Cub Scout Games

Nature Games

Evening Games

Relay Games

Water Games

Team Games

 

 


Nature Games For Cubs


You Can't See Me !

Nature game, outdoors

Equipment: A nature trail.

Formation: Scatter

The object of this game is to allow the players the opportunity to pretend they are animals, trying to hide from Man.

The group walks a given distance down a nature trail, while the leader explains the rules:

 

Each player is given time to hide along the trail. They may travel no more than 15 feet from either side of the trail, and may use anything in the natural environment to provide camouflage.

 

The leader waits about five minutes until all players are hidden. He walks the distance of the trail ONCE ONLY, and tries to find as many players as possible. After his walk, he calls out, and watches to see where all the successful 'animals' hid.

 

This game can be repeated many times, with different players taking the role of the searcher.

It is fun to talk about the hiding places that were the most successful, and how animals might protect themselves from predators.

 

 

The Stalker.

Nature game, outdoors.

Equipment: Blindfolds, stones.

Formation: scatter.

Half the group is given blindfolds to wear. These players are placed in scatter formation within the boundaries of the playing area. A stone is placed between their fee, but not touching them.

 

The other half of the group (the ones that can see) begin to stalk the blindfolded players in an effort to obtain the stone from between their feet. In an attempt to pinpoint a stalker, the blindfolded players may point to a sound. If a stalker is there, the two players switch positions.

 

Stalkers try to collect as many stones as possible without being caught.

 

 

The Stalker (Variation)

Nature game, indoors

Equipment: blindfolds, flashlight.

Formation: scatter.

This is a terrific evening program variation to the original Stalker game. The players protecting the stone between their feet are given flashlights. When they think they know the location of a stalker, instead of pointing to him, they flash the light in the direction from where they hear the noise. Each player is given three separate 'flashes' of light before losing his stone to the nearest stalker

 

 

Swamp

Nature game, outdoors.

Equipment: pen and paper.

Formation: small groups.

Divide the group into teams of 4 to 6. Give each team a large piece of paper and a pen.

Each letter in the word SWAMP stands for another word that describes something in nature:

S Stars

W Weather

A Animals

M Minerals

P Plants


On 'Go', each team writes down as many words as it can think of that relate to the words STARS. The only stipulation is this: They must be able to SEE what they write down from where they are sitting (e.g., sky is where stars are seen; clouds cover stars on a dull night). Each team has five minutes to write down as many words as possible.

The next five minutes are devoted to the word WEATHER, the next five to ANIMALS and so on until all letters of the word SWAMP have been given equal time.

 

At the end of the writing session, the leader tallies the number of words to see which team has the sharpest eyes, and the most vivid imagination (some teams may have to explain their rationale behind writing down certain words - the leader may not understand how they relate to the 'master' word).

 

You'll be amazed at the boy's imagination.

 

 

Meet My Friend

Nature game, outdoors

Equipment: None

Formation: Group

The object of this game is to discover a friend in nature, without harming any living thing that might be found in the out- of-doors.

 

Players are taken on a short hike during which time each player collects something from the natural environment (nothing may be broken or picked from any living thing - the item has to be either lying on the ground or resting on another object (e.g. stump or log)). Everyone keeps his object hidden from all players.

Following the hike, each player is given the opportunity to build a small home for his 'friend'. He is also asked to give his friend a name, and to think of one way in which he could take care of his friend, if it was still out of it's natural environment.

 

When all in the group is ready, everyone tours the small homes that have been created, and meets each special friend.

E.g.: 'This is my friend Twiggy. He is a small branch that I found lying on the ground. I've built him a house from soft leaves and moss that I found on the ground. If he was still on a tree, I could take care of him by protecting him from the wind. I could build him a fence so the wind wouldn't snap him off his tree. I could also make sure he doesn't catch diseases - I could check for termites and insects that might harm him."

 

The friends that are made are refreshing to everyone.

 

 

Switch

Nature game, outdoors.

Equipment: None.

Formation: scatter, in a wooded area with several varieties of trees.

Players are divided into three or four groups such as Sugar Maple, Beeches, Yellow birches, ironwoods. In an appropriate and defined area, players stand touching their trees - only one per tree. 'It' stands at the center spot and calls the name of a group.. 'Beeches' for example. At this signal, the designated group changes place with on another, running from one beech tree to another. 'It' tries to claim a tree of his own during the interchange. If 'It' is successful in claiming a tree, the player who is left without a tree becomes the new 'It'. If 'it' calls 'FOREST', everyone is required to change to another tree of his team's name.

 

To end the game, it is fun to have 'it be it' for four or five rounds of the game calling 'FOREST' every time. As 'it' beats a player to a tree, that player is eliminated. In this way, some trees may be altogether wiped out from the forest, as could happen in our natural environment.

 

 

Silly Symphony

Nature game, outdoors.

Equipment: The Outdoors.

Formation: semi-circle.

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' is 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 rhythm, 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.

 

 

North by Northeast

Nature game, outdoors/indoors

Equipment: 1 compass

Formation: scatter

The leader gathers the group together. Using the compass, they all learn how to determine which direction is north. Someone from the group is asked to select an object that lies directly north, (e.g., a tree, or a doorstep, or a post). Then the group decides on an object that lies directly south, one that lies directly east, and one that lies directly west.

Everyone assembles in the center of the playing area. The leader calls out one of 'North', 'South', 'East' or 'West', and everyone runs to touch the object that lies in that direction. The last one to touch the object is eliminated.

After a new rounds of the game, play can stop, and objects for the intercardinal points (Northeast, Northwest, Southeast and Southwest) can be added. Everyone can begin the game again, as all eight points are used.

A great game to introduce the skill of orienteering !

 

 


WATER GAMES FOR CUBS


 

 

A Little Inconvenience

Water game, outdoors.

Equipment: 1 soccer ball; 2 innertubes; 1 waterball; 2 water basketball hoops; blindfolds; string.

Formation: teams.

The object of this game is to allow players to experience the sensation of having a disability.

 

Divide the players into four teams, and set up a rotation so that each team takes part in each of the following activities:

1. Sensitivity walk,

2. Obstacle course in water, using innertubes.

3. dodgeball, and

4. water basketball.

 

Each activity is performed with a specific handicap:

1) When a team goes on the sensitivity hike, all participants are blindfolded. They simply go on a short hike, and experience it without sight.

2) In a short obstacle course in shallow water (through an innertube, crawl on the bottom then through a second innertube) players must not use their arms.

3) In the dame of dodgeball in shallow water, each player's ankles are tied together. (One player in the center of the circle tries to hit another player with the soccer ball.

4) In a game of water basketball, players may not speak.

 

Following ten minute rotations of each event, the group can discuss the sensations experienced by being temporarily handicapped.

We can soon learn it is not what you cannot do -- it is what you can do !

 

 

Slash hike

Water game, outdoors.

Equipment: None

Formation: group

This is a super small group game. Ask everyone to wear bathing suits and an old pair of shoes (a pair they can get wet). The game takes place in a stream or along the shallow shoreline of a lake or river.

 

The leader steps into the water, and instructs the group to 'follow the leader'. Everything the leader does is copied by the followers. After a few minutes of hiking, the leader falls to the back of the line to let a new leader take over. The hike can be as long or as short as time allows - it is fun to walk back to home base in the water, rather than by land; see if the group can hike backwards for some of the return distance.

 

 

Some 'follow the leader' ideas:

Sit down on a stone; hop on one foot; play leap frog; skip a flat stone out to sea; jump from one stone to another; build a small castle on the shore; climb a tree; stop, take off one shoe, empty water from it, and put it on again; crouch so that all of you is under water; sing a song about the sea; try to catch a frog.

 

 

Monster Relay

Water game, outdoors.

Equipment: none.

Formation: teams

Divide the group into teams of 8-10 players.

Set up a 'monster' relay where every player has a role. Some swim through shallow water, some through deep water. Have some do cartwheels through shallow areas, while other swim with one hand in the air.

 

The design of the relay depends on your waterfront set-up and the abilities of your swimmers.

 

End the relay by having one player piggyback a teammate across a finish line, located in shallow water.

 

 


EVENING GAMES FOR CUBS


 

 

Capture the Flag

Evening game, outdoors

Equipment: 2 handmade flags on staffs 2' long; 2 different coloured sets of arm or headbands made of crepe paper.

Formation: teams.

Divide the group into two teams. Identify each by a set of arm or headbands.

 

Set up a jail area (3-4 square yards) and a separate hiding spot for each flag. Jails are set up at opposite ends of a 5-20 acre area.

 

The object of the game is to penetrate the other team's area and capture their flag. A flag is 'captured' after it has been returned to the captor's jail area.

 

Prisoners are taken by having their arm or headbands removed by an opponent. Prisoners are taken to the jail of their captor's; then they wait there quietly until they are released. Prisoners can only be released when a member of their team (with arm or headband intact) runs through the jail in which they are being held captive. After their release, prisoners are given free escort back to a central spot near their end of the area. Here, they are issued a new arm or headband.

The game continues until a flag is captured, or time is up.

 

Note: Supervision at the jails and 'new arm or headband area' is important. Encourage teams to plan elaborate strategies of defense and offence.

 

Variation: try playing the game with three or four teams, each with its own jail area and hiding spot for their flag.

 

 

Smugglers and Spies

Evening game, outdoors

Equipment: Tiny pieces of paper with the following smuggled items and point values written on each:

Chocolate - 50 points. Quantity: 10

Sugar - 75 points. Quantity: 8

Animal pelts - 100 points. Quantity: 8

Gunpowder - 150 points. Quantity: 6

Designs for new secret weapon - 300 points. Quantity: 3

Map to buried treasure - 500 points. Quantity: 1

Formation: teams

 

Divide the group into two teams. Have each team put on its armbands. One team becomes the smugglers - the other the spies. After the rules of the game are given, each team retreats to separate ends of the playing area (3-20 acres with open woods is ideal for the game.)

 

The smugglers each receive the tiny pieces of paper, which they are going to try to carry into enemy (spy) headquarters. The spies set up their headquarters inside a 10' by 10' square area that has its definite boundaries. The scorekeeper sits inside spy headquarters.

 

After each team has been given the opportunity to devise a strategy, play begins. The spies fan out away from their headquarters and try to intercept smugglers as they attempt to take their goods inside.

 

When a smuggler gets caught (tagged), he must stand still and permit a one minute search of his person by the spy who caught him. If the spy cannot find the piece of paper within one minute (paper has to be hidden in external clothing layers), the smuggler is free to try to advance again into the headquarters. If the spy does find the 'loot', he takes the piece of paper into spy headquarters and gives it to the scorekeeper, while the smuggler returns to his headquarters to receive another piece of paper.

 

If a smuggler penetrates inside the spy headquarters, he gives his goods to the scorekeeper, and is escorted back to his own headquarters by a staff person or leader supervising the game.

 

The game continues for a set period of time. When it ends, goods (points) are totaled, and a winner is declared.

 

 

Whistle tag

Evening game, outdoors

Equipment: one whistle for each 'hunted' leader or staff member.

Formation: teams.

The group is divided into teams of 6-8 players. The leaders or staff members who are to be 'hunted' are given a two-minute head start into the playing area (5 acre wooded area is ideal).

 

Teams have to stay together during the entire game. Each team begins to 'hunt' the staff members, who are required to blow their whistles at one minute intervals (or variations which you may want to work out). Leaders may remain mobile, or seek a hiding place.

 

Teams try to touch as many staff members as possible within the time limit of the game. Captured staff are immediately freed to run and whistle again.

 

The team who tags the most wins.

 

Variation: as a night game, using flashlights instead of whistles. Same rules apply.

 

 

Light - No light

Evening game, outdoors

Equipment: flashlight

Formation: scatter

The game is best in a large open wooded area.

 

Players line up at one end of the playing area, while one player, holding a flashlight, stands at the other end.

The object of the game is to move from one end of the playing area to the other, past the person holding the flashlight.

The player with the flashlight stands with his back to the other players. Every five seconds, he turns around, turns on the light and scans the area for three seconds. If a moving player gets caught by the flashlight beam, he has to return to the starting end. Stationary players may remain where they are.

 

The first person to successfully move past the 'flasher' becomes the light for the next round.

 

Variation: The player with the flashlight keeps the flashlight on, and continuously scans the playing area. Stalking players dress in dark clothes. If stalking players are caught, they must return to the starting end.

 

 

Find the Bell

Evening game, outdoors/indoors.

Equipment: a little bell that rings easily.

Formation: circle.

Have the group sit in a circle. Choose one person to sit in the center of the circle.

 

The leader gives the bell to one of the players, who begins to pass it around the circle.

 

The object of the game is to pass the bell quietly so that the person in the middle cannot guess who is holding the bell. Players may not silence the bell by holding the clapper - they have to try to pass it carefully enough so that it does not ring.

 

 

Triad

Evening game, outdoors.

Equipment: 3 soccer balls painted white; 6 markers with reflectors attached (to make 3 goals).

Formation: teams.

 

Divide the players into three teams. On the playing field, set up three goals in the shape of a triangle.

The game begins with a jump ball in the center of the field. All three balls are put into circulation at once and players try to move the ball through either of their opponents goals.

 

The balls may be rolled, kicked or thrown to teammates. No player may hold a ball longer than five seconds.

Teams devise strategies to protect their own goal, while trying to advance to score goals.

 

 


RELAY GAMES FOR CUBS


 

 

St. George and the Dragon

Active, indoors.

Equipment: Per team: 1 easel; 1 piece of bristol board; 1 straight stick; 1 needle; pins; balloons; 1 set of cardboard armor (optional).

Formation: relay.

In preparation for the relay, a picture of a dragon is drawn on each piece of bristol board. Next, balloons are attached to the 'dragon'. The dragons are set up on easels, 6 feet apart, at a designated distance from the starting line. Finally, the needle is attached to the end of each stick, in order to create dragon- killing 'lances'.

 

Divide the players into two or more teams.

 

One boy acts as a horse, while another acts as the rider. On 'Go', one pair from each team rides to the starting line. The riders put on the armor, pick up the lance, and remount their horses. Then the charge begins !

 

Using the lance, the rider breaks one balloon on his team's dragon. He has only one try. When his attempt is over (whether successful or not) the 'horse' gallops back to the starting line, where the couple gives the props to the next pair from their team.

 

The relay continues until both dragons are 'dead' (balloon-less).

 

 

Ride 'Em Cowboy

Active, indoors.

Equipment: Per team: 1 ten gallon hat; 1 cowboy belt, holster and gun; 1 chair; 18 inflated balloons.

Formation: relay.

Divide the group into teams of six. A chair is placed about fifteen to twenty feet in front of each team.

On 'Go', the first person on each team puts on the ten gallon hat, cowboy holster and gun and places a balloon between his knees. He proceeds in bowlegged fashion to the chair, where he places the balloon on the seat and rides the 'bronco' until it 'breaks'.

 

He returns to his line, passing his hat and belt to the next cowboy.

The game proceeds in this relay fashion until all broncos have been broken.

 

 

Consumer's Report

Semi-active, indoors

Equipment: Per team: 1 balloon; 1 bib; 1 bowl of soda crackers; 1 orange, peeled; 1 bottle of pop; 1 bowl of peanuts; 1 straw per person; 1 long table.

Formation: Relay.

 

Divide the group into teams of six to eight. Line up each team at one end of the room and place each 'set' of food items and a bib on the table at the other end of the room. Blow up the balloons and place them on the table beside each team's goodies.

 

On 'Go', the first member of each team runs to the table, puts on the bib and does the following:

- eats one cracker.

- eats one section of the orange.

- uses own straw to take one sip of the pop.

- eats four peanuts

 

(Diet/allergy watch for this game, especially the peanuts. Substitute where necessary.)

When finished, he takes off the bib, runs back and tags the next player, who then runs up, puts on the bib and tastes the food.

 

]The relay continues until all the food items for each team are gone. When the last mouthful is gone, that player pops the balloon to signal that his team has completed its taste test.

 

 

Popstick slapshot

Active, indoors.

Equipment: Per team: 1 miniature hockey net or facsimile; 1 ping pong ball; 1 tongue depressor per player.

Formation: relay.

 

Divide the group into two teams. Place each net at the same end of the playing area. Each team lines up about six feet in front of its net. The first member of each team puts his tongue depressor in his mouth, gets down on his hands and knees and attempts to slap shoot the ball into the net, using the tongue depressor. When he has scored, he takes the ball back to the starting line, tags the next person, who proceeds to attempt to score.

 

The first team to complete the relay wins.

 

 

Commando Course

Active, indoors/outdoors

Equipment: Per team: 1 6' pole; 1 small bike tire; 1 bowling pin; 2 balloons per team member; 2 chairs; rope to tie ankles.

Formation: relay.

 

Divide the group into teams of six. Line up each team at the start of each obstacle course.

On 'Go', the first member of each team ties his ankles together. He crawls on his stomach under the poles, (which are set up like jump poles, about 1 1/2' off the ground, supported by the chairs). He wiggles through the tire, knocks over the bowling pin with his nose and bursts two balloons (the explosions). Players then crawl back to the start, where the second member of their 'combat team' is ready to begin.

 

 

Bricklayer's Relay

Active, outdoors/indoors

Equipment: Per team: 1 hard hat; 1 dustpan; 1 flag; 3 or more 'bricks' - stones, pieces of styrofoam, blocks of wood.

Formation: Relay.

 

Divide the group into teams. Have them stand in parallel straight lines at one end of the playing area.

The leader shouts 'BUILD'. The first member of each team dons the hard hat, places a brick in the dustpan and runs down to the other end of the playing area. He places the brick on the ground and runs back to the starting line. Each team member in turn, races down to build up the wall. The race continues until all bricks on each team are used up.

If the wall falls down while the race is on, all bricks must return to the starting line, so the relay can begin again. Therefore, allow the teams time to plan a building strategy, so they will know how and where to place the bricks to avoid a collapse.

 

When the wall is complete, the last member of each team races down with the flag, and plants it on top of the wall.

Afterward, see what kind of super structure can be built. Have the teams work together to build one giant wall, or building, or structure of some kind.

 

 

Putt It There

Active, outdoors/indoors

Equipment: per team: 1 golf umbrella; 1 golf sweater; 1 golf hat; 1 golf glove; 1 golf putter; 1 golf ball; 1 putting cup.

Formation: Relay.

 

Divide the group into teams of six. One player from each team is selected to be the model. The teams are lined up at one end with the models in the middle of the playing area and the putting cup at the far end.

 

On 'Go', the first player from each team runs to the model, carrying the sweater. He puts the sweater on the model, and runs back. THE MODEL MAY NOT HELP ANY OF HIS TEAMMATES IN ANY WAY.

 

The second member puts on the hat, et., until the model has on all of the above pieces of equipment.

 

Using the putter, the model then putts the golf ball into the putting cup. The first team whose golfer sinks the putt is the winner.

 

 

Pack 'Em In

Active, outdoors/indoors

Equipment: per team: suitcase; umbrella; hat; coat; gloves; scarf (it is ideal if the clothing is oversized).

Formation: relay.

 

Divide the group into even teams and line up each team in relay formation. Place the suitcase, filled with the clothing, in front of the first player on each team.

 

On 'Go', the first player opens the suitcase, puts on all the clothing and runs down to the other end of the playing area and back. Here, they remove all the clothing and put it back inside the suitcase, shut the suitcase and tag the next player in line. That player opens the suitcase and gets dressed and runs down the playing area and back.

 

The relay continues until all players have had the chance to get dressed, travel and unpack.

 

Provide additional articles of clothing or accessories, to make the outfit even funnier.

 

 

Balloon Balance

Active, outdoors/indoors

Equipment: Per team: 1 big balloon; 1 small balloon.

Formation: Relay.

 

Divide the group into teams of six to eight players. Each team is given one large and one small balloon.

 

The first player of each group, on the word 'Go', balances the smaller balloon on top of the larger one and races to the other end of the playing area. If the top balloon falls off, the player must return to the starting line and begin again.

 

When the 'run' (or walk) is complete, the player takes both balloons in his hands and runs back to the starting line, where the second player is waiting to race.

 

The first team finished, and sitting down, wins.

 

 

Hare Hop

Active, outdoors/indoors.

Equipment: Per team: 1 pair of rabbit ears (made from cardboard, cotton and wire attached to a hat); 1 small balloon and 1 large balloon for each member; lots of string; 1 chair for each team.

Formation: Relay.

 

Divide the group into teams of six. Line up each team in straight lines at one end of the playing area. Place the chairs, one for each team, at the opposite end of the playing area.

 

On 'Go', the first player of each team dons the rabbit ears, while his teammates blow up one small and one large balloon. One long piece of string is tied to the small balloon. The first player then ties the string around his waist, with the balloon hanging from behind, to represent his tail. He hugs the large balloon to his tummy, to represent the fluffy underside of a bunny. Then, with his ears and his two balloons, he hops down to the chair, hugs the large balloon until it breaks, and sits on his 'tail' until the small balloon breaks.

 

When both balloons have burst, he hops back to the team where he gives the ears to the second player.

 

The fun is helping each rabbit get 'dressed' and in cheering each bunny on. The relay ends when all bunnies have lost their tummies and tails.

 

 

Streaker

Active, outdoors/indoors.

Equipment: Per team: sweatpants; jacket; hockey mask; 2 garbage bags.

Formation: relay.

 

Divide the group into two or more teams. Line teams up at one end of the playing area, with 1) sweatpants and jacket in front of each team and 2) hockey mask and garbage bags at other end of the area, in front of each team.

 

On 'Go', the first player of each team puts on the sweatpants and jacket, and runs to the other end of the playing area. Here, he takes off the pants and jacket and puts on the mask and skates (the two garbage bags - one on each foot). He 'streaks' back to his team, where he hands over the mask and skates to the next player.

 

The second player puts on the masks and skates and 'streaks' to the clothes. Here he trades equipment for the clothes and runs back to the third member of the team.

 

The first team to complete the relay wins.

 

 

Sweep 'N' Scrub

Active, outdoors/indoors

Equipment: Per team: apron; towel, broom, dustpan, bucket filled with water, 2 dishes, garbage can.

Formation: relay

 

Divide the group into two or more teams, and line them up in straight lines at one end of the playing area. Give the broom and the apron to the first player on each team; at the other end of the playing area, place the dustpan, the bucket, the dishes and the towel. The garbage can is put between the buckets.

 

On 'Go', the first player puts on the apron and sweeps the floor to where the dustpan lies. He scoops the dirt into the dustpan and dumps it into the garbage can. The player then washes and dries the two dishes and races to the start carrying the apron and broom.

 

The house is clean when all players have swept the floor and dried the dishes.

 

 

Stock-car Racing

Active, outdoors/indoors

Equipment: none

Formation: relay

 

The Sixes line up in files. Each Cub is given the name of a car and when that car is called, he travels to the end of the area and back in the manner described, e.g.,:

1) Rolls-Royce: this never goes wrong - the Cub runs.

2) Austin: has a flat tire - the Cub hops.

3) Morris: is stuck in reverse - the Cub runs backwards.

4) Ford: very old model, can only go slowly - the Cub walks.

5) Mini: only small - the Cub runs, crouched down.

6) Humber: Pulls caravan - the Cub tows his Sixer behind.

7) Stock-car: everyone runs.

 

 

Kangaroo Hop

Active, outdoors/indoors

Equipment: 1 tennis ball per team

Formation: relay.

 

The Sixes line up in files, a chair in front of each. The first Cub grips the ball between his knees and hops round the chair and back to his place. He hands over the ball to the next Cub, who does the same. The first Six to finish is the winner.

 

 

Radar

Semi-active, indoors/outdoors

Equipment: none.

Formation: relay.

 

The Sixes line up in files with their Sixers about 10 meters ahead of them. The first Cub in each Six is blindfolded. The Sixers then change places and proceed to call the blindfolded Cubs by their Six name, that is, bringing them in by radar. The first Cub - 'airplane' - to 'fly' home scores four points, the second three points and so on. The next Cub is blindfolded, the Sixers change again and the game proceeds until all the 'airplanes' are safely home.

 

 

Whirling Wheels

Active, indoors/outdoors

Equipment: 1 beanbag per Six.

Formation: Relay, like the spokes of a wheel, facing in a clockwise direction with the Sixers in the center.

 

The beanbags lie at the feet of each Sixer and when the leader gives the starting signal, they pick up the beanbag, run down the back of their Six and in a clockwise direction, round the wheel and back to the outside end of the Six. The beanbag is then passed up the Six to the Cub now at the center. This continues until all the Cubs have had a turn.

 

 

Round the Moon

Active, indoors/outdoors

Equipment: 1 chair per six.

Formation: relay.

 

All the Sixes line up at the end of the room. Each Cub places his hands on the waist of the Cub in front so the Sixes form a 'rocket'.

 

One chair is placed at the far end of the room opposite each Six, these are the 'moons'. When the leader calls 'Go', the Sixes run the length of the room, round their 'moon' and back into orbit. As they pass base, the 'rockets' drop a section each time and the Cubs sit down there one by one, until finally the 'nose cone' - the Sixer - returns home. The first team to be sitting down is the winner.

 

 

Rocket Relay

Active, outdoors/indoors.

Equipment: 1 chair per Six.

Formation: Relay.

 

The Sixes line up with a chair at the head of each, facing away from the Six. The chairs are 'launching pads' and the first Cub or 'rocket' stands on the chair awaiting the countdown.

 

When the leader reaches zero, the 'rocket' blasts off round the room, touching all four walls, and returns to the 'launching pad' where the next 'rocket is waiting to be launched. The first 'rocket' lets off the second and returns to his Six.

 

 

Bat the Balloon

Semi-active, indoors.

Equipment: Balloons.

Formation: Relay.

 

Teams line up with members standing side by side, separated by the distance obtained when players stretch their arms sideways. Fingertips should touch between players.

 

The first player in line takes and inflated balloon, and bats it towards the second person in line, who bats it to the third person, on down the line and back again.

 

The only rule is this: once the players have taken their stance, they may not move their feet. If a balloon falls to the floor, or if someone moves his feet in an attempt to reach the balloon, the first person in line must run and get the balloon, and take it back to the starting line to begin again.

 

Variation: add more than one balloon per line, going in both directions.

 

 

Art Consequences

Semi-active, indoors

Equipment: Per six: 1 piece of paper, 1 pencil.

Formation: Relay.

 

The first player in each group walks to the end of the playing area, picks up the pencil and draws the head of a man, woman or child. After he draws the head, he folds the paper so that only the neck shows. He then walks back to his Six 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 Six has created.

 

 

Bean and Straw Relay

Semi-active, indoors.

Equipment: Per Six: 15 beans, 2 containers, 1 straw per boy.

Formation: Relay.

 

Have the first player in each line pick up a bean with a soda straw, carry it across the room and deposit it in a container. The first team to have all its beans deposited, wins.

 

 

Bucket Relay

Active, outdoors

Equipment: Per Six: 1 bucket half-filled with water; 1 empty bucket.

Formation: relay.

 

On 'Go', the first player runs to the other end of the playing area where the buckets have been placed, pours the water into the other bucket, leaves the empty bucket there, and carries the full bucket to the next player in line.

 

The second player takes the bucket with water down to the other end of the playing area and empties it into the empty bucket. He then picks up the full bucket and carries it back.

 

The relay is finished when all have had a turn. The winner is the team with their water intact.

 

 

Feather on a Yardstick

Active, indoors.

Equipment: Per six: 1 yardstick; 1 feather.

Formation: relay.

 

Give the first in each line a yardstick and a feather. On signal, he places the feather on one end of the yardstick, and holds the other end at arm's length while proceeding to the goal line and back. If the feather falls off the yardstick, the player must put it back on the yardstick before continuing. The first team finished wins. To speed up the game and for variation, use paper plates instead of yardsticks. You could even try to balance paper plates on the end of the yardsticks.

 

 

Banana Relay

Semi-active, indoors/outdoors.

Equipment: 1 banana per boy.

Formation: relay.

 

Line up the boys in relay formation, facing each other, and give each boy a banana. He must keep his right hand behind him while he eats the banana, which he must peel with his teeth. On the signal, the first boy peels and eats his banana. When he is able to whistle, the next boy may begin. The first team to finish wins.

 

 

Dizzy Izzy

Active, indoors/outdoors

Equipment: none.

Formation: Relay.

 

Line up the Sixes for a relay race. 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 Six 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.

 

 

Gum-Glove Relay

Semi-active, indoors/outdoors

Equipment: Per team: 1 pair of gloves; 1 paper bag; 1 stick of gum per player.

Formation: Relay.

 

Hand a closed paper bag to the first player on each team. The paper bag contains one pair of gloves and the 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 chewing all the gum in the bag wins.

 

 


OTHER TEAM GAMES FOR CUBS


 

 

Richmond Hill Hand Ball

Active, outdoors

Equipment: soccer or volleyball.

Formation: teams.

 

Divide the group into two equal teams. Find a suitable playing field about the size of a soccer field, with an area to be used as an end zone.

 

The play starts with a jump ball. The object is to move the ball down the field to score points. Players throw the ball to their teammates, or run with the ball. Players may not take more than five steps while carrying the ball. If they do, the ball is handed to the other team, who throws it in from the sidelines.

 

Points are scored when the ball is thrown to a teammate in the opposing team's end zone, and caught. The ball must be thrown from outside the end zone into the end zone and caught by a teammate. If the ball is missed or dropped, the opposing team gets a chance to move it out of their end zone. One point is scored for each catch.

The team with the most points after a given amount of time is declared the winner.

 

 

Metro Medley

Active, outdoors/indoors

Equipment: Per team: 1 conductor hat; 1 whistle

Formation: shuttle

 

Divide the group into two or more teams; line them up in shuttle formation, with half the team at one end of the playing area and the other half at the other end. The first member of each team is the conductor.

 

On 'Go', the conductor dons the hat, hangs the whistle around his neck and runs to the far end of the playing area, where one half of his team waits. Here, he picks up his first 'car' by bending down and placing his right hand between his legs, to join the left hand of the next player. Having attached the first car, the conductor blows his whistle and the two players run to the other end to pick up another car.

 

The relay continues until all players on the team are part of the 'metro'. The conductor signifies a complete train by blowing his whistle four times.

 

 

Tight Rope Walk

Semi-active, outdoors/indoors

Equipment: Per team: 20' rope, sweatpants, long underwear or large tights, moustache, derby hat, stool, 6' stick.

Formation: shuttle.

 

Line up the teams in shuttle formation at either end of their 20' rope. The first player on each team, on 'Go', puts on the moustache, tights and hat, picks up his balancing pole and walks along the rope.

 

Halfway across, he meets a stool; the player climbs over the stool and continues on his way to the other end of the rope where he exchanges his outfit with the next player.

 

The relay ends when all players have completed the walk TWICE - once walking forward and the second time backward.

 

 

Balloon Baseball

Active, outdoors/indoors.

Equipment: Balloons, balloon baseball markers.

Formation: teams.

 

Players are divided into two teams. Each team designates a pitcher who pitches to his own team.

 

Each batter gets two pitches to hit a balloon with his fist. If the balloon is hit, the fielding team tries to blow the balloon to the ground before the batter runs around the bases. If they do not, a run is scored. Play continues until everyone on the batting team has been 'up to bat'. Then the inning is over and teams switch places.

 

The game continues for a specified number of innings.

 

Note: Depending on the age of the players, the distance between the bases may be altered.