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Cub Games Post a map of the USA on the wall. Have red, white, and blue round stickers ready. As people arrive at the pack meeting, give each person a sticker. Ask them to write their name on the sticker and put it on the place they would most like to visit (a place they haven’t been yet). During the meeting, between programs (between ceremony and skit, for example), call out a few names and ask them why they want to visit the places they picked. Repeat throughout the meeting. (Have one or two adults knowledgeable in US geography stay with the map to assist people in finding their places.) Name_____________________ Date______________________ How To Follow Instructions
Played like Taboo, more instructions to follow! Thanks Heidi in FL, for this game! Taboo.doc First, the leader says that he can jump backward farther than the boys can jump forward if they do exactly as he does. The he grasps his toes and hops backward a few inches. When the boys assume the same position, they find they cannot even budge. Equipment: Tie several pieces of rope of varying thicknesses together, using several different knots (square, sheetbend, bowline, two half-hitches, taut-line hitch). Tie one end of rope to one tree with clove, the other end to another tree with taut-line hitch.Action: Patrol is told to walk along rope from tree to tree and back again, silently, to observe and remember (approximately 2 minutes). Patrol then goes into huddle to come up with list of knots seen (including knots around trees) in right order. Scoring: Patrol with best list wins. Trick question for extra points: How many ropes used? Merry Christmas! A Pantomine GamePlayers sit in a straight line. "IT" stands in front of one player. This player asks "IT", "what would you like for Christmas?" "Can you guess" answers "IT". He then makes some motion that will show what he wants for Christmas. He may pretend to blow a horn, pat a kitten or puppy, or kick a football. If the player guesses correctly, "IT" says "Merry Christmas" and that player becomes "IT". If he guesses incorrectly, "IT" stands in front of another player. You can say "Happy Birthday", "Happy Easter" or whatever happens to be appropriate when you play this game.
A group of boys sit in a circle holding onto a rope place inside the circle in front of their feet. The ends of the rope are tied together to make a huge loop. If everyone pulls at the same time, the entire group should be able to come to a standing position. The Tug of Peace can also be played by stretching the rope out straight and having boys sit on either side of it, facing each other in two lines. If both sides pull on the rope evenly, they can help each other up. Have one complete outfit for each team, include pants, shirt, ties, hats, jackets, and shoes. Adult clothing is suggested so they will be big enough to fit over the boys' clothing. Split each team into two parts, have one half of the team in a line on one side of the room and the other half of the team on the other side of the room, place a pile of clothes at the beginning of one side of the team. To start the game the first person in line must put on all the clothes in the pile, button shirts, tit ties, and zip pants, tie shoes, etc., he then runs to the other side of the room where he must take everything off and the person at the beginning of the other line must do the same, keep going until all the boys on the team have worn the clothes. After each boy has had a turn, he must go to the end of the line and sit down. First team all sitting, wins. Boys sit on the floor in a circle. Select one to be "it". He is asked to leave the room while the others choose a leader. "It" returns to stand in the center of the circle. The leader slyly starts some motion like winking his eye, nodding his head, or patting his knee. All other in the circle do what the leader does. The motions are changed from time to time. "It" tries to discover who the leader is. When he succeeds, the leader becomes "it", and a new leader is picked.
Put a good stash of coins into a closed paper bag. Boys sit in a large circle and pass the bag around until the leader signals stop. The boy holding the bag pulls a card from a pile held by the leader and reads what's on it: e.g. a toy car for brother cost $1.35. Then, without looking into the bag, the boy must stick his hand and pull out the correct change to buy the gift. Make sure that all gifts are under $2.00. The boy then returns the money to the sack and the passing starts again. Three boys make up the Dragon; they line up by grasping the belt of the boy ahead with both hands. The remaining den members are Knights. They try to grab the Dragon's tail (last boy in line) and hold on while the leader counts to five. When a Knight succeeds, he becomes the Dragon's tail and the head becomes a Knight for the next round. The purpose of this game is to discover the beautiful sounds that can be created by the natural objects in our environment. Each player is given 10-15 minutes to find objects in nature that make a noise when banged together, or blown on, or rubbed together. Players bring back their "instruments" and a conductor is chosen, who organizes the group into a semi-circular orchestra. Each musician is allowed to "tune" his instrument, so the rest of the group can hear the different sounds. If a player can play more than one instrument at the same time, he is welcome to do so. The conductor can then choose a familiar tune with an easy rhyme, and lead his orchestra in song. Let the players make requests for songs they would like to play. Give musicians the opportunity to work on "solos" that they can perform for everyone. Set up an obstacle course containing these first aid items.
Hand a closed paper bag to the first player on each team. The paper bag contains one pair of gloves and several sticks of gum. The first player on each team opens the bag, puts on the gloves, digs down into the bag for the gum, pulls it out, unwraps it and begins to chew it. He then replaces the gloves in the bag, closes it and hands it to the next person in line who repeats the procedure. The first team to be crewing all the gum in the bag wins. Give each player two tablespoons and a small potato. He carries the potato on one spoon in one hand. With the second spoon in his other hand, he tries to knock the potato off another player's spoon while trying to protect his own potato. This may be played as a two-boy contest or as a den battle royal. Equipment - pie plates, feathers, toothpicksDivide the Scouts into two groups, give the first boy in each group two toothpicks. This Scout must pick up one feather with the toothpicks and take the feather to the finish line putting it in the pie plate. Then bring the toothpicks back to the next person in line. No hands must be used to pick up the feather. The team to fill the pie plate first is the winner.
Have the boys stand in a small circle while each in turn tries to toss a beanbag into a small container in the center. If he misses he must drop out. Each time around the boys move back a step. Last one left wins the game. EQUIPMENT: Cardboard tube from toilet tissue, a piece of string or yarn and a Popsicle stick. Tie one end of string to the tube and the other end to the stick. Holding all in your hand, toss the tube into the air and try to catch it on a stick. Think it's easy? Just try it. Do Your know Your Cub ABC Game
Place empty bucket in center of room. Each boy gets five tries to bounce ball into bucket from a spot six feet away. Ball must stay in bucket. Repeat if time allows. This nature scavenger hunt game does not stress collecting, rather boys record what they found by sketching pictures of them on paper. Select a safe area with boundaries and set a time limit. Give the boys a list of things to find and have them draw it on paper. Here are some sample topics:
Equipment: One bean bag for each player, one box per team Cub Scouts and siblings are divided into four equal teams, spaced equidistant from each other. Each team has their box placed neat them, with each member's bean bag in the box. The bean bags will represent their wealth. On the signal to begin, each child will attempt to take their treasure to one of the other teams. Players will continue placing their treasure in the others' boxes for a specified amount of time (2 minutes). The rules of the game is that the players may carry one one bean bag at a time. Bean bags must be placed, not thrown into boxes. On the stop signal, the Cub Scouts return straight home. Team with the fewest bean bags will be declared the best Samaritans. Players divide up into two teams and line up behind a starting line at one end of the room. Each team is given a simulated snowball -- either of cotton or Styrofoam and a piece of cardboard. On signal, the first player on each team tries to move the ball across the floor and back by fanning it with the cardboard. The player may not touch the snowball with his hands or cardboard. Player then gives cardboard to next team members, who repeats actions. Game continues until all team members have fanned the "snowball" to the finish line and back. The first team to finish is the winner.
Den game chests come in various sizes, shapes, and colors. A game chest may cost nothing but time and determination or you may have several dollars invested. A game chest is sometimes called the Den Leader’s helper. It may be a cardboard box, on old footlocker, a cast-off toy chest or any other container which you have handy and can be spared for game or craft supplies. Once you have selected your game chest, involved the boys in preparation. A little paint, a few decals, lots of imagination and perhaps even the boys’ own signatures will personalize its exterior. The world will know where Den 3 keeps its game supplies. It’s what’s inside that counts. A leader can fill a game chest with materials from around the house, or the boys can be asked to bring some items from home. Suggested Supplies:
These items may be used in several different ways. Clothes pins, washers, and playing cards can be tossed into pie pans and cans; feathers can be blown across the room in relays; ping pong balls can be rolled, tossed or blown with a straw into containers; old work gloves are helping in playing Fumble Fingers; handkerchiefs make good team flags or blindfolds; rubber rings may be tossed over bottle necks…the list goes on and on. Your game chest will be your silent helper when planned activities are over to quickly. It can help the dinner when it is his turn to help at den meetings. It’s also a good place to store den supplies, unfinished craft projects and den records. If you haven’t made a den game chest, try it now. You will find that it is really a treasure chest. The Game Chest is a valuable asset to any den's activities. Add to the chest as games are found. Make a set of cards describing each game and what you need to play. HAVE FUN! Balloons-
Beans-
Blindfolds-
Butcher Paper Target
Cardboard Tubes
Chalk
Clothespins
Dice-
Deck of Cards
Egg Carton Flats
Feathers-
Gloves
Jars with Lids-
Marbles-
Newspaper-
Paper and Pencils
Paper Cups-
Paper Plates-
Pie Pans-
Ping Pong Balls
Plastic Spoons-
Pop Bottles-
Rings-
Squirt Gun/Dart Gun
Straws-
String-
Let your imagination soar as you think of things to add! You'll be amazed at what the boys can do with these items! --Crossroads of America Council Pow Wow 1995 Equipment: For each team, two 2-foot sticks, two 3-foot lengths of twine, two matches. Action: In advance of race, the two sticks are pushed into the ground, 24 inches apart; one piece of string is tied between sticks 12 inches off of ground; the other, 18 inches above ground. Whole patrol gathers native tinder and firewood. Patrol selects two representatives. On signal, the two Scouts lay the fire (but not higher than lower string) and light it. After lighting, fire must not be touched, nor may more wood be added. Scoring: The team wins whose fire first burns through the top string. This is ideal for an outdoor Pack meeting. You need three people, one for the Fox, one for the Hound and one for the caller. The rest of the group are streets and alleys. The group forms several squares by having 4 or more lines standing hand to hand facing North (STREETS) and 4 or more lines facing East (ALLEYS). The Fox and the Hound start at opposite corners. When the Caller calls "STREETS" then all the people facing North stand with their arms stretched horizontally. When "ALLEYS" are called the "STREETS" put their arms down to their sides and the "ALLEYS" put their arms up. The object of the game is for the Hound to catch the Fox. The Fox and Hound can only run through clear lines. They cannot run through someone's arms. It is best to call the game at a fairly fast pace. When the Hound has caught the Fox, then both choose the next Fox and Hound. If the Hound doesn't catch the Fox after a reasonable length of time, then the Caller can stop the game and call up 2 more players.
Give each Cub Scout 10 flat toothpicks. They take turns placing one toothpick at a time on the top of an opened soda bottle. The boy whose toothpick causes the "castle" to fall gives his remaining toothpicks to the boy behind him. The boy with the most toothpicks after several rounds have been played is the winner. Cub Scouts line up on one side of the room on their hands and knees, each has a straw and a ping-pong ball. The object of the game is to blow the ball across the finish line on the other side of the room. First one across wins the game. Cub Scouts line up on one side of the room on their hands and knees, each has a straw and a ping-pong ball. The object of the game is to blow the ball across the finish line on the other side of the room. First one across wins the game. Place a wide-mouthed bottle or jar upright on the floor. Give each boy, in turn, ten clothespins. Have him stand over the bottle and , holding each clothespin at eye level, try to drop them into the bottle. Equipment: On a large table, spread out a nature display consisting of approximately 20 items, such as:
Action: Part 1 - Patrol has 5 minutes to observe the display, in silence, as Scouts try to memorize the items. Part 2 - After a huddle, Scouts scatter for 10 minutes to collect items in display and places their items next to the items in the original display. Scoring: Patrol with the most items in given time wins. (If time permits, try to identify the items.)
People at each table form a team. Give each team a blue or gold chenille stem and several buttons (as many as will fit on the stem). At the signal, the first person strings a button on the stem and passes it to the next player, who does the same. Continue until all buttons are on the stem. First team to finish is the winner. This game makes a good gathering activity. Cut an old Christmas card into irregular pieces to form a puzzle for each player and place in an envelope. As each boy arrives, give him a puzzle. If playing as a regular game, the first player to put his puzzle together is the winner. This is a variation of charades. Play by den family teams, with all members of the family taking part. Give each den family five minutes to decide on a career they will dramatize and practice doing it. Let the Cub Scouts and other children do most of the acting.Example: Electrician. First boy acts out unscrewing in a table lamp socket. Second boy strips insulation off a wire and attaches to screw pole of the socket. Third boy flips the wall switch. Fourth boy pantomimes joy when bulb lights up. When the den family has completed its pantomimes, other dens try to guess the occupation. First one to guess scores a point for the den.
Give each person or group a pencil and a sheet of blue or yellow paper. They should write down as many things as they can think of that are blue (sky, flowers, sapphires, Cub Scout uniforms, etc.) or yellow (crayons, cars, hair, etc.). Prizes can be given for the longest lists or the most unusual items on a list. Give each person or group a pencil and a sheet of blue or yellow paper. They should write down as many things as they can think of that are blue (sky, flowers, sapphires, Cub Scout uniforms, etc.) or yellow (crayons, cars, hair, etc.). Prizes can be given for the longest lists or the most unusual items on a list. Place an empty breakfast cereal box on the floor in the center of the room. Each of the four narrow edges should have a 2" x 3/4" hole cut out. Give each Cub Scout three marbles and tell him to try rolling them into the box from the edges of the room. First player to roll all three marbles into the box may keep his marbles. Shark Tag - Play this game in waist-to-chest-deep water. The boys line up on one side of the pool. "It" is about 20 feet in front of them. When he yells "Shark", all players swim of walk to the other side while "It" tries to tag them. Those who are tagged join "It" in trying to tag the others. The last player tagged is the winner.Steal The Turtle - Play in waist-to-chest-deep water. Divide boys into two equal teams that line up facing each other 20 feet apart. Each team member is given a number. A leader tosses a large rubber ball in the middle of the play area and calls out a number. The opposing players with that number race for the ball. The player who gets it and returns to his place without being tagged by the opposing player scores one point. When both boys are back at their places, the leader calls out another number. For a real scramble, call all numbers at once. Lay a large calendar page on the floor about six feet from the starting line. Each player is given six cranberries. In turn, players roll their cranberries, one at a time, onto the page. A player's score is the total of the numbers on which his cranberries stopped. Equipment: Two staves, one strong blanket, and one inflated balloon for each patrol. Action: Patrols line up in relay formation, two "victims" in front of each. On signal, two members of patrol run up with blanket and two staves, make stretcher, put one victim on it. Junior leader (or judge) places inflated balloon on victim when stretcher carriers are ready to lift stretcher. Victim is carried to starting line without balloon falling off (balloon is to assure care rather than speed.) At starting line, victim is lifted off, and two other Scouts run up to make stretcher for transporting second victim. Scoring: Patrol bringing both victims most carefully (without balloon falling off) to starting line, wins.
Divide the den into two teams. Teams sit on the floor facing each other, with feet extended and soles touching the soles of an opposing player. Each player keeps his left hand behind his back. The leader throws a balloon into the center of the line. Players on both teams try to bat it with their right hands so that it goes over the head of their opponents and lands on the floor behind. Score on point for each success. Scout LawTake eighteen empty soda cans or six-ounce plastic cups. On each can/cup write one of the twelve points of the Scout Law. On three of the remaining cups write "A", "Scout". "is" . On the three remaining cups, write a word that might belong to the Law, such as funny, smart, trusty... How to build a pyramid with "A Scout is" at the top. It should look like this:
Scouts can be paired off or broken into teams. The first team to get all twelve points of the Law correctly built into the pyramid wins. This is a great way to reinforce the Scout Law for your WEBELOS Scouts. See who can sail the most cardboard discs, one at a time, into a box 6 or 7 feet away. A small package is wrapped in masses of paper and string. Player are seated in circle and package is passed as music is played. When music stops, boy holding the package tries to unwrap it. No tearing or ripping is allowed. When music starts again, boy holding package must pass package on around circle. Game continues until one player is able to completely unwrap the package. Small prize in the package is for winner.
Directions:
A good game for the pack meeting to get the parents involved. The boys and parents stand in a circle by dens holding hands. Everyone numbers off alternately one or two. On the signal, keeping legs and backs as straight as possible, the players who are "ones" lean forward toward the center of the circle. while the "twos" lean outward. Players counterbalance each other for support. Once the group has gotten its balance, slowly reverse the leaners. Then have the players see how smoothly they can alternate.
Number 10 brown paper bags from 1 to 10. Put a familiar item in each bag (preferably related to Christmas), fold and staple the bag shut. Each boy is given a pencil and paper with 1 through 10 listed. Then they try to guess what is in each bag by touching and shaking the bag. They write their guess on the paper by number. The Cub with the most correct wins. |
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