Indoor Games

From Jim Speirs and others

Table of Contents

  • St. George and the Dragon
  • Ride 'Em Cowboy
  • Consumer's Report
  • Popstick Slapshot
  • Balloon Balance
  • Hare Hop
  • Streaker
  • The Elephant Hunt
  • Submarine Dive
  • Rabbit Down a Hole
  • Dutch Football
  • This is My House
  • Express Post
  • Mopping Him Up
  • Tadpoles
  • Chair Pass Ball
  • Snatch the Bobbin
  • Beating the Bounds
  • Filling Santa's Sack
  • Balloon Football
  • Cat and Mouse
  • Balloon Battle Royal
  • Balloon Basketball
  • Balloon Crab Ball
  • Balloon Push Ball
  • Balloon Volleyball
  • Grab-it
  • Ball Over
  • Cover the Chair
  • Witches' Wand
  • Cat's Tail
  • Eat the Fishtail
  • Chair Basketball
  • Blind Balloon Volleyball
  • What Am I?
  • Who Is Missing?
  • Submarines
  • Step tag
  • A.B.C. Ship
  • Animammal Conference
  • Patriotic Colors
  • Creating Critters
  • Gazelle Stalking
  • Spillikins
  • Kim's Game
  • Kim Pairs
  • Smelling Kim
  • Balloon Bursting
  • Balloon Darts
  • Back-to-Back Balloon Bursting
  • Buzz-Bomb Balloon
  • Catch the Balloon
  • Blindman's Bluff
  • Blow! Blow! Blow!
  • The Guessing Blind Man
  • Good Morning, Mr. Jones
  • Poor Pussy
  • Above and Below
  • Find the Leader
  • Hats Away
  • Ha, Ha, Ha
  • Wake Up!
  • Who Has Gone From the Room?
  • Hidden Object
  • The Mystifying Reader
  • Famous Pairs
  • That's My Name
  • Indoor Track Meet
  • 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; 18inflated 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; 1bottle 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.

    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.


    Active, outdoors/indoors.
    Equipment: Per team: sweat pants; 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) sweat pants 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 sweat pants 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.

    The Elephant Hunt

    Equipment: soccer ball; chalk
    Formation: scatter

    Two chalk lines are drawn about three meters apart in the center of the room. This is elephant country. All the leaders are hunters and the Cubs are elephants. The hunters are ranged on either side of the lines and must not enter elephant country. The hunters catch the elephants by hitting them below the knees, with the soccer ball. Any Cubs who are caught become hunters until there is only one elephant left as the winner.

    Submarine Dive

    Equipment: Piece of chalk
    Formation: Scatter

    Draw a number of small chalk circles - submarines - around the room with one less than the number of Cubs in the Pack.

    The Cubs hop, walk or run round the room according to the direction given by the leader. When he calls 'Submarine Dive!', each Cub tries to get into a submarine. The one Cub who is left out stays on a submarine for the next game and so gradually the submarines become occupied. The winner is the one who gains the last vacant submarine.

    Rabbit Down a Hole

    Equipment: None
    Formation: Pairs, scattered

    The Cubs stand in pairs facing each other and holding hands to make arches. The pairs are spaced at random around the room.

    The Cubs are respectively 'rabbit and hunter'. The 'hunter' gives chase to the 'rabbit' who dodges around the trees, finally going down a hole, e.g., running into an arch and standing with his back to one of the Cubs making the arch. This Cub immediately breaks away and becomes a 'rabbit' and the 'ex-rabbit' becomes part of the arch. If the 'hunter' catches the 'rabbit', they exchange roles.

    Dutch Football

    Equipment: Piece of chalk; 4 balls
    Formation: Teams

    The room is divided into four sections with chalked lines.

    The Pack is divided into four teams, one standing in each section with a ball. On the word 'GO', all the Cubs must hop on one leg and endeavor to keep the balls out of their section by kicking them with the foot they are hopping on. On the call 'PACK', they must all stop dead where they are and any section that has no balls gets a point. The leader should be quick to notice where the balls are when 'PACK' is called, as the balls may easily roll into another section. For this reason, sock balls are recommended instead of ordinary ones.

    This is My House

    Equipment: Chalk
    Formation: Scatter

    Draw a number of circles on the floor, just big enough for a Cub to stand in and two less than the Cubs in the Pack. These are houses.

    One of the two extra Cubs is a 'rich man' and the other a 'policeman'. The 'rich man' goes around the country buying up houses without the owner's permission. He runs up to a house and says, 'This is my house!', whereupon the owner runs to another house and says the same thing, and so the game goes on.

    Meanwhile the police are on the trail of all these people who remove without telling them, and the 'policeman' runs around trying to catch them changing houses. When he does catch an owner on the move, they change roles.

    Express Post

    Equipment: 1 bean bag; 2 boxes or chairs
    Formation: Circle

    List the names of some towns, one for each Cub in the circle.

    The Pack stands in a circle, the leader gives each Cub the name of a town. The bean bag is placed in the center and the two boxes or chairs are positioned outside the circle as mail boxes.

    One Cub is the 'postman', who call, 'I have a letter to deliver.' The players call out, 'Where from?' The 'postman' calls out the name of a town and runs away with the bean bag pursued by the Cub who represents that town. The 'postman' suddenly places the bean bag in one of the mailboxes and makes a dash for the place vacated by the pursuing Cub. That Cub picks up the bean bag and tries to touch the 'postman' before he can get in. If he succeeds, the 'postman' is sacked and the other player takes his place.

    Mopping Him Up

    Equipment: 1 dish mop; a pail or bucket
    Formation: Circle

    The Cubs stand in a large circle with the pail in the middle. They all hold out their hands. One Cub with the mop walks round the inside of the circle and taps someone on his hands. He then rushes to the pail, drops the mop in and tries to run back and take the other Cub's place. Meanwhile, the moment the Cub in the circle is tapped, he dashes to the center, picks up the mop and tries to touch the first Cub before he has taken his place.

    If he is not successful, he becomes the Cub in the center.

    Note: If the room is very long and narrow, the Cubs may be lined up at one end of it with the bucket at the other.


    Use rolled up newspaper and tied with string, with a chair placed in the center of the circle. One Cub goes around the inside and hits a Cub on the backside, runs to the center, places the news- paper on the chair and runs back to the vacant spot before the hit Cub can retrieve the newspaper and hit him back. If the newspaper falls off the chair, the person hitting must pick it up and place it on the chair. Place in two or three rolls to really get the game going.


    Equipment: 1 ball; whistle
    Formation: Teams

    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

    Equipment: Soccer ball or volley ball; whistle
    Formation: Teams

    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

    Equipment: 3 cotton reels (bobbins); chalk
    Formation: Teams

    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.

    Beating the Bounds

    Equipment: 4 oil drums or metal pails or metal chairs; 2 large tent pegs or sticks
    Formation: Teams

    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.

    Filling Santa's Sack

    Equipment: 1 balloon per Cub, with a few reserves; 1 sack per Six
    Formation: Sixes

    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

    Equipment: A supply of balloons
    Formation: Teams

    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

    Equipment: Whistle
    Formation: None

    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

    Equipment: A supply of balloons; string
    Formation: Scatter or circle

    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

    Equipment: A small supply of balloons; 2 boxes or wastepaper baskets for goals
    Formation: Teams

    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

    Equipment: A supply of balloons
    Formation: Teams

    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

    Equipment: Balloons
    Formation: Teams

    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

    Equipment: Balloons; rope to stretch across the room
    Formation: Teams

    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.


    Equipment: Balloons
    Formation: Teams

    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

    Equipment: 1 soccer ball or volley ball
    Formation: Teams

    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'.

    Cover the Chair

    Equipment: 1 chair per Cub
    Formation: Circle

    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.

    Witches' Wand

    Equipment: 1 15' rope weighted at one end
    Formation: Circle

    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.

    Cat's Tail

    Equipment: A supply of colored yarn, 2 colors, one for each team
    Formation: Teams

    To get your Cubs in the Halloween mood, try this game. Hide several pieces of cloth or yarn - a different color for each team. One Cub on each team is a 'cat without a tail'. At the signal, all Cubs search for tails of their color. 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

    Equipment: None
    Formation: Single line

    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.

    Chair Basketball

    Equipment: 1 chair per person; 1 set of headbands for one team; inflated round balloons; 2 score cards
    Formation: Circle-sitting on chairs- alternating teams

    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

    Equipment: 1 volleyball net; 1 blanket to cover net; 1 referee per balloon
    Formation: Teams

    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?

    Equipment: None
    Formation: Circle

    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?

    Equipment: None
    Formation: Circle

    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!


    Equipment: A blindfold
    Formation: Scatter

    Two chairs are set up about three metros 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!

    Step tag

    Equipment: A blindfold
    Formation: Scatter

    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

    Equipment: 5 beans for each Cub
    Formation: Circle

    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

    Equipment: Construction paper; scissors
    Formation: Pairs

    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

    Equipment: None
    Formation: Circle

    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

    Equipment: Scissors; construction paper; glue
    Formation: Small groups

    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

    Equipment: 2 blindfolds; 1 chain of bells
    Formation: Circle

    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:

    1. A clicking sound with the tongue, and

    2. A blowing sound (like the howling wind).

    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.


    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

    Equipment: 12 articles on a tray - ordinary items such as string, ink, rubber, calendar; piece of paper and pencil per Cub

    Formation: Circle

    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

    Equipment: 12 objects on a tray; pencil and paper per Cub
    Formation: Circle

    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

    Equipment: A collection of dried foodstuffs which have a distinctive smell, e.g., coffee; tea; sage; rosemary; etc. and each in an identical container or in a small square of muslin tied with cotton; paper and pencil per Cub

    Formation: Circle

    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

    Equipment: 1 balloon; uninflated, per Cub
    Formation: Scatter

    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

    Equipment: A supply of balloons; darts; a backboard
    Formation: Lines

    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

    Equipment: A supply of balloons
    Formation: Pairs

    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

    Equipment: 1 uninflated balloon per Cub
    Formation: Line

    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

    Equipment: 3 or 4 balloons
    Formation: Circle

    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

    Equipment: 1 chair per person; 1 blindfold
    Formation: Circle

    '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!

    Equipment: 1 jack-o'-lantern; 1 candle; 2 blindfolds
    Formation: Teams

    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

    Equipment: 1 blindfold
    Formation: Teams

    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

    Equipment: 1 blindfold; 1 pointer
    Formation: Circle

    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

    Equipment: 1 blindfold
    Formation: Circle

    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

    Equipment: None
    Formation: Circle

    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

    Equipment: None
    Formation: Circle

    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

    Equipment: 1 hat per person
    Formation: Circle

    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

    Equipment: None
    Formation: Circle

    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.


    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?

    Equipment: None
    Formation: Circle

    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.

    Hidden Object

    Equipment: 1 thimble, ring or coin
    Formation: Scatter

    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

    Equipment: Pencil and paper for each Cub
    Formation: Circle

    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

    Equipment: Name tags
    Formation: Scatter

    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

    Equipment: Paper; Magic Marker
    Formation: Lines

    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 chalk line on the floor.

    Foot Race: 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 piece 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 beanbags, 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 match sticks, 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 chalk line. 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.

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