Cub scouts organized games




















The player left without a seat becomes the new Air Traffic Controller. This is fun when the Controller names a city which has not been assigned to anyone, thus causing confusion and excitement. Continue this way, going through the alphabet repeating all the things previously mentioned.

Variation: instead of the alphabet, try word length: ax, pen, duck, knife, etc. Make sure rope or twine is long enough for players to hold it comfortably while standing on can. Start some music and pass a button, piece of candy or other item. When the music stops, the person holding the item asks a question about the family.

Some examples would be favorite color, hobbies, etc.. Give each boy a colored flag. Have them place the flags where each member of their family was born. Invite some family members who lived overseas to talk about living in a foreign country. Let them provide food from their culture for the boys to sample, see clothes that they wore, etc.. The player in the center holds a soft ball or sponge which he throws as unexpectedly as possible at one of the circle players while simultaneously calling either "beast" or "bird" or "fish".

Then he immediately counts to ten. The person holding the ball must yell out a type of animal in the category named, before the count is completed.

If the player cannot name an animal, he must change places with the player in the middle. To make it easier for younger kids, you could play this game after an activity about animals, so they have more ideas.

Also, decide beforehand what type of things fit in the categories -- you can include insects as beasts, and aquatic creatures shellfish, etc as fish to give you a wider range from which to choose. Players sit in a circle and start counting round the circle from "one. 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 numbers four, six and eight 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.

Most players will find thinking of two numbers at once difficult enough. Make the racquet by bending a wire clothes hanger into a circle. Slip the wire circle into one leg of a pair of pantyhose. Tie off the pantyhose at both ends of the circle. Cut off extra stocking. Flattening the hook of the hanger makes the handle.

Cover the handle with masking tape. Make a comfortable grip by building up with strips of cloth or paper, then finish off by wrapping smoothly with tape. After making two racquets, blow up some round balloons, find a partner and have a ball. The sticks are placed about 10 inches apart like the rungs of a ladder.

On signal the first boy in each team hops on one foot over all 10 sticks. He then reaches down and picks up the 10th stick and hops back over the other 9 to his team. The second boy then begins, hopping over the 9 sticks, picking up the 9th and returning.

The last boy in line hops over all remaining sticks and then picks up all of them as he hops back to the finish line. If a player steps on any stick, he must start over from the starting line. First team through wins. The first player begins by saying "Pioneer went to sleep. The rest of the group mimics the gesture and answers "like this, like this.

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. A detective is chosen. He stands in the center of a circle of Cub Scouts, all sitting down. Everyone closes eyes tightly while the leader goes around the outside of the circle and secretly taps one of them. This person is the frog. The leader informs everyone to open their eyes. Now, the frog's job is to eat the flies; the flies being the others in the circle.

The detective's job is to try to guess which one is the frog. The frog tries to "eat" as many flies by making eye contact with others in the circle and sticking out his tongue at them without the detective seeing him. Once he has stuck his tongue out at someone, they extend their legs straight forward, or they can lie down, indicating that they have been "eaten".

The detective watches for the frog, while the frog tries to "eat" as many flies as he can before being discovered. The detective gets 3 chances to guess who the frog is.

Then, the frog turns into the detective, and the leader chooses a new frog. An old cub cap or rolled-up hiking sock is ideal. This is an old playground game which used to played with a long skipping rope. It works very well both with small groups and large groups. Spectating can also be quite fun so don't worry too much about players which have been hit standing out for a few minutes. The players stand in a circle with the leader in the middle. The leader swings the rope and doughnut around in a large circle at around foot height.

The players must jump over the rope and doughnut each revolution to avoid being hit. If they are hit or hit several times they are out of the game. The last people standing in the circle are the winners. To rotate the doughnut stand up and swing the rope, swapping it from hand-to-hand around you. You can often help by crouching down or reducing the speed.

Look out for players who try to stay back from the circle slightly trying to ensure that the doughnut will never reach them. Depending on the ages of your participants, you may have to develop different task lists. For instance Tiger Cubs may not yet be able to identify leaves whereas Webelos might be expected to know some of the more common trees and leaves in your area. You can combine the participants into groups, even mixing the older boys with the younger boys.

Just be sure that each boy will have a chance of making a "find. The second player has to draw a person with head, both hands and both feet each touching a different dot. After a set time, eg. Leader picks out the best, neatest, funniest, cleverest etc. The turkeys squat and walk like turkeys back and forth. I did it outside , we just set up borders to limit the turkeys area to walk in. I also decided to make it a little harder and gave each Turkey a red sock "gobbler" to wear from their shirt , hanging down from the neck.

If it fell off they were hit as well , it gave them an incentive to pay more attention. Any ways , the other team can pick to be a Native American Indian or a Pilgrim.

I used those great nurf arrows. They could choose a bow and arrow or a ball " nurf shooter. They each got got three shots , if they hit a Turkey , the Turkey falls and is out.

The object is to see which team can get the most Turkeys. They both switch when all scouts have shot their three shots. It was so fun , the boys really got into making Turkey noises.

Sit the Cubs in a circle. One Cub walks around the outside of the circle, tapping each boy on the head saying "duck, duck The first of the two of them to get back to the place where the "goose" was sitting gets to sit back down, and the other then must go around the circle again, tapping each boy on the head saying "duck, duck, GOOSE! At a signal they try to rise to their feet without unfolding their arms. First one is winner. One is the hunter, the other the hunted.

Each must shake his can every 10 seconds. The hunter has 2 minutes to catch his opponent. The leader looks at his watch, says "Go," and everyone tries to judge when a minute is up. Each indicates his guess by standing. The closest to the correct time is the winner. In the middle have two Prisoners who are chained together with a neckerchief around the right legs. The prisoners are not blindfolded. The two prisoners try to escape without being caught. The blindfolded boys can not bend their knees and can only try to tag the prisoners when they hear a sound coming toward theme.

Place a bowl on the table for each team. Lay 50 cutout paper stars approximately 2 inches in diameter out on the table beside each bowl. Give each player his own straw. On a signal, the first player in each team runs forward and picks up one star, or as many as he can with one breath, by sucking on the straw, thus holding the star to the end of the straw.

No hands! He releases the stars into the bowl, and then runs to tag the next player and gets at the end of the line. He may need to run again. The first team to have all 50 stars in the bowl is the winner.

The game could be varied with the original 13 stars tot a smaller group of boys. Lay 4 or 5 pieces of pipe on the floor. Top with the plywood. One cub sits on the plywood while the team pushes him, rolling on the PVC. As the passenger moves, the team must pick up the pipe and lay ahead of the rolling Cub. This becomes an involved team effort. Tool Charades Instead of a title or saying, give the boys the names of tools.

Each must then get his team to guess the tool by pantomiming its use. KIM'S GAME The Scoutmaster should collect on a tray a number of articles-knives, spoons, pencil, pen, stones, book and so on-not more than about fifteen for the first few games, and cover the whole over with a cloth. He then makes the others sit round, where they can see the tray, and uncovers it for one minute.

Then each of them must make a list on a piece of paper of all the articles lie can remember-or the Scoutmaster can make a list of the things, with a column of names opposite the list, and lot the boys come in turn and whisper to him, and he must mark off each of the things they remember. The one who remembers most wins the game. Then the patrol comes in and looks for it. When one of them sees it he should go and quietly sit down without indicating to the others where it is, and the others, if they see it, do the same.

After a fair time any one of those sitting down is told to point out the article to those who have not yet found it. The first one to see it is the winner, and he sends the others out again while he hides the thimble. A good camp practice is to see that all Scouts have a piece of paper and pencil, and to make them write down answers to various questions regarding lengths and heights.

For instance: " What is my height when I'm wearing my hat? A ping-pong ball or any light celluloid ball is placed in the center, and each side tries to blow it off the table at the other end-if it goes off the sides it does not count, but is put back in the center again. The game soon develops strong lungs, but needs composure just as much-because the best player is the one who can blow without laughing at the faces of those opposite him as they blow.

It is best to play kneeling or sitting round the table. A more complicated way for five players a side is to have a goal at each end marked on the table ; then each side has a goalkeeper, two forwards, stationed at the other end to blow into the enemy's goal, and two backs to pass the ball to their forwards. SPOTTING THE SPOT Show a series of photos or sketches of objects in the neighborhood such as would be known to all the Scouts if they kept their eyes open-for instance, cross-roads, curious window, gargoyle or weathercock, tree, reflection in the water guess the building causing it , and so on, and see who can recognize the greatest number; or else let each Scout contribute a picture or sketch of something remarkable passed during the last outing.

SCOUT'S NOSE Prepare a number of paper-bags, all alike, and put in each a different smelling article, such as chopped onion in one, coffee in another, rose-leaves, leather, aniseed, violet powder, orange peel and so on.

Put these packets in a row a couple of feet apart, and let each competitor walk down the line and have five seconds' sniff at each. At the end he has one minute in which to write down or to state to the umpire the names of the different objects smelled, from memory, in their correct order. They are seated in pairs around the room. One pair is called the Whales. As their name is called, the pair gets up hand in hand and follows the Whales. Head for home. The unsuccessful pair becomes the new Whales.

The Antelope tries to break through the circle. When he does, all the Hunters give chase. When the Antelope is tagged, he joins the circle and the Hunter who tagged him becomes the Antelope.

About 20 feet in front of each team, mark a circle on the floor or ground. Members of each team put their Cub Scout caps in their circle and go back to the start.

Give each team a length of rope at least 10 feet long. Then they help each other to put on their caps, using knees, feet, teeth, and elbows. They may not use hands, which must hold the rope. The team that gets back to the start with their hats on wins.

Three or four den members are chosen to be Fishermen. The remainder are Fish. Give the Fishermen a rope 10 to 15 feet long. The Fishermen sing any song as they wade. When the song ends, the Fishermen try to net the Fish by get- ting the rope around them.

Fish who get caught join the Fishermen for the next round. The game continues until all fish are caught or until a certain time limit is reached. The player must do the opposite of what is called. Score one point against a player who does the wrong thing.

The Chaser must stay out of all circles. The circle players may run between circles. Circle players are safe as long as they are in a circle. When one is tagged between circles, he becomes Chaser.

One player is the Cat, who sits nearest the pile. The others are Mice. The Mice try to snatch one of the sticks and toss it over their shoulder before the Cat can tag them. When a Mouse is tagged, he becomes the Cat. Each player is given five marbles.

One player stands with his heels together, toes spread wide. The other player kneels about five feet away and tries to toss a marble so it stays between the feet of the other. If he fails, he loses the marble. If he hits it, he takes the marble. If not, he loses his own marble. The players change places for the next round. You give an oversized T-shirt to each team, one large enough to fit all the players on each team, the largest player on any team determines the size of the T-Shirt needed.

Have the two teams line up. The first person in line puts on the T-Shirt. They turn and face the second player in their team's line. The first and second players both hold each others hands. Then when you say GO, the rest of the team in their line pulls the shirt up and over the first players head, down the first player's arms and up the arms of the second player and over the second player's body the shirt will be inside out at this point.

Then the second player turns and faces the third player and the team repeats the process. They continue this all the way down their team's line until the last player is wearing the T-shirt. The team to transfer the T-shirt through their whole team first wins. If you want to make the game last longer, have them relay the T-Shirt all the way to the last player and then back up the line to the first player again.

This could be a funny game to see played on a Cub Scout or Boy Scout Family night or just for fun anytime. If you have a lot of parents on a family night you could have the adults play the game and the boys could watch. I think the boys would get a big kick out of watching the adults compete.

Then when the adults are done you could have the boys do it and the parents could get a laugh. Divide boys into 2 or more teams. Pick a team leader for each team. His job will be to blow a bubble for the first boy on his team. The boy will fan it with a paper plate until he gets to the finish line. If his bubble breaks the boy stops where he is and waits for his team leader to come and blow a new bubble for him.

When everyone on the same team has had a turn and fanned a bubble over the finish line they win. The two boys stand back-to-back and link arms so that one will walk forward and the other backward. At the signal, the two pairs head for the goal, when they get there, they reverse direction so that the one who was walking backward is now walking forward.

They continue walking until they get back to the starting line to touch off the next two players on the team. After he draws the head, he folds the paper so that only the neck shows. He then walks back to his Den and tags the second player in line.

The second player walks down and draws the shoulders, folds the paper, walks back and tags the third player. The relay continues on down until the figure is complete with waist, hips, legs and feet. The fun of this relay is opening up the piece of paper and passing around each 'creature' that each Den has created. Have the first player in each line run up to a given point, place one finger on the floor, revolve around his finger seven times, and run back to tag the next player in line.

Repeat until all have had a turn. Keep the runners away from the walls and other obstacles. Variation: Give each team a baseball bat or equivalent. Have the boys run up, put the bat against their forehead, the other end of the bat on the floor and revolve around the bat three or four times. Each team leader then tucks an orange under his chin. On the word, "GO! The winning team will be the one which has successfully transferred the orange right down the line without dropping it.

If it drops, the team must start again. Each player is given 6 pennies. In turn, players drop their pennies in the water, trying to cover the dime with their penny. The successful player wins the dime. Two players from each team hold up a rope at finish line to resemble a clothesline.

At signal, the first player runs to the line with his towel, places it over the line so that the bottom edges of towel are even, changes places with one of the line holders. The former line holder runs back touches off next player to runs to the line, removes towel and takes it back to next player. The same players may hold the line throughout the game, but it is more fun If they change each time the towel Is placed on the rope. Variation: Player fastens 3 articles of clothing to line with clothespins.

Next player removes them, etc. The relay is run in pairs. The first pair places the rubber band over the ankles of their adjacent feet, hobbling them together. They kick the beanbag to the goal line and back. Then they remove their hobble and pass it on to the next pair. Form two relay teams with a bucket of water and a cup at the head of each line. At the foot of each line, place a bottle.

At starting signal, the player nearest the bucket dips up a cup of water and passes it down the line. The last player in line pours it into the bottle, runs to the head of the line, and so on, until the bottle is filled.

Potatoes are arranged on a course from four to twenty feet apart, depending on the space available. The first runner on each team runs to the first potato, spears it with his fork, carries It back and drops in in a pall or basket before handing the fork to the next player.

Each player races to the stack in front of his line, blows up a paper bag, breaks it with his hand and races back to touch off the next player. Arrange the players in a circle, call out the names of things that are found above the ground or below it.

For example: strawberries grow above the ground and potatoes grow below. When you call something that grows above the ground the players stand up, below they sit down. The players are eliminated when they miss or are extra slow about deciding. First person in each line sticks a penny match box cover over his nose. Crossing the Alligator Pit Game.

Light the Candle Game for Cub Scouts. Picaria — A Native American Game. Halloween Craft, Snack, and Game Ideas. Faith and Our Ancestors Game. Forces of Flight Game. Kick the Can. Use the Force Star Wars Game. Island Tug of War Game. Human Knot Game. Flip the Bird Tag. Sleeping Guard Game. Steal the Bacon — How to Play. Hospital Tag. Shoot The Gap Game. Soccer Tennis. Skip to primary navigation Skip to main content Skip to footer Games promote team building, cooperation, and friendly competition.

For more ideas, you can also see: Team building games Puzzles Gathering activities Even more games for youth Do you have a game that you would like to share? Nitro Transport Game This is an initiative game. Its purpose is to get a group to work together to solve a problem. This should build teamwork and cooperation in the group. You can just set up one course and have them all….

Tug of War Rules Tug of War is a fun game which can be enjoyed by kids of all ages. Have a little tug of war tournament with your Scouts to encourage fitness, teamwork,…. It is based on a game described by Rudyard Kipling. This version of the game helps…. There are instructions for the game and a set of question cards included…. It works with almost any age group. Today, I decided to Google that information to find out the official Scouts, BSA word on the subject, but all returned results were announcements about various packs around the country who were planning or recently had Nerf Nights with their packs.

Was I misinformed? Is there an official stance? I will look in the Guide to Safe Scouting later for the reference. This prohibition includes archery tag.



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