Circle Games

Three Deep

Players form a circle, two deep, facing center. Two players on the outside of the circle, and at some distance from each other, begin the game as runner and chaser. The runner may save himself from being tagged by stepping in front of one of the pairs of players, thus making the circle, at that point, three deep, Immediately, the outside player must leave or be tagged. If a player is tagged, he becomes the chaser. A runner may run in any direction, to right or left or across the circle or around the outside.

 

When a player finds himself the third or last player in a line, he must run or be tagged. He tries not to be tagged and, for safety, may stop in front of any line of two. Set a time limit of fifteen minutes.

 

 

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.

 

 

Japanese Balloon Game

The group stands in a circle. The leader has half a dozen balloons. Into each a message has been inserted before the balloon was blown up. One at a time, a balloon is passed from player to player around the circle, until the leader blows a whistle. The player holding the balloon when the whistle blows must go to the center of the circle. He must sit on the balloon until it bursts, then read the note, and perform the action or answer the question contained in the message.

 

 

Multiples Or "Buzz" (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 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.

 

 

Poison

Draw 10' circle on ground. Players on outside of circle facing inward, join hands. Then on signal, circle rotates. Ground inside circle is poison. Object is to force others to touch poison without touching it yourself. Those who touch poison are out. Game continues until players are unable to reach around the circle.

 

 

Variation--Poison Indian Club

As above but without circle drawn on ground. In center, place plastic bottles or other easily knocked over objects. Object of the game is to force others to knock over one of the bottles while avoiding doing so yourself.

 

 

Variation--Circle Pull

Divide group into two equal teams. Draw a circle on the floor with a piece of chalk. One team of players is stationed within the circle. The other team is scattered outside the circle. At signal, the players who are stationed outside the circle try to pull the players who are stationed inside the circle so their feet are outside of the circle. At the same time, the players inside the circle try to pull their opponents stationed outside of the circle so their feet are inside the circle. Once a player is pulled in or out of the circle, depending on which side he is on, he becomes a prisoner and is out of the game. Continue the game for two minutes and count the prisoners of both sides. Next, change sides and play a second round. The team with the most prisoners wins.

 

 

Variation--Poison Circle

The players form a circle as large as the joining of hands will permit. When the circle is completed, all drop hands and each one takes the longest step possible towards the center. Then with his toe if outdoors, or with chalk, if indoors, each player marks on the ground a section of the so called Poison Circle. After completing the Poison Circle, the players step back to the original circle and again join hands. A ball is placed in the center and the preparation is complete. At the starting signal, the players, still holding hands, move around the circle to the right. Then, without warning, the leader calls "change" or blows his whistle. At this signal everybody moves in the opposite direction and the Players try to force one another into the Poison Circle. When a player is drawn into the circle every one calls "poison" and runs from him, while he, in the meantime, gets the ball and tries to hit one of them. If two or more players are drawn into the circle at the same time, any one of them may get the ball and try to hit one of the others. After the one who throws either hits or misses, the circle is reformed and the game continues.

 

 

Jack's Alive

Push a dry stick into the fire until the tip glows. Leader picks up stick, blows ember, gives stick to boy, saying "Jack's alive." Boy blows on ember, sends stick around circle. Boy holding stick when ember goes out ("Jack's dead") gets charcoal mark on face or performs a solo stunt.

 

 

Ankle Grasp

Draw a ring 6' in diameter. The contestants enter the ring, stoop over and grasp their ankles. The object of the game is to push your opponent over or to make him let go of his ankles. The player is automatically disqualified if he steps out of the circle.

 

 

Smile Toss

Seat the boys in a circle. Warn them to maintain a serious expression. The leader, standing in the center of the circle smiles, then wipes the smile from his face and tosses it to another boy in the circle, calling the boy's name as he does so. The "smile" catcher must put on the smile, wear it for a moment, then "wipe" it off and pass it to another boy. The boy who does not wipe the smile completely off, or smiles out of turn, must stand up. Since smiling is contagious, the entire group will soon be standing... as well as smiling.

 

 

Bird Or Animal

The chief imitates the sound of a bird or animal and the players, standing in a circle, try to guess what the sound is. The brave who guesses correctly is praised by the chief and given the chance to make the next bird or animal sound.

 

 

Who Is GoIng To Be The Redskin Chief?

One of the players is to be chosen as Indian Chief and he has got to be very nippy and fast. The group forms a big circle. In the middle there are placed five plastic bottles. The Chief goes into the middle and his job is to keep the bottles standing upright while the other players try to knock them over by throwing a football at them. Whoever manages to keep the bottles standing for a given time is quick enough to be "Indian Chief."

 

Variation: Try this game using other kinds of balls, (tennis, basket ball, etc.).

 

 

Zip! Zap!

Form a circle with the leader in the center. When he points to someone and says "zip!" the player must give the name of the person on his right before the leader counts to ten. If the leader says "zap!" the player must name the person on his left. Anyone who gives the wrong name or is too slow drops out or may become the leader.

 

 

Shopping

Group sits in a circle. One player is sent out of the room and the others take counsel and decide what this player must be when he comes back. They decide, for example, that he shall be a policeman. When he comes in he asks each of the players in turn what he can buy for himself. In this case he can buy a pair of black boots, whistle, a flashlight, and so on. When he has gone round the circle he is given two chances to guess what he is and if he does not know he loses a point.

Variation: As above, but group decides who the person sent out of room will be. (Famous athlete, politician, musician, movie star, etc.) Person sent out of room tries to determine who he is by elimination: Am I living? Am I Canadian? Am I in sports? etc. Set a time limit of ten minutes.

 

 

Postman

Group sits in a circle on the floor. Every player is given the name of a town. One player with his scarf in his hand, stands in the middle. At two different places a letter box is chalked on the floor. The Postman calls out, "I have a letter to post." The players cry out, "Where does it come from?" The Postman gives the name of a town and runs away followed by the player to whom the name of this town has been given. The Postman suddenly puts his letter (scarf) in the letter box and runs back to the open space in the center of the ring. The player picks up the scarf and tries to hit the Postman with it. If he succeeds in doing this the Postman goes and stands in the circle and the other player becomes Postman.

 

 

The Treasure of the White Cobra

Group in a circle. One player (the White Cobra) sits blindfolded in the middle guarding the treasure of the Gold Lairs (some object which is lying between his outstretched legs). Leader points to one of the players who creeps up to the White Cobra and tries to rob him of the treasure. When the Cobra hears a sound he points with his forked tongue in the direction of the noise. If he is right then this player must go back and another has a turn. If a player succeeds in stealing the treasure then he becomes the White Cobra.

 

 

Variation--Sleeping Pirate

Blindfolded player becomes the sleeping pirate and sits on a chair in the middle of the room, with "treasure" (blocks of wood) which he is defending, at his feet. Players line up at one end of room. On signal "Go," players stalk in an attempt to pick up treasure without being caught. Sleeping pirate catches players who have made noise by pointing at them. A player pointed to must retire and start from beginning. Two tries for each player. Only one block can be captured at a time.

 

Ten points are given for each block or box successfully captured.

 

Variation; Use two pirates seated back to back, and more blocks if group is large.

 

 

Dodgeball

Divide boys into two groups. One group forms a large circle; the others scatter inside the circle. The circle players throw a volleyball or other ball at the inside players. The center players dodge but cannot leave the circle. When hit by the ball they join the players in the circle. The winner is the last man in the center.

 

 

Center Catch

Players form a circle with arm's-length spacing. "It" stands inside the circle. The players pass a basketball, play ball or football from one to the other. "It" attempts to touch it or catch it. If "It" touches or catches the ball, the last player who touched it is "It." The ball may be passed across the circle at random or to the next player in either direction.

 

 

In The Pond

Mark a big circle on the floor. 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." When he does this, nobody should obey. Anyone who moves, on a wrong order, is out of the game or may pay a forfeit and get back in.

 

 

Swat To The Gap

Group is in a circle, facing in, with hands behind their backs, eyes closed. Leader walks quietly around circle and places the rolled up newspaper secretly in the hands of one of the group. The player starts hitting the player on his right with the swatter. He continues swatting while the victim runs around the outside of the circle and back to his place in the ring. Player with swatter now goes around the circle and hands swatter to another player. A knotted neckerchief can be used instead of a newspaper.

 

 

Variation--Fill The Gap

One player walks around outside the circle, taps another player on the back. Both race around the circle in opposite directions. The player that fails to "fill" the gap continues the game.

 

 

Kill The Rattlesnake

The group stands in a big circle. In the center are two boys blindfolded. One, the Hunter, has an old sock stuffed with Paper. The other, the Rattlesnake, has a tin (old shoe polish tins are ideal) with a lid on -- containing small pebbles. The Hunter starts the game by shouting "Rattlesnake!" The Rattlesnake "freezes" on the spot, and shakes his tin of pebbles. The Hunter rushes to where he thinks the sound comes from and takes a swipe at the Rattlesnake. If he misses, the Rattlesnake then moves silently away, and again the Hunter calls "Rattlesnake!" This continues until the Hunter hits the Rattlesnake -- with a time limit of two minutes. When the Hunter is successful, the two change places. After two minutes, the next two players in the circle have their turn.

 

 

Australian Circle Game

A player stands in the center of a circle, holding a tennis ball. He tries to throw this ball to someone in the circle who will drop it. Another ball is also being passed around the circle from one boy to another.

The player in the center may throw his ball to anyone, but he usually throws it to the boy about to receive the ball being passed around the circle. If either ball is dropped, the one who dropped it changes places with the boy in the center.

 

 

Masks

Players in circle; each player in turn goes into the center and "registers" an emotion by facial expression. First player to guess the emotion portrayed correctly scores; each player has only one guess. Best total wins.

 

 

Lifeboat

Group walks around in a circle singing. When leader signals they must jump into the "lifeboats." Leader puts up any number of fingers and whoever is not in a "boat" with the same number of passengers must drop out.

 

 

I've Lost My Dog

Players stand in a ring facing inwards. The leader stands in the center. He addresses one of the players, saying, "I've lost my dog." The player asks, "What is it like?"

 

The leader describes any other person in the ring--trying a so to make the description fit a dog. When the questioner guesses the identity of the person described, the one described leaves his place and is followed round the circle by the questioner. Both race in the same direction, each returning to his place. The last to get back becomes the one to whom the leader will speak when the game begins again.

 

 

Who's The Best Indian

Players sit in a circle. Each takes his turn telling something he can see, hear, feel or smell from where he sits. No repetition is allowed and if a player repeats what another says, or cannot think of something, he is out. The game continues until only one is left.

 

 

Red Indian

A blindfolded boy stands in the center of a large circle. Beside him is a log or some other solid object.

Other boys are given a piece of sticky paper in the color of their group. These boys circle on hands and knees trying to crawl up silently and place their stickers on the log.

 

If the boy in the center hears a sound he calls "Wolf" and points In the direction of the noise. The boy caught must start over again. Points are given to the group which places the most stickers on the log. A time limit should be set.

 

 

Chair Basketball

 

Divide the group into two teams. One team wears headbands. Teams sit in the pattern outlined above (chairs are a few feet apart).

 

The players must remain seated throughout the entire game. The game begins with the placing of a balloon between the two teams. The object of the game is for both teams to attempt to pass the balloon from one team member to another to the end chair, where one member of their team is holding his arms in a circular fashion (similar to a basketball hoop). The team who scores the most hoops in a given period of time wins.

 

 

Blind Balloon Volleyball

 

Teams of four or more people line up in volleyball fashion on either side of the net. The blanket is placed over the net so that neither team can see the other one.

 

The referee throws the first balloon in. Each team may hit the balloon as many times as they desire, as long as the balloon doesn't hit the ground. When they are ready, they send the balloon over to the other team.

 

As soon as one side puts the balloon out of bounds, or touches the ground with the balloon, the other team scores a point.

 

The fun begins when extra balloons are added (up to a maximum of 6) to the game

 

 

What Am I?

 

The Cubs sit in a circle. One Cub goes outside the room, while he is away the others decide what he should be when he comes back. If they decide on a policeman, for example, they call him back and he has to ask each Cub in turn what he has to buy for himself. One will say black boots, another a whistle, another a flashlight and so on. If the shopper goes right round the Pack without guessing what he is, he must go out again, and the Cubs will choose something else.

 

 

Who Is Missing?

 

The Cubs walk round in a circle. When the leader gives a signal they all cover their eyes with their caps or their hands. The leader touches one of the Cubs on the shoulder and he leaves the room as quickly and as quietly as possible, while the others still walk with their eyes closed.

 

When the leader calls 'STOP!', the Cubs stop walking and uncover their eyes.

 

The first one to give the name of the Cub who is missing, is the winner.

 

Note: The Cubs should not walk round for too long a time, as they will become dizzy. Watch out for any Cubs who are cheating by peeping through their fingers!

 

 

Submarines

 

Two chairs are set up about three meters apart, this is the entrance to the 'harbor'. One boy is blindfolded and stands in the entrance to guard it. The rest of the Cubs are 'midget submarines', and try to get through the entrance without being caught by the guard. They have to do this quietly so that he does not hear them. The leader should control the number moving, otherwise there is a stampede and it is no longer a quiet game!

 

 

Steptag

 

This is a variation of Blindman's Bluff.

 

The Cubs take up positions anywhere in the room. One Cub is blindfolded and he moves around the room, attempting to catch the others. Anyone who is in danger of being caught may move on, two or three steps in any direction. Once a player has moved three steps, he must stand still and hope for the best. The skill of the game lies in not using a step until necessary, because once the three steps are gone, the player must remain stationary. He can, however, crouch down or sway his body provided he does not move his feet.

 

 

A.B.C. Ship

 

The Pack sits in a circle with the leader. Starting with the Cub on the leader's left each Cub has to say in turn...

1. The name of a ship - Arcadia;

2. The name of the Captain - Alexander;

3. The surname of the Captain - Anderson;

4. Sailing from Port - Aberdeen;

5. Sailing to Port - Alexandria;

6. With a cargo - Apples;

 

They follow on through the letters of the alphabet and Cubs who fail to respond lose a bean.

Note: This is a good game for the beginning of a parent's evening. The Cubs can join in the game as they arrive. An assistant can run the game and the Leader is free to welcome parents.

 

 

Animammal Conference

 

Each person is given a cut-out piece of construction paper with the name of an animal (e.g. mouse; long tail). The group is them put into pairs so that, for example, a rooster and a giraffe are together. Each pair tries to figure out a name of their animammal (e.g. Giroosteraffe).

 

Pairs can then set out to try and guess the names of other animammals in the group.

 

 

Patriotic Colors

 

The leader sits in the middle of the circle, points to a player and calls 'red'. The player has to name an object that is red (e.g. tomato, fire engine) before the leader can count to 10 out loud. The same object cannot be repeated. If a player fails to think of an object before the leader has counted to ten, the two switch places.

 

Use the patriotic colors 'red', 'white' and 'blue'.

 

 

Creating Critters

 

Divide players into small groups. Give each group a pair of scissors, glue and a variety of colors of construction paper.

Within a time limit (15 minutes to have an hour) each group designs and constructs a new species of animal. They must decide on a name for their critter, tell where it lives and what it eats.

 

When all groups are finished, a spokesman for each group introduces their critter to everyone.

Let your imagination run free!

 

 

Gazelle Stalking

 

All players form a circle. Two people are chosen to be the Gazelle and the Stalker. These two people go outside of the circle, where they are blindfolded; they are taken to different sides of the circle.

 

Those left in the circle are taught two sounds:

 

The Stalker then tries to catch the Gazelle; to do so he must be careful not to make too much noise. The people in the circle can help the Stalker by giving the clicking sound when he is far away from the Gazelle and by giving the blowing sound when he is getting near.

 

 

Spillikins

 

 

Indoors

Equipment: Medicine bottle; 6 matches per Cub

Formation: Circle

 

The Pack sits in a circle with the medicine bottle in the center. Each Cub takes it in turns to place a match on top of the bottle, or on the matches already there. If a Cub knocks any off while putting his on, he must take back all those knocked off. The first Cub to get rid of all his matches is the winner.

 

Note: If the safety matches are given to the Cubs separately from the box, there should be no risk of fire.

 

 

Kim's Game

 

The Cubs sit in a circle and the leader shows them the tray full of articles for a few minutes, before covering it over. The Cubs must write down the list of the articles from memory.

 

 

Kim Pairs

 

There are three versions of this game which can be taken in natural progression:

1. The Cubs sit in a circle and look at the objects on the tray. The leader then mentions an object which relates to something on the tray, e.g., the leader says 'letter' and there is a stamp on the tray. Then the Cubs must draw a stamp on their paper.

2. The same procedure is followed, but the tray is covered and the Cubs must draw the object from memory.

3. The leader now mentions an abstract idea related to one of the objects, e.g., the leader says 'open' and there is a key on the tray. So the Cubs must draw the key from memory.

 

 

Smelling Kim

 

The Pack sits in a circle with the containers in the center, the leader identifies the foodstuffs. He then numbers each container and passes them around the circle. The Cubs must identify the foodstuffs by their smell and write the correct names against the numbers on their sheet of paper.

 

 

Balloon Bursting

 

Give each Cub a balloon to blow up. The first one to break his balloon wins.

Have them try this with no hands.

 

 

Balloon Darts

 

Hang an inflated balloon in front of a backstop. See that the players take turns in throwing darts at it. Score 1 point when the balloon is popped. Give no credit for a hit that does not break the balloon. Use a small balloon and have the throwing distance rather long.

 

 

Back-to-Back Balloon Bursting

 

Pick teams of two parents or Cubs from each Six. Have the pairs stand in a line, back to back, with a balloon held between their backs. On signal, they should press together and try to burst the balloon. If the balloon falls before breaking, they drop out. The first team to pop its balloon wins.

 

 

Buzz-Bomb Balloon

 

Have everyone inflate a balloon and release it in the direction of a target on the floor. Score 1 point for the closest balloon and 15 points for a direct hit.

 

 

Catch the Balloon

 

Arrange the players in a circle on the floor and have them number off. Put the highest number in the center to act as 'it'. He should hold a balloon and suddenly drop it as he calls out a number. The holder of that number then should try to catch the balloon before it touches the floor. If he succeeds, 'it' tries another number. If he fails, he becomes 'it'.

 

 

Blindman's Bluff

 

'It' is blindfolded and stands in the center of a seated circle while the players change seats. 'It' now sits on a player's lap. No words are spoken. He must guess whose lap he is sitting on. If he's correct, the two change places.

 

 

Blow! Blow! Blow!

 

Form two teams - the 'ghosts' and the 'witches'. Take a grinning jack-o'-lantern with a glowing candle and place it in the center of a table. Lead each ghost and witch to the jack-o'-lantern, one at a time. Blindfold him and turn him around three times, and tell him to blow out the candle. He may blow three times; and, if the candle goes out, he wins a point for his team.

 

 

The Guessing Blind Man

 

Arrange players in a circle. Blindfold one player and turn him around three times. During this procedure, have all players change seats. The blind man should walk forward and touch someone in the circle with a wand, speaking the words 'can you guess?' The player touched must repeat the question three times, trying to disguise his voice. If the blind man succeeds in identifying the person, that person becomes the blind man. Otherwise, the blind man should continue until he is successful.

 

 

Good Morning, Mr. Jones

 

Have the Cubs move around in a circle in the center of which 'Mr. Brown' stands blindfolded. When Mr. Brown raps on the floor with his stick, all players stand still. He then points his stick in any direction saying 'Good morning, Mr. Jones'. The nearest one to the line of the pointer replies in his natural voice, 'Good morning, Mr. Brown'. If Mr. Brown identifies Mr. Jones, they change places; if not, the players move around as before. If Mr. Brown fails three times, nominate a new Mr. Brown.

 

 

Poor Pussy

 

Arrange the group in a circle with a blindfolded player in the center. Then have the players move around the circle very quietly. The blindfolded player should approach the circle in any direction and secure a victim who, in a disguised voice, says 'poor pussy' and then imitates the 'meow' of a cat. If the blindfolded player fails to identify his prisoner, he releases him and the game continues. If he succeeds, the two change places.

 

 

Above and Below

 

Arrange the players in a circle. Call out the names of things that are found above the ground or below. For example: Strawberries grow above the ground and potatoes grow below. When you call something that signifies above, the players stand; if below, they sit down. Failure to do this eliminates the players who miss. The list of things to be named should be carefully worked out in advance to keep the game going smoothly.

 

 

Find the Leader

 

Have the Cubs sit in a circle. Select one to act as 'it' and have him leave the room. The Cubs choose a leader. 'It' is then called into the center of the circle and the leader slyly starts some motion such as waving his hand, making faces, or kicking his foot. All immediately imitate the leader. 'It' keeps watchful eyes on everyone in an effort to find out who is starting the motions. When he succeeds, the leader becomes 'it'.

 

 

Hats Away

 

Have the players stand in a circle. Give each a hat to place on his head (the funnier the hat the better). Tell the players to place their left hands behind them. On the command 'ready, change!' each player grabs the hat from the one at his right (with his right hand, mind you) and places it on his own head. Repeat the command and just when the group gets fairly good at it, change hands, or have them take the hat from the player at the left or put the hat from their own head on the neighboring player's head.

 

 

Ha, Ha, Ha

 

Arrange the players in a circle. Have the first say 'ha', the second in turn, 'ha, ha', the third, 'ha, ha, ha', and so on around the circle. The ha's must be said without laughing. Those laughing while uttering their ha, ha's are eliminated. The one staying in the longest wins.

 

 

Wake Up!

Arrange the Pack sitting in a circle, facing inward Set an alarm clock and start it ringing. The boys must pass the clock rapidly around the circle with the alarm going full blast. When the alarm stops, the boy with the clock in his hands must drop out of the game. The last one left in the circle wins.

 

Variation:

Instead of having boys waiting for the game to finish, sitting on the sidelines, possibly disrupting the game, have the boy with the alarm answer a question about some star work he has just completed or about any topic that might prove interesting for the boys.

 

 

Who Has Gone From the Room?

 

See that all are seated in a circle with the one who is 'it' closing his eyes while you have a Cub leave the room. After he leaves the room, 'it' opens his eyes and tries to guess who has gone. If he guesses correctly, that Cub is 'it' the next time. If he fails, he must be 'it' again.

 

 

1-Foot Square

 

Put the group into their Sixes. Place a box or object over a piece of ground approximately 1 foot square. Give each group five minutes to write down as may living things as they see in that square.

 

 

Empty Pockets

 

Without telling anyone in advance, offer a prize to the one who can produce the largest number of articles from his pockets. Ask each one to spread the articles on the table in front of him and have two or three judges look over the collections and make a list of the articles produced by the prize winner. Read the list to the group.

 

 

Hidden Object

 

Send boys out of the room. Take a thimble, ring or coin and place it where it is perfectly visible but in a spot where it is not likely to be noticed. Let the boys come in and look for it. When one of them sees it, he should quietly sit down without indicating to the others where it is. After awhile, if no one else has found it, have him point it out to the group to make sure he really saw it.

 

 

The Mystifying Reader

 

Give all the Cubs a slip of paper - each the same size and shape as the others. Then ask everyone to write a short sentence of four or five words. The words should be written plainly and should not be shown to any other person. Then instruct them to fold their papers and bring them to someone previously selected to act as the 'guardian'. No one, not even the guardian, should attempt to read the papers, still folded. As you gravely close your eyes, place the folded paper against your forehead and remain a moment in deep thought. Then call out any sentence that has occurred to you and as who wrote it. One of the Cubs, who is an accomplice, and who did not write a sentence, admits authorship of the sentence. Then unfold the paper, apparently to verify his announcement (and read the sentence to yourself). Then place the paper in your left hand and ask the guardian for another.

 

Repeat the same preliminaries and then call out the words written on the previous paper, which you have had the opportunity to read. This will be a bona fide answer and one of the Cubs will have to admit to writing the sentence. Keep the performance up in this manner until all the player's slips of paper have been read. In order for the trick to be successful, the accomplice must be careful to conceal from the audience the fact that he has no include a sentence in the collection given to the guardian.

 

 

Famous Pairs

 

As each person enters the room, he has a name tag pinned to his back.

 

The object of the game is to learn his identity. Each player is allowed to as one 'yes' or 'no' question of each other player. At the same time, the two people introduce themselves (their real names!) and shake hands.

 

Once a person has learned his identity, he tries to find his partner, e.g., if he is Romeo, he looks for Juliet.

 

The name on the name tag will be one of a famous pair:

e.g., Napoleon and Josephine

Anthony and Cleopatra

 

 

That's My Name

 

Divide the players into teams.

 

On 'Go', the first player from each team runs to a table, grabs a magic marker and writes his name on a piece of paper. He runs back to his team and holds up the paper.

 

His team shouts out all the letters in his name, while the player jumps up for every consonant shouted, or squats for every vowel shouted.

 

The next player then performs the same routine.

 

End the relay by having everyone, at the same time, shout his name.

 

 

Indoor Track Meet

A good idea would be to run this track meet on a Six basis, with each Six sending forward its representative before the name of the contest is announced.

 

Bean Toss:

Give each contestant 10 navy beans and have him try to throw them, one at a time, into a quart jar from a chalkline on the floor.

 

Footrace:

Have each Cub stand with his feet touching each other, heel to toe. The den with the greatest aggregate length wins.

 

30-inch Dash:

Tack a 30 inch pice of string with a marshmallow at the end on the wall. The first Cub who chews the string and reaches the marshmallow wins.

 

Polo Pan:

Number six 1" cubes on each side: 0-1-2-3-4-5; and use a six hole muffin pan. Let each person throw the cubes into the muffin pan from a distance of 6'. Add the top numbers of the cubes that land in the pan to determine a winner.

 

Bounce Ball:

Use five different-sized rubber balls and a cardboard box. Have the players, in turn, bounce the balls in the box from 10'. Score 2 points for each ball that goes in.

 

Plumb Ball:

Suspend a golf ball on a cord from the ceiling, using screw eyes. From broom handles, make a set of tenpins, 4" long. Have the players swing the ball and knock down the pins. Score 2 points for each pin knocked over and 10 extra points for a strike. Be sure to catch the ball on the rebound.

 

Hoop Stop:

Lay an 18" hoop made from No. 9 wire on the floor. Use three balls (marble, golf, tennis). Score 5 points for each ball placed inside the hoop in any manner from a distance of 6'.

 

Running High Whistle:

The boy who can hold a whistled not the longest with on breath wins the event.

 

Lightweight Race:

Have the runners carry a lighted candle in one hand and a pail of water in the other. If water is slopped over or if the candle goes out, the contestant is out. The first to cross the finish line wins the race.

 

20 Yard Dash:

Line up the dens for a relay race. Have the contestants carry an egg in a teaspoon held with the arm extended. The first in each line runs 20 yards and back to the next one in line.

 

100 Yard Dash:

Tie a lump of sugar or a marshmallow on the end of 100" string. The contestants gather the sting and marshmallows into their mouths without using their hands. The first one to eat the marshmallow wins the race.

 

Obstacle Race:

Place nickels in pans of white flour, or of whipping cream, to see who, with his hands behind him, can be the first to dig them out with his teeth.

 

Sharpshooters:

Hold a contest to see who can throw the most pebbles into the mouth of a jug.

 

Endurance Race:

See who can eat four soda crackers and be the first to whistle a tune.

 

Moving Target:

Have the contestants throw beanbages, sticks, stones, anything for that matter, through a rolling hoop. Score 1 point for each hit.

 

Hobble Race:

Conduct a 100' race with contestants who are bound loosely about the ankles.

 

Long Glum:

The player who can keep from smiling longest, while all the others jeer and laugh, wins.

 

Slipper Throw:

Have the contestants lie flat on their backs and throw slippers over their heads with both feet.

 

Second Obstacle Race:

Make a large number of chalk marks on the floor at the end of the race course. Give each runner a damp rag with which to rub out the chalk marks. The first to clean his section on the floor and run back to the starting line, wins.

 

Swimming Relay:

For this relay race, have each hop on one foot, carrying a glass of water.

 

20 Foot Dash:

Have the relay runners roll lemons or hard-boiled eggs with a stick down the course and back and touch off the next player in line.

 

Bawl Game:

See who can make the most noise for a given period of time.

 

Wide Stretch:

Line up the Sixes with arms extended so that the players are touching, fingers to fingers. See which Six has the longest line.

 

Beans Relay:

Have the relay runners carry beans, one at a time, between matchsticks, toothpicks or on a knife.

 

Standing Broad Grin:

The width of the grins measured by judges. The widest one wins this event.

 

Discus Throwers:

Each contestant throws a paper pie plate from a chalkline. The plate must be held flat in the hand and not sailed with the thumb and fingers.

 

16 Pound Put:

Have each contestant put an inflated bag for distance as though it were put from the shoulder.

 

Sponge Shot-Put:

Use a small dry sponge for the shot. See who can put the shot the farthest.

 

Hammer Throw:

Use blown-up paper bags attached to a yard of string. Give each Cub one turn to see who can throw the 'hammer' the farthest.

 

Bottle Roll:

See who can roll a pop bottle from 6' and score a bull's-eye in a chalk ring on the floor. Draw several concentric circles to make targets of different value.

 

 


Article #R118.

From: jim.speirs@canrem.com (Jim Speirs)


Circle Games for Cub Scouts III


 

 

Tunnels

 

The Pack divides into two teams and line up about 3 meters apart facing each other. They stand, legs apart, with their feet touching those of their neighbors.

 

The leader throws a soccer ball down between the lines and each team tries to score a goal by sending the ball through the legs of the other team. The Cbs may only defend with their hands and must not move their feet. When the teams become adept at this, the leader can send in a second ball.

 

 

Tadpoles

 

The Pack divides into two teams. Team A stands in a circle with one Cub in the center, holding the ball. Team B stands in line, like the tadpole's tail, coming from the middle.

 

When the leader calls 'GO', the Cub in the center of the circle starts to throw the ball to his team, one by one. Meantime, the Cubs in Team B in turn run around the circle and back to their places. When the last Cub in Team B is back in his place, the leader blows the whistle and Team A stops. Team A says how many throws the Cub in the center has made and when the teams change places, Team B tries to beat Team A's score.

 

 

Chair Pass Ball

 

The Cubs form two teams. A firm chair is placed at either end of the room as a goal for each team. A Cub from each team stands on a chair as goalkeeper. The ball may only be passed from hand to hand. To score a goal, it must be thrown to the Cub on the chair and caught by him. There should be no running with the ball, or snatching from another player.

 

Note: The goalkeeper is changed after each goal.

 

 

Snatch the Bobbin

 

Draw a chalk circle at either end of the room. Place the 3 cotton reels in the center of the room.

 

The Pack is divided into two teams and line up at either side of the room. The teams number off from opposite ends. When the leader calls a number, those Cubs run from their places and pick up a bobbin from the center to place in their goals. They then return to get the remaining bobbin. The Cub who is successful in getting this, and placing it in his goal, scores a point for his team.

 

 

Warriors and Brigands

 

The Pack is split into teams, one is the 'Brigands' and the other is the 'Warriors'. Each team has one end of the room as its base. The teams then line up facing each other and the leader gives various commands, e.g., 'Warriors two paces forward' or 'Brigands one step back'. This goes on with mounting suspense (although three or four times are usually enough) until the leader says, 'Warriors (or 'Brigands') attack!' Then the team ordered to attack gives chase as the others rush to their base. Any prisoners taken by the pursuing team immediately transfer to that team.

 

 

On the Journey

 

The Cubs try to spot something beginning with each letter of the alphabet. These must be written down in alphabetical order and nothing beginning with B may be spotted until A has been noted.

 

This can be played for general interest in one group, or competitively by a number of groups.

Note: One adult in each Six could do the job of writing.

 

 

Beating the Bounds

 

The Pack divides into two teams, each with a stick. When the leader calls 'GO', the first Cub in each team runs round the square, banging each drum as he goes. If he misses a drum, he must go round again. When he finishes the circuit, he runs to the back of his team and passes the stick to the front for the next Cub. The two teams make the circuit in opposite directions, one clockwise and the other counter-clockwise.

 

 

Nature Alphabet

 

Each Six has to find a nature specimen for each letter of the alphabet. The leader should set a time limit.

 

 

Filling Santa's Sack

 

One Cub in each Six stands in his corner holding the sack. The leader spaces the rest of the Cubs out as far away from their Six corner as possible and gives each Cub a balloon. When their leader calls 'GO', all the Cubs pat their balloon towards their Six corners and endeavor to get the balloon in the sack. The balloons may not be held in the hand and must be patted.

The first Six to get all their balloons into their sack is the winner.

Note: It is advisable to have different colored balloons for each Six.

 

 

Balloon Football

 

The Cubs form two teams and sit on the floor facing each other, their legs stretched out so that their feet almost touch those of the boy opposite. Two Cubs are chosen as goalkeepers and stand one behind each team. The leader throws a balloon into play and each team endeavors to pat the balloon over the heads of the opposing team. A goal is scored when the balloon touches the ground on the opponent's side. After a while the leader throws in a second balloon and then a third and the game becomes increasingly difficult. The team with the most goals is the winner.

 

 

Cat and Mouse

 

The Pack lines up in 4 or 5 lines, each line of Cubs joining hands across. One Cub is chosen as 'Cat' and another as 'Mouse', the 'Cat' chases the 'Mouse' up and down the lines.

 

When the leader blows the whistle, the Cubs turn at right angles and form lines going down, by holding hands with the members of their new line. When the leader blows the whistle again, the lines form across once more. When the 'Cat' has caught the 'Mouse' a new pair are chosen.

 

 

Balloon Battle Royal

 

Arrange all the players in a large circle or scattered around the room, each with a balloon hanging from a string tied to his waist. On signal, have each player try to break all of the other balloons. When his is broken, he leaves the game. The game continues until only one player is left.

 

Variation: Give each Cub a new balloon if he correctly answers a question, about Scouting or whatever subject was taught during the stars that evening.

 

 

Balloon Basketball

 

Use a balloon for the ball and boxes or wastepaper baskets for the goals. Score as in basketball, except that a broken balloon counts 5 points off for the offending side.

 

 

Balloon Crab Ball

 

Establish two goal lines, 40' apart. Divide the players into two teams and have them sit on the goal lines facing each other with their arms extended backward to support their bodies off the floor. Place a balloon on the floor midway between the goals.

 

On signal, have both teams move toward the balloon, keeping the crab position described, and attempt to kick the balloon over the opposing goal. They may kick it with one foot or drop to a sitting position and use both feet. Players must not stand up and run or move in any other position than the one described. They are not to touch the balloon with their hands. Teams should keep some players back to defend their goal and send others forward to drive the balloon over their opponent's goal. When the balloon goes out of bounds, it is put in play by the referee at the point it went out. Touching the balloon with the hand, leaving the crab position and unnecessary roughness in kicking, striking, or shoving an opponent are fouls. The penalty is a free kick for the other side where the foul occurred. Have all opposing players 6' away at the time of the free kick. Score 1 point each time a team kicks the balloon over the goal. The first to score 10 points wins.

 

 

Balloon Push Ball

 

Divide the group into two teams and station them at opposite ends of the room. Toss a balloon up in the center of the room and have the teams rush for it. Each tries to bat it to the other team's wall. The first team to hit the balloon against the opposite wall wins. In case the balloon is broken, throw another in without allowing the play to lag.

Variation: Have a Cub from each team stand on a chair at opposite ends of the room, with a safety pin in his hand. Each team tries to pat the balloon to their own goalkeeper, who breaks it with the pin. A point is scored with each broken balloon.

 

 

Balloon Volleyball

 

Stretch a string across the room and divide the players into two teams, placing them on either side of the string. Throw a balloon into play. Have each side try to keep the balloon from touching the floor on their side. They knock it back and forth over the string with their hands. Game is to points.

Variation: Tell the boys not to use their hands - just their heads. Put a blanket over the string and play the game 'blind'. Throw in two or three balloons to make the game interesting.

 

 

Grab-it

 

Divide the group into two teams. Call one the 'destroyers' and the other the 'defenders'. Toss a balloon between them. The destroyers try to break the balloon by grabbing it, clapping their hands on it, or stepping on it; while the defenders try to protect it by batting it out of reach. Keep the time required by the destroyers to break the balloon. When the balloon is broken, the defenders become the destroyers.

 

Give each team three turns at destroying the balloon. Add the times of each team. The team with the smallest total wins.

 

 

Ball Over

 

Draw a line to divide the area and have two teams take positions on either side. Players must not cross the line. Blindfold one Cub and provide him with a whistle. When the whistle sounds, put the ball in play. The object of the game is to keep the ball in the opposing team's territory. One point is counted against the side that has the ball whenever the whistle is blown. The blindfolded Cub can blow the whistle whenever he pleases. The lowest score wins. For variation, have four or five players touch the ball before it can be returned to the other side. Or create a 'no-man's land' along the dividing line. Teams, in getting the ball over, must bounce it into 'no-man's land'.

 

 

Deadly Circle

 

Tie the ends of a long rope together in order to make a large circle. Mark off another circle about one-third the size of the rope circle. Have all players take hold of the rope with both hands, forming a ring around the marked circle. On signal, try to pull as many of the other players as possible into the circle while keeping out of it themselves. As soon as a player steps into the middle circle, he is out of the game. The game continues until only one player remains.

 

 

Brothers

 

Divide the Cubs into groups. Group A forms the inner circle facing outward and group b the outer circle facing inward. Have the players facing each other hold hands to pair off like 'brothers!' They drop hands and on signal, the circles march in opposite directions. When you shout 'BROTHERS!', the pairs find each other, link arms together backwards, and sit down. The last pair to sit down drops out of the game. Continue until two brothers are left.

 

 

Cover the Chair

 

Have the players seated in a circle and select one to be 'it'. He stands in the circle leaving his chair empty. When he commands, 'Shift to the right!', the person who has the empty chair on his right shifts to it, the next person shifts to the chair just vacated, and so on around the circle. 'It' tries to get a seat. If he succeeds, the person who should have shifted to that seat becomes 'it'. 'It' may suddenly call 'shift to the left', and in the confusion he stands a good chance of finding a place.

 

 

Jack Sprat

 

Have all the players except 'Jack Sprat' form pairs and stand in a circle. When Jack Sprat says, 'face to face', the partners face each other. When he says 'back to back', or 'side to side', his directions must be followed. If he says 'Jack Sprat', everyone, including himself tries for a new partner.

The one left becomes Jack Sprat and the game continues.

 

 

Witches' Wand

 

Arrange the players in a circle 5-8' apart and give one a rope about 15' long weighted at one end. He stands in the center and swings the rope around the circle keeping it about a foot off the ground. As the object swings around, the players step in and jump over it each time it passes them. If a Cub gets hit, he changes places with the Cub in the center.

 

 

Pass-Change-Hit

 

Arrange the players in a circle, have them number off, and select a player to be 'it'. He stands in the center of the circle with a ball or rolled up newspaper. When he calls out two to five numbers, these players should exhange places in the circle. After calling one to three numbers, 'it' passes the ball to any member of the circle, who in turn passes it back to 'it' who then tries to hit one of the players exchanging places.

 

 

Pass the Bag

 

Form a circle with an even number of players. Every other person is on the same team. Give one beanbag to a player on one side of the circle and a second beanbag to a player on the other side on the opposite side of the circle. On signal, the bags should be passed from one team member to the next in the same direction around the circle. The first team to have its bag overtake the other wins the game. (This is a good pack game. Use parents on one team and Cubs on the other.)

 

 

Squirrel in the Tree

 

Form small circles of three or four Cubs. They hold hands to form 'trees with hollow trunks'. A Cub representing a squirrel stands in each tree. Have one more squirrel than there are trees. On signal, the squirrels must change trees. The one left out becomes 'it' for the next game.

 

 

Airlift

 

Divide the group into two equal teams. In a yard or park, mark out a large rectangular area. One end of the area is home base, the other end is the outpost, and in between is enemy territory. The job of the airlift team is to carry supplies (apples) from home base to the outpost without getting 'shot down' (tagged three times) by the enemy team. The airlift team may carry one apple each or may let one or two boys carry several while the other protect them as they race from home base to the outpost. Boys who are tagged three times while carrying apples are out, and the enemy gets their apples. Those of the airlift team who are not carrying apples may run freely without fear of being tagged. The team that has the most apples at end of game wins.

 

You can then have an apple feast, with the enemy and the airlift team joining forces (as in peacetime).

 

 

Cat's Tail

 

To get your Cubs in the Halloween mood, try this game. Hide several pieces of cloth or yarn - a different colour for each team. One Cub on each team is a 'cat without a tail'. At the signal, all Cubs search for tails of their colour. As a piece is found, it should be tied to the belt of the cat who ties others to it as they are found. The winner is the side whose cat has the longest tail at the end of five minutes.

 

 

Eat the Fishtail

 

Have the Cubs line up in single file, holding each other around the waist. The first boy is the fish head; the last boy, the tail. On signal, the head tries to catch the tail while the tail tries to avoid being caught. All must continue to hold on to each other. The longer the fish, the better.

 

 

Follow the Leader

 

Choose a Sixer or Cub who is especially resourceful to be the leader. Have the others form single file behind him and imitate anything that he does. The leader keeps the line moving and performs stunts for the others to copy. He gradually does more difficult tasks such as climbing or vaulting over obstacles; jumping certain distances; taking a hop, skip and jump; walking backward; turning around while walking; and walking or running with a book on his head. Anyone failing to perform the required feat drops out of the game. The last one to follow the leader is the winner.

 

 

Kick, Hide, and Seek

 

Mark a goal 3' in circumference and place a soccer ball in it. Have one of the players kick the ball as far as possible. While the others run and hide, 'it' runs to recover it and replaces the ball in the circle before going in search of the players. When he sees one he calls, 'I spy......' and both run for the ball. The one who reaches it first kicks it and runs for a hiding place. The other player is 'it' and must return the ball and search.

 

 

Bat Ball

 

Any outdoor area or gymnasium will do. Mark a home base in the middle of a 40 - 50' end line. Then mark a far base about 80' from home base.

 

The batter himself tosses up the ball and hits it with his hand or fist. After hitting the ball, he must run around the far base and return home before being hit by the ball, thrown at him by the defensive team. If he does not hit the ball over the 20' line, he gets another try. If he fails the second time, he is out. Members of the team in the field have no definite positions but scatter about the space beyond the 20' line. They try to put out the batter either by catching a fly ball or by hitting or tagging the batter with the ball. The fielders may not take more than one step while holding the ball or hold the ball for more than three seconds. They may pass it to another fielder closer to the runner. The batter may not run wider than the extent of the end line. Three outs retire the side. Any predetermine number of innings may be played.

Every time a home run is made, score 1 for the team at bat.

 

 

Gun Ball

 

Divide the players into two teams. Locate the pitcher's box 20' in front of home base. Mark a far base about 80' from home in the normal direction of first base. The pitcher rolls the ball on the ground to the first batter, who kicks the ball. As the ball is kicked, all the players on the batter's team must run to the far base and return home. The fielders try to hit the runners below the waist with the ball. All players getting back home safely scores runs for their team. After three kicks the teams exchange places. If hit, the runners stay on the sidelines until their team becomes fielders.

 

 

Mowgli and the Red Flower

 

Pick one player as Mowgli. He hides his eyes. Pick another player as 'it', without letting Mowgli know who 'it' is. Mowgli then comes into the village (circle) and tries to get the Red Flower (fire). The player who is 'it' tries to catch Mowgli before he can leave the village with the Red Flower. 'It' cannot move until Mowgli touches the Red Flower. Mowgli must enter and leave at the same point in the circle. The two boys he enters between can put up their arms to signify a gate, so Mowgli will remember where to leave. If Mowgli is caught by the villager before he leaves the village, the villager becomes Mowgli and a new villager is chosen. If Mowgli leaves the village before he is caught, he gets to try again with a new villager. Have the boys in the circle lunge in a couple of times to confuse Mowgli so he doesn't know who the villager is.