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.