December 2008 Cub Scout Roundtable Issue
January 2008 Theme
Fitness and Scientist
Gregor, Cubmaster, Plano, TX
To Baloo via Philmont Training Center 2009
Thank you. CD
directions on last page
Set Up -
Numbers are shown so that I can give you the solution (amswer).
You can put numbers in your grid or not.
Squares should be about 3 feet by 3 feet
Construct the grid on the floor using electrical tape or duct tape
Use Red, Back and Yellow. Or three colors of your choice!
Original grid that Gregor saw at the Circle Ten Scout Show used white not
Use a different (4th) color for the boundary if you
Get a roll of yellow plastic caution tape (ribbon??) (It does not
have any stickum on it)
Construct out the grid on the ground in your back yard ahead of
Squares are still 3' by 3'.
Put red and black duct tape on the appropriate lines. Use third
color if you wish for yellow sides or just leave as is.
Use cut up coat hangers to stake grid to the ground. (Use bent
ends to make little "Vees" and push them into the ground over the caution tape.
picture on last page
Boys enter at the RED line on the outer border.
They proceed through the maze going RED - YELLOW-BLACK,
They must get to the BLACK line on the outer border to exit.
RED entry to 21, 22, 23, 19, 15, 14, 10, 9. 5, 6, 7, 8, 4, 3, 7,
11, 12, 16, 15, 19, 20, 24, 23, 22, 18, 14, 15, 16, 20, 19, 23, 24, out over
An Even Exchange
Can you move two dimes to empty squares so that each of the
eight rows and columns and the two diagonals contain an even number of coins?
Hand Drawn by Isaac M. Thayer
For the most truly awesome mazes on the planet go to
DO NOT USE
THIS COPY -
download a clean full size one!
There are several dozen hand drawn mazes there similar in
style to the George Washington above. You have to go from the G to the W (or
vice versa) These mazes are truly fantastic to figure out. Bookmark this
website. If you lose it - searchon "mazed things" and "Isaac M Thayer"
Searching on Tesseract Mazes will get you some but not the whole(?)
Object: To switch the pennies on circles 1 and 2
with the dimes on circles 9 and 10.
You may move the coins one at a time, and in any order you like –
any distance along the lines (but stopping only on circles).
The only restriction is that at the end of any move, a penny and a
dime may never lie on the same straight line.
Cut out the 8 pieces
Assemble to form an 8X8 checkerboard
Stop Sign Maze
Bills Games offers lots of free, award-winning web-based
games for the whole family. Like this one -
Of course, you don’t want to see any stop signs for your
Pinewood Derby Racer – but see if you can make your way from the top right to
the bottom left of this Stop Sign Maze!
from the Maze
copy this one, go there and check them all out!!!
Turn any maze into a theme
related maze -
For Pinewood Derby -
Put a car at the in and a flag at the out.
Car can start at the bottom right opening and go all around
the maze, reaching the finish line at the right side just above the bottom.
Have them look for different ways to do it!!
You can get mazes
Or other places
on the web. Just google mazes!!
More Ideas -
Outdoors - Acorn at the in, oak tree at the out
Cubs - Bobcat badge at the in, Arrow of Light at the out
Snow - Snowflake at the in, Snowman at the out
Cubstruction - nail at the in, house at the out
Camp - Tent at the in, Dining Hall at the out
Swimming - Boy at the in, pool at the out
get the idea -
can be made theme-related!!!
Note from Alice - Make multiple copies so boys can try
different paths. You could also enlarge this, laminate the maze itself, and let
each boy have a small laminated prop sized to fit the maze to actually “run” the
Base, use a large cardboard box lid (computer paper box lid).
Turn the lid over and glue S shaped pieces of foam packing
material (packaging peanuts) at different spots, making a maze for the marbles.
Above picture is a sample, use your imagination!
Place the marble at one end. This will be the START.
Each Scout tries to move the marble to the FINISH line by tilting
the box back and forth and side to side.
The Scout who gets his marble through the maze is the winner
(hopefully all the Scouts can be winners!)
Place a small decorated box on
the floor about six feet away from a chair. (You could have two or three
stations set up, or one for each rank, and have a relay.)
Have the Scout sit in the
chair and try to toss 10 cards from a deck of cards into the box. Younger
Scouts might appreciate a small laundry basket instead of a box, or, if you are
in lines by rank, the Tigers could be closer to the box than the Webelos Scouts.
Frogs, Insects, & Flowers
Divide the Scouts into three circles, one inside the next.
The Scouts in the outer circle are flowers and stand still.
The Scouts in the innermost circle are insects and begin the game
with one knee on the ground.
The Scouts in the middle circle are frogs and begin the game
When the whistle sounds,
The insects have 10 seconds to run and tag a flower. They may
avoid capture (being tagged by a frog) by “flying” (touching one knee to the
Frogs chase the insects and can “follow” an insect by turning 360
degrees during which the insect can fly away.
After each round,
Successful frogs or insects remain as that creature for the next
A captured insect becomes a frog.
An insect that is not captured but does not touch a flower becomes
Each round creates changes in relationships. A balanced
game can go on indefinitely, but if frogs are too successful, the insects are
wiped out, which causes the frogs ultimately to “die.” If the frogs are not
successful, they may be wiped out and large uncontrolled numbers of insects may
Wendy, Chief Seattle Council
Draw Golf course on paper, 4 holes on one side, and 5 holes on the
Vary the size and shape of the putting greens. (Some with a 90
degree curve, some wiggly like a snake, some pear shaped, etc.)
Add water and sand hazards.
Trace around a nickel to make the holes.
Color the golf course, and slide papers into a protective plastic
Using a pencil (or golf club made from a craft stick), hit the
golf ball (dime) into each hole using as few strokes as possible. (Players can
color their dime with washable marker so they can tell the dimes apart.)
The dime is out of bounds or in the hole if more than half the
dime is over the line.
Add penalty strokes for the following: Water: 2 strokes. Sand: 3
strokes. Another hole/off the green: 4 strokes.
The player with the fewest strokes wins.
(Variation on a
dollar store game.)
Really Mini Miniature Golf
Wendy, Chief Seattle Council
Using pruning shears, cut 1” off the end of a craft stick.
Sand both ends smooth.
Tacky glue the small piece to the cut end of big piece at slightly
more than 90 degrees to make a golf club.
Cut a strip of paper about 1" wide by 4 " long.
Overlap the ends, and tape, creating a circle.
Pinch the loop in two places, creating a flat side about 1 inch in
Place the hoop on the flat side so it stands up.
Make 9 of these hoops, and number them.
Set Up and Play:
Place the nine holes on the floor.
Create obstacles using cups and toilet paper tubes.
Make ramps from cardboard.
Bounce marbles off books.
Players hit marbles through the hoops with their craft stick golf
clubs, trying to hit the ball into the hole with the fewest strokes.
The player with the lowest score wins.
Wendy, Chief Seattle Council
Draw shuffleboard court on paper, and slide into a plastic
Color 4 dimes one color with washable markers, and leave
the other 4 dimes plain.
Players push the dimes toward the shuffleboard court with a
Score points only if the dime is completely within the
Player with the highest score wins.
(Variation on a dollar store game)
Scouts stand in a circle with their hands in the air.
The den leader or Cubmaster tosses a beach ball to a Scout on the
opposite side of the circle.
That Scout throws the ball to a second Scout and so on.
Once a Scout has caught the ball and tossed to someone else, he
puts his arms down.
The last Scout to catch the ball tosses it back to the den leader
to start again.
For more fun, add a second or third ball.
Pinewood Maze Board Game
Alice, Golden Empire Council
Enlarge the maze you drew for the Advancement Ceremonies
and draw lines across the white pathways every inch or so, to make “spaces.”
Each boy gets either a cardboard racer or even a toy car
for his game piece.
Dice are rolled to determine how many spaces can be moved
each turn – but of course, there’s still the factor of finding a pathway without
a dead end!
Or to make it even more challenging, add in some “special”
squares every so often.
“Out of gas – skip a turn”
“Extra traction – move ahead two spaces”
“Pit Stop – go back 6 spaces”
“New engine additive – take an extra turn”
Get the idea!
Doctor Who and the Daleks
Three 'Daleks' and three 'Doctor Who's' are suitable for a Pack of
The 'Doctor Who's' turn their caps back to front for
identification and the 'Daleks' wear their scarves back to front.
At the word 'GO' from the leader, the 'Daleks' chase the rest of
If the 'Daleks' touch anyone, that Cub must freeze, until he is
released by the touch of a 'Doctor Who'.
No one is out and no one ever really seems to be caught when the
time is up, but it is a splendidly exhausting game!
The game should be played for roughly two minutes before the
'Doctor Who's' and the 'Daleks' are changed.
Fill the Basket
A pail or a large basket
As many balls as possible.
The leader has the basket and endeavors to keep it empty,
The leader throws the balls as far away as possible.
The Cubs do their best to fill the basket.
See who wins at the end of five minutes!
The Mystery Number
Equipment: A whistle
The Pack forms a circle with
the Sixers (Webelos?)in the middle. The Sixers choose a mystery number known
only to themselves.
The Cubs march round in a
circle chanting the number of each step they take.
When they reach the secret
number, the Sixers chase them.
After ten seconds, the leader
blows the whistle and the chase ends. Any Cubs who have been caught go into the
center and help the Sixers.
The next number is decided
upon and the game goes on until time is up and the Cubs who remain free are
acclaimed as winners.
Note: As the
chasers become more numerous, they must hold hands until the mystery number is
reached. Set a limit to the mystery number. Anything over ten becomes tedious.
I'm a Great Big Whale
Equipment: Wool or some sort of flag to put into the back pocket.
The Sixers (Webelos?) stand in
the middle of the room. They are the 'whales'. The rest of the Pack with a flag
in their back pocket (sticking out), line up at either end of the room. They are
The 'whales' then chant, in
deep whale-like voices, 'I'm a Great Big Whale at the bottom of the sea.'
The 'fishies' reply in
high-pitched fish voices, 'And I'm a little fish and you can't catch me!'
The 'fishes' then race to the
far end of the room and the 'whales' try to catch them by pulling the flag out
of their pocket.
Any who are caught become
'whales' and help to catch the rest of the 'fishes'.
The game continues until one
little 'fish' remains as the winner.
Clear the Deck
The four sides of the room are given names, i.e., 'Clear the
deck!'; 'Man the boat!'; 'Shore leave!'; 'In the galley!'.
When the leader calls out any of those commands, the Cubs rush to
that side of the room.
There are extra commands as well: 'Boom coming over!', 'Lie flat
on the floor', 'Admiral coming!', and 'All stand and salute.'
No one is ever out but the last Cub to obey the order loses a life
and rolls down a sock or rolls up a sleeve.
Note: In the
original version of the game the four sides of the room are Port, Starboard, Bow
although this is merely a matter of choice.
Equipment: 1 ball
Formation: a Circle
The Pack forms a circle and one Cub has the ball.
He passes it to the neighbor on his left and immediately starts to
run round the circle.
His aim being to be back in his place to receive the ball when it
has been passed right round the circle.
Equipment: 1 beanbag
Formation: a circle
The Cubs sit in a circle with the beanbag in the center and the
leader gives them a letter in the order C.U.B.S. all the way round the circle.
The leader calls out one of the letters and all the Cubs with that
letter run clockwise (right) round the outside of the circle and back through
their places into the center - where they try to snatch the beanbag.
The Cub who get the bag is the winner.
Place a narrow-mouthed jar upright on the floor.
Give each Cub Scout 10 clothespins
When his turn arrives and have him stand over the bottle.
Holding the clothespin at eye level, each Scout tries to drop them
one at a time into the bottle.
The winner is the Scout who drops the most pins in the jar/bottle.
The Marble Bandana Cup Game
Materials – (for each team) bandana, cup, marble
Set Up -
Divide Scouts into teams of 4 or 6.
Give each team a bandana, and ask them to hold the corners or
edges so the bandana looks like a tabletop.
Everyone must use both hands to hold the bandana and it must be
kept tight and flat.
Place a cup upside down on top of the bandana and place a marble
on top of the overturned cup.
Teams must transport the marble-bandana-cup from the starting line
to a finish line a distance away.
If the marble falls, the Scouts must start again.
The team that crosses the finish line first wins. (For Webelos,
consider an obstacle course that they must navigate between the start and the
What you need:
Baking or self hardening clay
in several colors
An adult helper if using
What you do:
Take a small piece of clay and roll it into a ball, if you
want multicolored marbles, use 2 or 3 colors.
Make about 10 small marbles, and 1 larger one, for rolling.
You can make them all different.
Bake or dry the marbles according to the directions on the
package of clay.
How to play a game of marbles:
Get together with a friend who has their own marbles or share your
Draw a circle outside on the sidewalk (or any other hard outdoor
surface) with chalk.
Place the marbles in the circle and give the big marble to your
Have your friend try to roll your marbles out of the centre, she
will claim the marbles she knocks out, but, if she rolls one of her marbles out
of the circle you get that marble!
Take turns until all the marbles are gone.
The person with the most marbles wins!
should make your marbles different colors, so you can tell who rolled who's
marble out of the circle.
Cap On Peg Slide
Note: This is a reverse version of the cup in a ball
Wooden peg or dowel to fit center of spool, about 1 1/2 inch long
5 inches cording or heavy thread
Plastic cap to fit over the top of the doweling or peg
Paint, color of your choice
3/4 inch PVC slide ring
Punch awl or small drill
Hot glue the wooden peg into the spool.
If desired, paint both pieces and allow to dry.
Punch a small hole in the center of the plastic cap.
Glue one end of the cording to bottom of the wooden spool.
Slip the other end of coring through the hole in the plastic cap,
make a knot and glue in place
Mount the slide ring to back of the spool using hot glue.
plastic soda bottles and
make an easy game out of them.
What you need:
Ten Plastic Bottles (2 liter
or 20 oz.), clean and dry
Shredded Tissue Paper
Shiny Cloth or Easter Grass
Lightweight Rubber Ball
What you do:
Decorate bottles with stickers, or fill them with tissue paper
(bunched or shredded), shiny cloth, or Easter grass.
Setup the pins and bowl them down with a rubber playground ball
Divide the Scouts into teams and make pairs within the teams.
Scouts should sit down the length of the room facing their
partners, with their feet touching those of their partners.
At a signal, the first Scouts jump up and run down the room over
the legs of their team members (who may not move their legs).
When they reach the end of the “ladder,” they take their place
sitting next to the end players on their team.
The next team members do the same as the first team members.
The first team to travel all the way across the room wins. The
game can be made more interesting for older Scouts by providing simple obstacles
for the “ladders” to avoid, like chairs, boxes, or benches to go around.
Burst the Balloon
pencil and paper for the
The balloons are blown up and scattered on the floor. Players
stand in scatter formation.
On 'GO', the object is to break as many balloons as possible, by
sitting on them! When a person breaks a balloon, he shouts 'I SCORE!' and must
put his hand in the air.
The scorekeeper then runs up to the person whose hand is in the
air, marks a point down on his tally sheet. The player then tries to break
another balloon and earn more points.
When all balloons are broken, scores are added up and a winner is
Break the balloons by putting them between the knees and squeezing
them until they break.
Burst the balloons by jumping on them with both feet.
Burst the balloons by squeezing them between two people.
The Huron Hop
10 black headbands with one
10 white headbands with one
50 inflated balloons with
pieces of string attached to each
Tape or rope to mark circle on
Divide the group into two teams; give each team headbands.
Draw a large circle on the floor and have 5-10 players from each
team enter the circle. A balloon is tied to each player's left ankle.
The object of the game is to break your opponent's balloon while
trying to avoid having your own broken. Once your balloon breaks, you leave the
circle to join the audience.
The game is played for five minutes and the team with the largest
number of braves and maidens still in the circle wins. Play the game several
times with new braves and maidens each time.
While the game is going on, the audience shouts war whoops!
Equipment: 1 paper or sock ball or beanbag
One boy is selected to be the 'whale', he may run freely about the
The rest of the Cubs each choose a position and since they are
'rocks in the sea', they may not move.
The aim is to 'harpoon' the 'whale' by hitting him with the ball.
Whoever hits him takes his place as the next 'whale'.
The skill of the game lies in passing the 'harpoon' from 'rock to
rock' in an endeavor to corner the 'whale', rather than the Cubs taking random
This is good training in playing for the game rather than for the
1 rope per Cub, color coded
for each Six
One Cub from each den is a 'catcher'.
All the other Cubs have a 'tail', a length of rope which they tuck
into their back pockets.
The 'catchers' try to snatch as many tails as possible in a given
A Cub who loses his tail goes to a 'pen' from which he may be
released if the 'catcher' from his Six gives him a tail.
When the leader blows the whistle, the dens return to their
corners and count their tails, including those that their 'catcher' has
Cat & Mouse:
Wendy, Chief Seattle Council
Cut egg cups out of an egg carton.
Paint if desired.
Trace mouse ear and eye patterns onto paper.
Cut out, and tacky glue to egg cup.
(Optional: glue on googly eyes.)
Draw nose and whiskers on egg cup.
Tie a knot in a 2 ½ inch piece of yarn.
Pierce hole in the back of the egg cup, and thread the yarn
through for a tail, knot inside the cup.
Glue or tape the tail for added security.
Cut 10 cheese triangles out of yellow craft foam.
Using a paper punch, punch out holes for a swiss cheese
Cover a small box with orange paper. (I cut down a
cracker/small cereal box.)
Trace cat patterns onto another sheet of orange paper.
Cut out, and glue to the box.
Cut mouse holes in the corners of the poster board/file
Fold up the corners.
Draw a circle in the center that is big enough for the
Draw a spiral out from the center, with the lines far
enough apart for the mice to fit in.
Draw 12 lines radiating out from the center.
Draw arrows on the board, some pointing clockwise, some
pointing counter clockwise. (I drew my arrows on sticky notes so I could change
the board as desired.)
Scatter cheese on the board.
Put the cat in the middle of the board.
Mice start at the mouse holes.
Players roll a 6 sided die.
Player chooses any mouse and moves toward the center of the
If a mouse gets to the center, it returns to its hole and
If a mouse lands on a cheese, it captures it, and must now
take it back to its mouse hole.
When it reaches the hole, it starts again.
If the mouse lands on an arrow, the cat is turned one space
in the direction of the arrow.
Any mice (and cheese) that are on that column of spaces
radiating out from the front of the cat are eaten, and are out of the game.
Players try to collect all the cheese with out being eaten.
Play as above, except players just move their own mouse.
If they land on another mouse, they can steal that mouse’s
cheese, and take it back to their hole.
Optional rule: when a mouse is eaten by the
cat, it starts again at its hole rather than being out of the game. If it is
carrying cheese, it must drop the cheese where it was caught by the cat.
Paint egg cups if desired.
Cut out fins and tail, and
Tacky glue to the egg cups.
Instead of cheese, cut small fish out of foam (or use
Using the patterns, decorate a small box to look like a
fish, rather that a cat.
Play the game as above.
Gregor, Cubmaster, Plano, TX
To Baloo via Philmont Training Center 2009
See directions under Mind Games
Materials found in Baloo's Bugle may be used by Scouters for Scouting activities provided that Baloo's Bugle and the original contributors are cited as the source of the material.