “it”.  They stand in the circle 
	blindfolded.  One calls “Where are you Flint?”  The other responds “I’m here 
	Monty”.  Players must try to find each other.
	
	Football Throw:  Boys take turns seeing who can throw a football the 
	farthest.  Boys should be broken up into groups by rank.  A football is the 
	prize for each rank.  Nerfs work the best.
	
	Four Clowns in A Row:  Give each person present a sheet of paper 
	marked off in 16 squares.  In each square they must get someone present to 
	write his or her name. That will mean that each person will get the 
	signatures of 16 people, one for each square. Provide each player with about 
	fifteen small stickers. If the committee could get white stickers and paint 
	clown faces on them it would help.  Each one is now asked to write his or 
	her own name on a small piece of paper. These are placed in a hat. The 
	leader draws the names from the hat, one at a time. As the name is called, 
	the person bearing it responds with a lusty "Here," and raises the right 
	hand. This serves as an introduction to the group. Each person who has that 
	name on his paper puts a sticker in the square where it appears.  When any 
	player gets four stickers in a row, either across, down, or diagonally, he 
	shouts: "Four clowns in a row!" Some suitable award may be made to that 
	player. Let him read the names of the four.
	
	*Go Stand in the Corner:  Create four teams.  Start with all the 
	players of one team in one corner. When 'One' is called the players must run 
	across the width of the room. When 'Two' is called they must run across the 
	length of the room. When 'Three' is called players must go to the diagonally 
	opposite corner.
	
	Group Juggle:  Have the group stand in a circle, fairly close 
	together.  Toss a ball across the circle, calling out the player's name to 
	whom you toss it.  That player tosses to a different player and so on until 
	everyone has caught the ball and thrown it on once. It should be back in 
	your hands at this point.  Add a second ball and then a third. Add as many 
	balls as you want.  Variations: Make a wide circle outdoors, use toilet 
	paper instead of balls, use various size balls.
	
	Guard the Treasury:  One boy is chosen to be "IT", the keeper of the 
	treasure, who stands guard over the "jewels" (beanbag or whatever). Everyone 
	else forms a circle around "IT". The group standing around "IT" must try to 
	steal the treasure without being tagged. Those touched by "IT" are frozen in 
	place and can no longer try for the treasure. Play ends when the "jewels" 
	are captured.
	
	*Guessing Games:  Variations of 20 questions, fun trivia quiz, Scout 
	knowledge etc.
	
	*Heel Race:  Each runner runs on his heels. Scouts are not allowed to 
	touch the toes to the floor. 
	
	*Hog Calling:  Call the pigs in from the field for dinner!
	
	*Human Boat Race:  Each boat is made up of eight to ten players each 
	in full knees-bent position. Each player has his hands on the shoulders of 
	the man in front.  Facing the line of players in each boat is a 'COXSWAIN'. 
	The coxswain holds the hands of the front player in the boat. When the race 
	starts, the boats move forwards by all players in a boat springing together 
	off both feet.  The coxswain for each boat shouts encouragement for his team 
	and calls out the rhythm for the spring. During the race, any boat that 
	breaks up into two or more parts is deemed to have sunk and is disqualified 
	from the race. 
	
	Ice Cream Eating:  Variations: no spoons allowed feed their parents 
	ice cream while both Cub and parents are blindfolded.
	
	*In the Pond:  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.
	
	Japanese Balloon Game:  Put charade answers in balloons before 
	inflating.  Players take turns being “It”.  Pop the balloon without using 
	hands and then act out the charade.  Winner gets to be “It”.
	
	Juggling:  Juggling involves any feat of balance.  Teach the Cubs to 
	juggle one object, then two, then three, etc.  Or balance a stick on their 
	finger, nose, etc.
	
	Karaoke:  Have Cubs (and parents and leaders) lip synch to their 
	favorite songs.
	
	Keep the Ball Up:  Using a beach ball, have Scouts start hitting it 
	around and trying to keep it off the ground. Then challenge them to keep it 
	in the air for 20 hits, or 30 hits, etc.  Encourage them to develop some 
	strategy (such as establishing "zones", or an order, etc.) to try to keep 
	the ball up for as many hits as possible. 
	
	*Keep Talking:  This is a knockout competition, it is played in 
	two's. Each person has to keep talking at the other person. It doesn't 
	matter what they are talking about, but there must be no repetition or 
	pauses. You may need a referee to decide the winner of each pair. 
	
	Keep the Satellite Up:  Scientists rely on gravity and inertia to 
	keep satellites in orbit.  Your task is to keep the satellite from falling 
	to earth.  Using a beach ball, have Scouts start hitting it around and try 
	to keep it off the ground.  Then challenge them to keep it in the air for 20 
	orbits (hits), or 30 orbits, etc.  Encourage them to develop some strategy 
	(such as establishing "zones", or an order, etc.) to try to keep the ball up 
	for as many hits as possible. 
	
	Kicking Contests (soccer/football) :  Who can kick a soccer ball or 
	football the farthest?  Boys should be put in groups by ranks.  A football 
	or soccer ball can be the prize for each group.
	
	*Lighthouse:  Leader is the lighthouse.  Half of group members are 
	rocks, other half breaks up into teams of boats.  Rocks are placed at random 
	around the room.  At the signal, the lighthouse begins making a foghorn 
	sound, the rocks say “swish, swish” like the sound of waves against them, 
	blindfolded leaders of the boats begin to navigate to the foghorn without 
	touching a rock.  After first round, rocks and boats switch places.
	
	Light Year Whispers:  Your mission, if you choose to accept it, is to 
	send a message to an exploratory crew deep in outer space.  Distribute 
	members of the teams some distance away from one another. Give the team 
	leaders a scrap of paper with the same message (around 15 words long).  The 
	team leader runs to the first player and relays the message verbally without 
	the help of the paper.  The team members must remember the message and relay 
	it to the next team member who in turn relays it down the line to the final 
	Scout. The final Scout writes down the message.  When he returns to the 
	starting point, the team with the message most resembling the starting 
	message wins.  The longer the distance the more breathless, less articulate, 
	and more forgetful the Scouts become.
	
	Limbo:  The classic game of how low can you go?
	
	Long Distance Whispers:  Distribute members of a team some distance 
	away from one another. Give the leader a scrap of paper with a message 
	around 15 words long. The team members must remember the message and relay 
	it to the next team member who in turn relays it down the line to the final 
	Scout. The final Scout writes down the message when he returns back at the 
	starting point. The team with the message most resembling the starting 
	message wins. The longer the distance the more breathless and less 
	articulate and more forgetful the Scouts become.
	
	Loop-de-loop:  Have the Scouts stand in a circle and hold hands. 
	Start one hula-hoop (or inner tube, long loop of rope, etc.) hanging over 
	one pair of joined hands. Each person in the circle must pass the hoop/loop 
	over him/herself and on to the next person - WITHOUT letting go of hands.
	
	Minefield:  Place objects (mines) into the playing space (minefield). 
	Have the group choose partners. One partner is blindfolded at one end of 
	field. The non-blindfolded partners stand at the opposite end of the field 
	and try to talk their partners through the minefield without running into 
	any of the obstacles. 
	
	*Motorway Crash:  Boys sit in a circle. One boy is given the name of 
	a car (e.g. Ford, Nissan, Rolls, Jaguar, etc.) When that name is called out 
	the boy gets up and runs round the circle, various calls are made that the 
	boys have to react to: 
	
	Join the M1-       Change direction
	
	Steep Hill-                                Walk 
	
	Puncture-                                   Hop 
	
	Fog-                            Pigeon Steps 
	
	Accelerate-                Start running
	
	Crash-                        Collect object 
	
	When 'Crash' is called the boys run back through their own place and into 
	the middle of the circle to pick up some item placed there. Once 'Crash' has 
	been called the boys can't change the direction they were running. 
	
	*Multiples (Taiwan) :  Players sit in a circle and start counting 
	round the circle from "one." If the agreed figure for the game is seven, 
	each time the number being called includes the figure seven or is a multiple 
	of seven, the player keeps quiet and clasps his hands together. If anyone 
	makes a mistake the leader records a point against him.  When the boys 
	become good at this game, add one or two other numbers, so they will have to 
	keep very sharp not to get caught with more than one numbers going on at 
	once.  For one number the player clasps hands. For the second number he will 
	put both hands above his head. For the third number he can nod his head. 
	
	Musical Chairs:  The classic game of one chair too few.
	
	My Secret Friend (Russia):  Every member of the group puts his or her 
	name on the scrap of paper and put it in the can.  When everybody has put 
	his scrap of paper in the bag, shake it carefully. Then let your Scouts take 
	one of the scraps and secretly read the name.  This person will be his 
	secret friend during the game (it can last for several days like at Day 
	Camp). During these days everybody is to please his secret friend, to 
	present him with any crafts, drawings, etc.  At the end of the game all 
	players are find out who the secret friend is. 
	
	Nail Driving Contest:  Cubs compete against others of the same rank 
	in a one-on-one contest to drive nails into boards.  Smaller nails can be 
	used for smaller Cubs.  Consider having safety glasses available for the 
	Cubs.
	
	Nail Driving Relay:  Stand one 4x4 block for each team on edge and 
	start two or three 16 penny nails to the same height in the edge. Place the 
	blocks about fifteen feet from the starting line and put a hammer next to 
	each of the blocks. On "GO!" one boy from each team races to the block, 
	picks up the hammer, and swings ONE blow to drive the nail into the block. 
	He then lays the hammer down and returns to his team, tagging the next boy 
	in the relay. The race continues, with each boy in turn going as many times 
	as it takes for one team to drive all of its nails flush into the block. Be 
	ready to straighten bent nails.   Variation: Drive tent pegs with a mallet.
	
	
	Nature Picture Hunt:  Cut out pictures from magazines of items that 
	can be found on a nature hike.  Teams must locate the items either by list 
	or by laying out the pictures like bingo cards.
	
	Newspaper Grab:  Place a single page of newspaper in the middle of 
	the room.  Have group members stand against walls.  At the signal, they all 
	run and try to grab as big a piece of newspaper as they can with one hand.  
	Largest piece wins.
	
	Newsprint Race:  Each scout is provided with two sheets of newspaper, 
	which he uses to run the race. He can only step on the newspapers; this is 
	done by: stepping on one, lay the other in front of him, steps on it, 
	retrieves the paper behind him, which he places in front of him moving 
	forward in this fashion. 
	
	Nose-Knife:  Stick a knife into the ground.  Point to the knife and 
	say “knife”.  Point to your nose and say, “nose”.  Try to trick group into 
	pointing at wrong object.
	
	Orange Peel and Eat:  Boys pick an orange from a pile.  The first to 
	peel and eat their orange wins.
	
	Outdoor Memory Game:  Before the game, pick up a few 10+ objects that 
	the players may find in the area and lay them out. The teams or individuals 
	must find as close matches to the objects you have collected. You can either 
	display or hide your collection so that the players can or cannot come back 
	and refresh their memories. The team with the display best matching the 
	original wins.
	
	Outer Space Exploration Memory Game:  Players are interplanetary 
	explorers.  They have arrived on a newly discovered planet and must return 
	samples to mission headquarters.  Before the game, pick up a few 10+ objects 
	that the players may find in the play area (an unexplored planet) and lay 
	them out.  The teams or individuals must find as close matches to the 
	objects you have collected.  You can either display or hide your collection 
	so that the players can or cannot come back and refresh their memories.  The 
	team or individual with the display best matching the original wins.
	
	*Packed My Suitcase:  Memory game where Cubs sit in a circle.  The 
	first Cub names an item that he packed in his suitcase.  Each Cub adds 
	another item as they go around the circle.  The Cubs who remembers all of 
	the previous items wins.
	
	Paper Airplane Throw:  An indoor game where the Cubs try to throw 
	their paper airplane the farthest.  Great for Roundup nights when the new 
	prospective Cubs have the meeting “fliers” to turn into “flyers”.  Do this 
	game while the parents are filling out registration forms.  Have a prize for 
	the winner.  Make it tougher by having a box in the middle of the room.  
	Anyone who gets his airplane into the box wins a prize.
	
	Paper Spaceship Throwing:  Preferably an indoor game where the Cubs 
	try to throw their paper spaceship the farthest.  Great for “Cub Scout 
	Roundup” nights when the new prospective Cubs have their meeting “fliers” to 
	turn into “flyers”.  Do this game while the parents are filling out 
	registration forms.  Have a prize for the winner.  Make it tougher by having 
	a box in the middle of the room.  Anyone who gets his airplane into the box 
	wins a special prize.
	
	Paper Hoops:  A pile of newspapers for each team is placed at one end 
	of the room with the teams lined up at the other end.  When the whistle 
	blows they race up to the newspapers.  The object is to cut the newspaper 
	sheet in the middle and then step through the paper without ripping it right 
	through to the edge.  If that happens they have to start again.  When they 
	have stepped through they race back so that the next team member can go.  
	The winners are those who are all sitting down with their arms folded. Use 
	newspapers that are not too big. 
	
	Patience Relay:  Separate the cards into a suit per team. Lay out the 
	10 number cards (including ace) in any order face down at the end of the 
	room. One at a time the boys run up and turn over a card.  If it is not the 
	Ace then they turn it face down again and run back to their team and the 
	next player has a go. When the ace is turned up they can lay it face up. The 
	next card needed is the two and so on. Play continues until one team has all 
	its cards turned face up. 
	
	Pick Jack’s Nose:  Make a giant poster of a jack-o-lantern and tape 
	to the wall.  Have a box of paper noses with thumbtacks attached.  Spin boys 
	around and see who gets their nose closest to the right location on Jack.
	
	Ping-Pong Ball Relay:  Each player gets a straw that he uses to blow 
	the Ping-Pong ball across the floor. 
	
	*Pioneer Went to Sleep:  Everyone stands in a circle. The first 
	player begins by saying "Pioneer went to sleep." The rest of the group 
	answers "How did Pioneer got to sleep?" The leader then says "Pioneer went 
	to sleep like this, like this," repeating a small gesture such as nodding 
	the head or twisting the wrist. The rest of the group mimics the gesture and 
	answers "like this, like this." The entire group continues to repeat the 
	gesture as the next boy in line says "Pioneer went to sleep," and others 
	respond as before. The second boy adds another gesture to the first, so that 
	now there are two movements to keep going. The game continues around the 
	circle, each player adding a gesture. By the end of the game, the entire 
	group should be a foot-wiggling, eye-blinking, head-shaking, nose-twitching 
	mess. Try to add as many gestures as possible before the game totally falls 
	apart. Since it is difficult to do more than ten gestures at once, you may 
	not get everyone in the group, but the challenge is to see how far you do 
	get. Start off slowly with small things, such as toes and fingers, and work 
	up to the bigger things, such as arms and legs.
	
	Poison Pole:  Link hands around a pole (Den flag).  Circle members 
	try to pull others into contact with the pole.
	
	Pony Express:  Four boxes are placed across the playing field.  Each 
	box has the name of a town written on it.  The Cubs are broken into four 
	teams.  Leaders write the names of the towns on slips of paper representing 
	letters to be delivered.  The papers are shuffled so each team does not 
	deliver to only one town.  The boys must deliver their letters to the proper 
	town and return to tag their next teammate on the hand.  First team to 
	deliver all of their letters and return win.
	
	Potato Jump Race:  Establish a start and a finish line. Line the boys 
	up on the starting line.  Give each boy a potato (Ping-Pong ball, balloon, 
	etc.) to put between his knees. On 'GO' see who can jump to the finish line 
	first without dropping the potato. 
	
	Potato Race:  Each team member tosses the potato into the air and 
	catches it on the fork, takes it off, and hands them to the next player. 
	
	Push - Catch (Canada) :  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).
	
	Quarter Toss:  Set a group of targets on the floor (plastic bowls, 
	cups, paper targets).   Toss quarters, other coins, or washers onto the 
	targets.
	
	*Radar:  First Cub on the team is placed about 30 feet ahead of the 
	rest of his team.  All team members are blindfolded.  The first team member 
	must lead his teammates to him by talking to them, making noise, etc.  Gets 
	harder with more teams doing the same nearby.
	
	*Red Rover:  There are two teams. Each team holds hands and forms a 
	line to face the other team. Then Team 1 shouts "Red Rover, Red Rover I call 
	John over". John runs from his team, Team 2, at the other line to try and 
	break through their hands.  If he succeeds he returns to Team 2 and gets to 
	take someone from Team 1 for his own team. If he fails he has to join Team 
	1. Then Team 2 gets to shout "Red Rover, Red Rover I call..." The game goes 
	on until one team has all the players on their side.
	
	Ring Toss:  Make rope loops and attempt to toss them onto small 
	sticks stuck into the ground.
	
	*Rocket Relay:  The teams line up with a chair at the head of each, 
	facing away from the team. The chairs are 'launching pads' and the first Cub 
	or 'rocket' stands on the chair awaiting the countdown. When the leader 
	reaches zero, the 'rocket' blasts off round the room, touching all four 
	walls, and returns to the 'launching pad' where the next 'rocket is waiting 
	to be launched. The first 'rocket' sets off the second and returns to his 
	team. 
	
	Rockets and Interceptors:  Two teams play this. The attacking team 
	members are called the rockets and the defending team members are called the 
	interceptors. The target area is marked off and a tin can is placed in the 
	center. Only rockets are allowed to go inside the target area. Up to four 
	interceptors are allowed to hover around the target area. The rockets have a 
	base at which they pick up their warheads (beans).  Each rocket can carry 
	only one warhead to the target area. If an interceptor before going inside 
	the target area tags a rocket, they must hand over their warhead and return 
	to their base. 20 warhead units in the tin can destroy the interceptor 
	target area.  If the interceptor target area is not destroyed after 20 
	minutes then change over the teams so that everyone has a turn at attacking 
	and defending. 
	
	*Round the Moon   All the teams line up at the end of the room. Each 
	Cub places his hands on the waist of the Cub in front so each team forms a 
	'rocket'. One chair is placed at the far end of the room opposite each team; 
	these are the 'moons'. When the leader calls 'Go', the teams run the length 
	of the room, round their 'moon', and back into orbit. As they pass base, the 
	'rockets' drop a section each time and the Cubs sit down there one by one, 
	until finally the 'nose cone' returns home. The first team to be sitting 
	down is the winner. 
	
	Salesman:  Leader comes into the room with a briefcase or box full of 
	items.  Salesman quickly displays the items and tells their prices.  Items 
	are then replaced into the briefcase.  Teams must remember as many items and 
	their prices.  Leader should use a “salesman’s voice” like on commercials.
	
	Scavenger Hunt:  Make identical lists for each team.  Include easy to 
	find items and not so easy to find items.  Be sure all items can be found 
	within the hunt boundaries.  Have teams go to local fast food restaurants 
	and do the Hokie Pokie to get signed French fry bag (arrange ahead of time 
	with manager).
	
	Scotch:  Everyone starts the game with three lives. Every time you 
	get hit with the ball you loose a life. When the ball is thrown everyone has 
	to run to avoid it, but when somebody picks it up and shouts "Scotch", 
	nobody can move until the ball is thrown again. The game continues until 
	everyone has lost their lives except one person, who is the winner. 
	
	*Sentry Post:  Set up two chairs about seven feet apart. These are 
	the sentry posts and two blindfolded players are seated in them, facing each 
	other. The other players divide into two teams. At signal from the leader, 
	the first player in each line sneaks forward on tiptoe and tries to pass 
	between the two sentries without a sound. If either sentry hears anything, 
	he calls out and points in the direction from which the sound came. If he's 
	right, the player is "captured" and out of the game. If he points in the 
	wrong direction, the player sneaks ahead. Each team goes through just once. 
	The winner is the team that gets the most players past the sentries. 
	
	Sin-bin Dodge Ball:  A player tries hit another player under knee 
	level with the ball. Once a player is hit he goes into the sin-bin for a 
	short time. Players may move anywhere in the hall to avoid the ball, but may 
	not travel with the ball.  The sin-bin is a row of 6 chairs which the Scouts 
	stand (or sit) on. At the start of the game the sin-bin is empty. When the 
	first player is hit, he sits on the first chair.  The next player out sits 
	in the next chair and so on until the sin-bin is full. When a player enters 
	a full sin-bin he pushes everyone along a chair. The player at the front of 
	the 'queue' is pushed out and goes back into the game. Thus 6 players need 
	to hit before a player who has just entered the sin-bin can return to the 
	game. 
	
	*Skin the Snake:  Team members stand one behind the other with legs 
	apart and pass their right hands between the legs to grasp the left hands of 
	those behind.  Starting at the back, members crawl through the legs of those 
	in front of them, without letting go of hands, until the whole team is 
	standing in a line holding hands.
	
	Softball Throw:  See who can throw a softball the farthest.  Boys 
	should be put into groups by rank.  Softballs can be the prize for each 
	group’s winner.
	
	Space Pony Express:  Interplanetary space travel has developed a 
	glitch.  No electronic messages can be sent due to a solar flare.  Four 
	boxes are placed across the playing field or four pieces of paper laid on 
	the ground will suffice.  Each box or piece of paper has the name of a 
	planet written on it (it would help to also write the suit, like clubs, 
	heart, diamonds, or spades, on the box as well).  The Cubs are broken into 
	four teams.  Leaders shuffle a deck of cards representing interplanetary 
	messages to be delivered.  The cards are dealt so each team gets 13 cards.  
	Random dealing will ensure that no team delivers to only one planet.  The 
	boys must deliver their messages to the proper planet and return to tag 
	their next teammate on the hand.  First team to deliver all of their 
	messages and return wins.
	
	Space Station:  Chose a player to be the space station.  Half of 
	group members are asteroids, the other half breaks up into teams of 
	spaceships.  Asteroids are placed at random around the room (outer space).  
	The spaceships are guided by a blindfolded admiral.  Other spaceship team 
	members are lined up behind the admiral and may not make any sound or 
	attempt to steer the admiral.  At the signal, the space station begins 
	emitting a beeping sound in order to guide the spaceships in safely.  The 
	asteroids quietly make some kind of buzzing noise.  That is the sound of the 
	vibration from the spaceship’s laser radar.  Blindfolded admirals begin to 
	navigate to the space station without touching an asteroid.  After the first 
	round, asteroids and spaceship teams switch places.
	
	Space Wormhole Relay:  A wormhole has opened in outer space.  Team 
	members stand in a line one behind another with their legs apart. The person 
	at the back of the team crawls through the legs of the other members and 
	then stands at the front, legs open.  The next team member then goes.  When 
	everyone has crawled through (team is back in order) the team has finished.  
	Another variation is to have the team race from one point to another.  Cubs 
	cannot start into the wormhole until their teammate is standing at the head 
	of the line.  Teammates may not be further than an arm’s length from each 
	other.
	
	Spots:  The pack sits in a circle and are given a number from 1 to n. 
	One Cub (number 5) starts by saying 'I am 5 spot and I have no spots, how 
	many spots does number 8 have?'  Cub number 8 replies in the same manner and 
	nominates another cub. If one of the cubs takes too long or makes a mistake 
	he is awarded a spot which is painted on his chin or cheek with lipstick. He 
	will then have 1 spot. This game is particularly good at cub weekends or 
	holidays since you can tell which cubs have washed properly!
	
	Spud:  Each Scout is assigned a number. In a circle outside one 
	person throws a ball as high as he can, straight up, and calls out a number. 
	The Scout whose number is called catches the ball as the rest of the Scouts 
	run away from him as fast as possible. Once the called Scout catches the 
	ball, he yells "STOP!" at which time all retreating Scouts are supposed to 
	stop dead in their tracks.  The Scout with the ball is allowed to take three 
	really long steps so that he can get as close to the nearest Scout as 
	possible. He then attempts to hit the Scout with the ball (not in the head). 
	The Scout being shot at is allowed to twist and bend, but may not move his 
	feet. If the Scout is hit, he gets to retrieve the ball while the rest of 
	the Scouts get back in a circle. He is also given a 'spud' or a point (a 
	lipstick mark on the cheek).  If the Scout is missed, the throwing Scout 
	chases after the ball and gets a spud. Once the ball is retrieved, the game 
	begins again, with the number called and the ball thrown. The Scout with the 
	least number of spuds at the end of the game wins. 
	
	Steal the Bacon:  Divide the troop into two, three, or four groups. 
	Number off EACH group separately.  Line them up facing each other, about 
	30-40 feet apart.  The number 1 Scout on one team will be across from the 
	last Scout on the other team. Place your 'bacon' between the lines. The idea 
	is for a Scout to go out and retrieve the object. The leader calls out a 
	number and each Scout with that number runs out and tries to get the object 
	and go back behind his line. Once the object is touched, the other Scout can 
	tag the Scout that touched the object. There are two ways to win a round: 
	either get the object and bring it behind your line without being tagged, or 
	tag the other Scout after he grabs the object and before he makes it past 
	his line.  Variation:  Tell a story instead of just calling out numbers: 
	"THREE Scouts went on a hike. They saw TWO deer and FIVE trees...” 
	
	Steal the Treasure:  A Cub sits in a chair blindfolded.  He is the 
	guard.  Some treasure, a hat, key ring, etc. is placed under the chair.  
	Other Cubs are in a circle around the guard.  One Cub is sent to try to 
	steal the treasure.  The guard tries to tag the thief when he hears him 
	approach.  If the thief is caught he becomes the guard.
	
	Straw Buildings:  Cut straws into four-inch sections.  Connect the 
	straws with paper clips.  See who is most creative.
	
	Strip the Leader:  Attach 8” strips of paper to the leaders’ shirts 
	with tape.  Break the Scouts up into teams.  When the game starts, the 
	Scouts have to strip the pieces of paper from the leaders’ shirts.  After a 
	set time limit, count the number of strips collected by each team.  Most 
	strips wins.
	
	Submarine Dive:  This is a variation of musical chairs that works 
	best for Den meetings.  Rope loops are placed on the floor representing 
	submarines.  Cubs circulate around the room.  When the leader yell, 
	“Submarines! Dive!” Cubs try to make it into a circle.  Cubs left out of the 
	submarine each round are eliminated.  One loop is removed each round so 
	there is always one fewer loops than Cubs.
	
	Submarine Minefield:  Split Scouts into two teams.  One forms a line 
	across the playing field with blindfolds on and standing close enough 
	together to touch hands.  Each hand is a mine that will 'destroy' a ship (a 
	member of the other team).  The other team quietly tries to sneak along the 
	line weaving in and out of the mines, (i.e. between their feet, or between 
	two scouts).  After a minefield team member uses one hand and hits a ship, 
	that hand is out of play for the round.  Later ships may go through an 
	unprotected area.  When the whole team has gone through, change over. At the 
	end of the game, the winning team is the one that managed to get the most 
	ships through the minefield. 
	
	Thar She Blows! :  Cubs representing the rocks in the sea are placed 
	at random around the room and cannot move.  One Cub is the whale.  A beanbag 
	or soft ball is the harpoon.  Cubs must pass the harpoon to one another in 
	an attempt to get the whale harpooned.  The Cub who harpoons the whale is 
	the next whale.
	
	Three Balls:  Have group members pass 3 balls/objects through the 
	group consecutively in the shortest possible time. Choose your words 
	carefully and remember them exactly so that the instructions can be repeated 
	when asked.  This teaches problem solving.  Have a stopwatch handy.
	
	Three Coins in the Fountain:  Divided the pack into 4 teams.  
	Position 4 chairs in a square roughly 15 feet apart for the teams to wait 
	behind.  Place the coins in the middle of the square.  When you call a 
	number, a player from each team must try to get 3 coins onto the seat of 
	their chair. They may only carry one coin at a time and must place the coins 
	they retrieve on their chair to be easily visible. Once all the coins have 
	disappeared from the center they may steal coins from other players. 
	
	Tic-tac-toe with Bean Bags:  Set up a tic-tac-toe board on the ground 
	or floor.  Make bean bags out of dried beans in sandwich baggies with a 
	piece of colored construction paper inside to tell X from O.
	
	*Tunnel Relay:  Team members stand in a line one behind another with 
	their legs apart. The person at the back of the team crawls through the legs 
	of the other members and then stands at the front, legs open. The next team 
	member then goes. When everyone has crawled through (team is back in order) 
	the team has finished. 
	
	*Turtle Tag:  To insure safety, a player must be on his back with all 
	four feet in the air. The boy who is "it" counts to ten and all turtles 
	(other boys) must hop up and run at least ten steps before again assuming 
	the turtle position. If "it" can tag a player before he is "safe" they 
	exchange places and the other boy becomes "it".
	
	Typewriter:  Gather everyone in a circle. Each player represents a 
	letter in the alphabet, A through Z. If there are more players than there 
	are letters, one can become a number, another a period, and another an 
	eraser for correcting mistakes.  Find or create a sentence that uses all the 
	letters in the alphabet. For example, "The quick brown fox jumps over the 
	lazy dog". In the case of extra people, it can be two dogs. When a space 
	between words is reached, everyone calls out together "Space"! If a mistake 
	is made, just keep going, unless there is a person who is the eraser to call 
	out "Correction"!
	
	Ugly Face Contest:  Tell contestants that this is a contest to see 
	who can make the most accurate drawing of their face on a paper sack.  Place 
	paper grocery sacks over the contestants’ heads.  Have them draw their faces 
	on the outside of the bags with felt tip markers.  Contestants may not use 
	their free hand to steady the bag.  See which contestant has the ugliest 
	face on the bag.  Guess who wins (wink).
	
	Vocabulary Test:  A written test of camping and Cub Scout words.  
	Guess the correct meaning of the words.  Make it multiple choice or essay 
	answers.
	
	Water Relay Race:  Transport water from point A to point B holding 
	water cup above head.  Water cup has small nail hole in bottom resulting in 
	a shower effect on the carrier. The first team that fills its can, bucket, 
	etc. wins. 
	
	Wheel Rolling:  See who can roll a wheel the farthest across the 
	parking lot.
	
	*Wheels:  Line teams up.  Give each team member a number.  Then shout 
	out modes of transport, for example a car.  Number four runs because it has 
	four wheels.  Any mode of transport is applicable.  One = unicycle, 2 = 
	bicycle, 3 = tricycle or a unicycle and a bicycle, 4 = car, 5 = unicycle on 
	top of a car, 6 = three bikes, train = whole team runs.  Design a short 
	course for them to run.
	
	*Wink Murder:  Everyone closes their eyes, and the leader picks one 
	or more boys to be killers. When everyone opens their eyes, the killers try 
	to kill the other boys by winking at them. The non-killers try to expose the 
	killers before everyone is dead. If a non-killer announces that someone is a 
	killer, then 1) if they are right, the killer is "dead", or 2) if they are 
	wrong, the guesser is "dead".  Killers can kill other killers. Keep going 
	until all the killers are dead or until only one killer is left.
	
	*Wolf:  The boys stand in a circle with the "Wolf" in the center. 
	Boys call "Wolf, Wolf, are you ready?"  Wolf answers "No, I'm putting on my 
	shoe" and pantomimes putting on his shoes. The other imitates him. Again 
	they ask "Wolf, Wolf, are you ready" and he replies that he is putting on 
	his coat, tie, hat, etc. each time pantomiming putting on the item, while 
	all follow suit. Whenever he wishes, the Wolf answers with "Yes, I'm ready, 
	and here I come". The players rush to a goal line and the Wolf tries to tag 
	them. If any player is tagged, he becomes the Wolf.
	
	*Wheelbarrow Race:  Team members race by grabbing ankles of other 
	teammates and running the course like wheelbarrows.
	
	Xmas Trivia:  Have families at the December Pack meeting work on the 
	answers as a team.  Use common Christmas information about Santa, Christmas 
	songs, etc.   Ask some tough questions as well as easy questions.  Award 
	points for each answer depending on hard the answer (one point for each of 
	the nine reindeer, etc.)  Highest team (family) total wins a jar of 
	Christmas candy.
	
	*Yelling Contest:  Who can yell the loudest?  Can be done as 
	individuals, by Dens, or by groups.
	
	*Y is for Yale:  Split the Cubs into teams of about eight.  The 
	Cubmaster or den leader calls out a letter and what it stands for.  Each 
	team must rearrange itself to form that letter. 
	
	Zone Dodge Ball:  Split the Pack into 2 or 4 teams and allocate each 
	a zone. The teams should throw the ball at players in an opposition team, 
	trying to hit them under the knee. When a player is hit he joins the team 
	which threw the ball at him. The team who has the most players (or all the 
	players) at the end wins. We use a hall with badminton court lines marked on 
	it. Each of the four teams is allocated a corner. The area in the middle is 
	a no-mans land. Once only two teams remain we re-allocate the zones so more 
	space is used.  Variation: Use more than 1 ball.