| 
 | 
 
	
		
		
		
		 
		Become A Sponsor
		  |  
		Why Ads
	
	 
      Cub Scout 
        Theme Games 
      
        From the 1994 Indian Nations 
          Council Powwow, 
"The Greatest Show on Earth"
      Table of Contents
       
        - December 
          1993 - Holiday Magic    
        
 - What's 
          Wrong With Christmas , Decorate The Tree, 
          Snowball Relay, Jingle Bell 
          Chow Mein , Helping Partners , Icicle 
          Hunt , Bundle Relay 
        
 - January 
          1994 - Exploring Alaska    
        
 - Snowfight, 
          Eskinose, Snowball Throw 
          , Gathering Snowballs , Eskimo 
          Circle Pass , Snowball Relay 
        
 
        - February 
          1994 - Blue And Gold Traditions    
        
 - Blue 
          And Gold Balloon Pop , After You , Fashion 
          Show , Mother And Cub Scout Clothespin Race, 
          Neckerchief Relay , Penny 
          Toss, Baden-Powell 
 
        - March 
          1994 - Wheels, Wings, Rudders    
        
 - Space 
          Race, My Ship Is Sailing , Steamboat 
          Race , Stagecoach, Bat 
          The Balloon
 
        - April 
          1994 - Shape Up    
        
 - Hop, 
          Step And Jump Relay , Back-To-Back Relay , 
          Astronaut Training , Walk 
          The Tightrope, Individual Skill Challenges, 
          Stork Stand, Frog Handstand, 
          Heel Click, Coffee Grinder 
          , Ankle Toss , Line 
          Jump , Elbow Toss And Catch  
        
 
        - May 
          1994 - Back To Nature    
        
 - Grasshopper 
          Relay , Centipede Race, Apple 
          Race, Birds Fly , Stay 
          Out Of The Puddle , Nature Alphabet Game, 
          Gardening 
 
        - June 
          1994 - Strong For America    
        
 - Battle 
          Of Bunker Hill, Ring The Liberty Bell, State 
          Landings, Minuteman, Run! , Independence 
          Tag , Miss Betsy Ross , Citizen 
          Test, Straw And Tissue Paper Relay 
        
 
        - July 
          1994 - Buckskin Pioneers    
        
 - Indian 
          Toss Ball, Trails , Log 
          Cabin On A Pop Bottle, Blind Horse Turnabout, 
          Indian Dirt Ball, Barefoot 
          Marble Race, Log-Rolling Relay, Jack 
          Straws 
 
        - August 
          1994 - Water Fun    
        
 - Catch 
          The Balloon, Spoon Race, Shoot 
          Out, Greased Pig Contest, Jump 
          The Creek, Up And Under, Rowing 
          Race, Walking Ping Pong  
        
 
        - September 
          1994 - Explore Your Neighborhood    
        
 - Litter 
          Sweep Relay, Map Game, Thumb 
          Fun Cutting, Once Around The Block, Two 
          Hat Game, The Way Home 
        
 
        - October 
          1994 - Achievement Parade    
        
 - Witches 
          Cackle, Poor Spud, Give 
          Him A Hand, Weathervane, Newspaper 
          Code, Funnel Catch, The 
          Old Witch Is Dead, Pencil And Lemon Relay 
        
 
        - November 
          1994 - Harbors, Stations, Airports    
        
 - Turkey 
          Feathers , Turkey Hunt, Traveler, 
          Hauling In The Nets, Turkey 
          Feather Relay, Train Relay, Runaway 
          Cars, Pumpkin Pie Toss 
        
 
       
      
      
      On a table or tray place a 
      number of Christmas-type objects, such as candy canes, bell, spring of holly, 
      ornament, etc. Through these scatter a number of objects which are not a 
      part of Christmas, such as a Halloween mask, green shamrock, red heart, 
      hard boiled egg, etc. Cover all objects until time to play the game, then 
      remove the cover and give the boys two minutes to look at all the objects. 
      Re-cover the objects and give all a pencil and paper. Ask them to write 
      down all non-Christmas objects. The one who remembers the most "out of place" 
      objects is the winner.  
      
      Cut a large Christmas tree 
      from a sheet of green paper. Cut ornaments of different shapes and sizes 
      from wrapping paper. Make two sets of ornaments. Have one set of ornaments 
      arranged on the tree. Let the boys study the tree and pick out an ornament 
      to hang. Blindfold the first person, turn him around a few times, then let 
      him pin or tape his ornament as close to its matching ornament on the tree. 
      The one that is the closest wins.  
      
      Divide the boys into two teams. 
      Give each boy a plastic straw. Give a team their own small box for their 
      snowballs (cotton balls). Place a large box about 8 to 10 feet in 
      front of the boys full of cotton balls. On the signal "Go", have the first 
      two players go to the box of cotton balls. Using the straw to draw air through, 
      pick up a cotton ball and take it back to his team box. When he drops his 
      cotton ball into the box the next players goes. If a player drops his cotton 
      ball on returning to his team box, he must pick it up with his straw and 
      no hands, then continue on to his team box.  
      
      This game is a good one to 
      test the skill of your boys. You'll need 2 shallow bowls, several jingle 
      bells and 2 full length pencils with erasers. To play the game, place all 
      the jingle bells in one bowl. The player uses the two pencils as chopsticks. 
      With the eraser end down, the player tries to transfer as many bells as 
      he can from one bowl to the other. He can use only one hand.  
      
      You will need a balloon for 
      each pair of partners. Each pair links arms and is given a balloon. On signal, 
      they start batting the balloon towards the finish line 50' away. They may 
      not unlink arms during the race. If the balloon falls to the ground, they 
      must stop and pick it up before going on.  
      
      You will need numerous pieces 
      of string in various lengths. Hide them around the room before the boys 
      arrive. Have the boys hunt for the "icicles". The leader ends the hunt after 
      a given period of time. The winner is the boy whose "icicles" form the longest 
      line when laid out end-to-end, not the player who collected the most pieces. 
       
      
      Boys line up in relay formation. 
      The first player in each line is given a ball of cord. On signal, he passes 
      the ball to the second player, but holds the end of the cord. The ball is 
      passed down the line, unrolling as it goes. When it reaches the end, it 
      is passed back up the line behind the backs of the players who must roll 
      the cord back into a ball.  
      
       Snowfight 
       This one creates quite a mess, 
      but it's worth it. Divide into two teams and put a divider down the center 
      of the room (like a couple of rows of chairs, back-to-back). The 
      two teams are on opposite sides of the divider. Give each team a large stack 
      of old newspapers, then give them five to ten minutes to prepare their "snow" 
      by wadding the paper into balls-the more, the better.  
      When the signal to begin is given, players start tossing their snow at the 
      opposing team which really does look like a snowstorm. When the whistle 
      blows, everyone must stop throwing. Judges determine the winner by deciding 
      which team has the least amount of snow on its side of the divider. 
       With larger groups, watch 
      out for players who lose their eyeglasses or other personal belongings in 
      the snow, which get pretty deep. After the game is over, provide plastic 
      garbage bags and have a race to see which side can stuff the snow into the 
      bags first. 
      
      Teams line up. One person on 
      the end of each line gets a lipstick smear on the end of his nose. The idea 
      is to see how far down the line you can pass the lipstick smear by rubbing 
      noses. The team that can get the farthest or the team that can get it to 
      the farthest in the time limit (thirty seconds, for example) is the 
      winner. A good prize might be Eskimo Pies.  
      
      Use a large wad of cotton or 
      a styrofoam ball. The boys are seated in a circle on the floor. "IT" sits 
      in the center of the circle. The boys throw the snowball to each other while 
      "IT" tries to intercept. When he succeeds, the boy who threw the snowball 
      becomes "IT".  
      
      Each boy takes a turn at trying 
      to pick up cotton balls and put them into a mixing bowl, blindfolded. 
       
      
      Eskimo boys play this game 
      with a 3-4 inch ball of sealskin filled with sand. Find a ball of similar 
      size. To play the game, boys knees in a circle and pass the ball around 
      from boy to boy with a flat, open hand (palm up). When first learning 
      the game, use two flat hands side-by-side rather than one. The object of 
      the game is to pass the ball around the circle as rapidly as possible without 
      actually grasping it. It can also be attempted with more than one ball at 
      a time.  
      
      Players divide into two teams 
      and line up relay style. Each team is given a "snowball" (cotton or styrofoam) 
      and a piece of cardboard. Players move the ball across the floor and back 
      by fanning it with cardboard. Do not touch with hands or cardboard. Each 
      player in turn repeats the action until all players on one team fans the 
      snowball down to the designated line and back. The first team to complete 
      the course wins.   
      
      
      You will need an even amount 
      of balloons in blue and gold. Separately each boy will be blindfolded and 
      will be led to the pile of balloons. The boy has 15 seconds to reach into 
      the pile of balloons and pull out balloons and then set on them and pop 
      them. Scoring: 5 point for each pair of blue and gold balloons and 1 point 
      for extra blue and gold balloons.  
      
      Divide boys into pairs. Each 
      pair sits with a small table, chair seat, lapboard, etc. between them. Give 
      each pair two spoons joined together with a length of string so that spoons 
      are only six inches apart. Place a slice of cake or dish of ice cream in 
      front of each boy. On signal, everyone starts to eat. Each boy must eat 
      only from his own dish and must not lift it from the table. The pair finishing 
      their dishes first wins.  
      
      This can be quite hilarious 
      if performed for others to watch. Divide group into teams of about 4 persons 
      each. Give each team a bundle of newspapers and a package of pins. They 
      select one person from their team to be the model. The others dress him 
      in a newspaper costume, tearing the paper where necessary and pinning the 
      pieces in place. Do not provide scissors. The most sensational costume wins 
      a prize.  
      
      Here is a good pack game for 
      your pack meeting that will get the mothers involved, too. Assisted by her 
      son, who runs to get the clothespins, a mother pins one or more paper napkins 
      on a line.  
      
      Boys line up in relay formation. 
      The first Cub Scout in each line holds a neckerchief and a neckerchief slide 
      in his hands. At the other end of the room opposite each line is another 
      boy or parent. At the starting signal, the first boy runs to the boy or 
      parent, places the neckerchief around their neck, puts the slide on, salutes, 
      takes the slide off, removes the neckerchief, and returns to his team. He 
      then gives the neckerchief and slide to the next boy in line who repeats 
      the process. This continues until each boy has had his turn.  
      
      Have boys form two lines. Give 
      one side a penny in a paper cub. Have the boy opposite him toss the penny 
      to him and he catches it in his paper cup. The tossing continues back and 
      forth with each side stepping out one step further apart each time until 
      only two boys have not missed. Elimination comes upon missing the cup with 
      the penny.  
      
      How many words of three or 
      more letters can be made from: BADEN-POWELL. Set time limit of 3-5 minutes. 
       
      
      
      Have two balls of different 
      colors for "spacecraft". The boys form a circle and are numbered 1,2,1,2, 
      etc. around the circle. The two spacecraft start from opposite sides of 
      the circle - one held by the Ones and one held by the Twos. At "blast off" 
      the space craft orbit around the circle, ones to ones and twos to twos. 
      The object is for one spacecraft to overtake and pass the other. 
       
      
      Seat the boys in a circle and 
      have the first member of the circle say, "Our ship is sailing, what is its 
      name?" The second person must then designate a name which begins with the 
      letter A. He may say, for example, "Our ship is the Albatross." Then turning 
      to the next person in line, he asks, "Who is its captain?" That person must 
      give the captain's name, which starts with the next letter in the alphabet, 
      the letter B. He might say for example, "The captain's name is Brown." "On 
      what sea does she sail?" He asks this question of the next person in the 
      line, who must reply with some answer beginning with the letter C. This 
      continues around the circle, using each letter of the alphabet. It is well 
      for your boys to devise their own questions, as this adds originality to 
      the game. However, you might suggest before starting the game that questions 
      such as these might be asked:   
      1. What is my ship's name?  
      2. Who is the captain?  
      3. On what sea does she sail?  
      4. Who is the pilot?  
      5. What is the cargo?  
      6. Under what flag does she sail?  
      7. What is our destination?  
      8. What do we see as we sail along?  
      9. What do we find in the ship's hold?  
      10. What great adventure do we meet on our trip? 
      
      Boys line up relay style. Each 
      boy locks his arms around the waist of the boy in front of him and holds 
      on during the race. On "go" signal, each group moves off as a body, walking 
      or running in step. They race to a given point and back again. First "steamboat" 
      to puff into port wins. For extra effects: Give first boy in each group 
      or den a bell or whistle to use during the race; give last boys rattles 
      to simulate stern paddle wheels.  
      
      The players are seated in a 
      circle. Each one is given the name or some part of the stagecoach - the 
      wheel, the hub, the axle, the seat, the door, the harness, the brake, the 
      horses, the driver, the passengers, the baggage, spoke, tire, step. One 
      of the party begins telling a story about a stagecoach, bringing in all 
      the different things related to the coach. As each thing is mentioned the 
      player (or players) representing it gets up and runs around his chair. 
      At some point in the story the storyteller shouts "Stagecoach" when everyone 
      must leave his seat and get a different one. The storyteller tries to get 
      a seat in the scramble, thus leaving another player to begin a new story. 
       
      
      Divide the boys into two teams. 
      If played at pack meeting have eight to ten players on a side. The two teams 
      sit on the floor or ground facing each other with the soles of his feet 
      touching the soles of the feet of the player opposite him. A balloon is 
      then tossed into the middle of the line by the leader. Each team tries to 
      bat the balloon over the heads of the its opponents. A point is scored each 
      time the balloon lands behind one of the teams. Players may use their right 
      hands only and if they lose contact with their opponents' feet, they forfeit 
      a point.   
      
      
      Divide the boys into two groups 
      and then let each side practice the hop, step and jump until each member 
      can do it. First member of each team toes a mark and takes into succession 
      a hop, step and jump. Second player does the same, toeing the last heel 
      mark of his teammate. Other members repeat the performance. The team whose 
      last man finishes out in front wins.  
      
      Players are divided into two 
      teams and take their places behind the starting line. Two members of each 
      team race at one time. They stand back-to-back and link arms so that one 
      walks forwards and the other backwards. At signal, pairs head for goal line 
      and come back, with player who has been walking backwards now walking forwards. 
      They touch off the next pair and the race continues until one team has finished. 
       
      
      This is a good physical fitness 
      relay. Two beanbags, two jump ropes and two rubber balls are needed. Divide 
      the players into tow teams. They stand behind starting line. At a turning 
      line 15 feet away are a jump rope, bean bag and ball. On signal, first player 
      runs to turning line, takes jump rope, jumps 10 times, tosses bean bag in 
      air 10 times and bounces ball on floor 10 times. He runs back to his team, 
      touches next player who repeats the action. First team to finish is the 
      winner.  
      
      Line the players up in two 
      teams. Give each team a 10' long piece of string -their "tightrope" and 
      a cardboard roll from paper towels or toilet paper. Lay the string in a 
      straight line on the ground. The first player from each team stands at the 
      end of his teams tightrope and balances a cardboard roll in his open hand. 
      He must balance the roll as he walks the length of the string and back. 
      He then passes the roll to the next teammate. If he steps off the string 
      or drops the roll, he must take two steps back before starting forward again. 
      The first team of successful tightrope walkers wins the game.  
      
      
      Stand with hands on hips. Place 
      one foot against the inside of your other knee. Bend the raised knee outward. 
      Count to ten without moving from place.  
      
      Squat and place your hands 
      flat on the ground. Keep arms between legs. Lean forward slowly, shifting 
      weight of body onto hands and elbows until feet swing free of ground. Keep 
      head up and point toes backward.  
      
      Stand with your feet apart. 
      Jump into the air, click your heels twice. Land with your feet apart. 
       
      
      With one hand on the ground, 
      arm stiff, body stretched out straight, head back, walk around in a circle, 
      using arm as a pivot.  
      
      Hold a ball firmly between 
      ankles or feet. With sudden jump, kick feet backwards and up so ball is 
      tossed in air and curves over your head. Catch it as it comes down. 
       
      
      Stand with toes touching a 
      line. Lean over and grasp toes with hands. In this position attempt to jump 
      over the line without letting go of toes.  
      
      Hold right arm (if right-handed) 
      out at side, shoulder height and bent at the elbow. A coin or beanbag is 
      placed on elbow. With a quick motion, drop arm and try to catch coin or 
      beanbag as it falls, in the same hand.  
      
      
      Relay teams line up single 
      file. The first player in each team holds a bean bag or ball firmly between 
      his knees. At signal, he hops to goal line and back to the starting line 
      where he hands the bag to the next "grasshopper" in line. If a player drops 
      the bean bag, he goes back to the starting line. Team to finish first wins. 
       
      
      It is best to run this race 
      outdoors on soft ground. If you try it on a hard floor, it will be hard 
      on hands and knees. Divide the group into teams of two players each. The 
      players on each team get down on their hands and knees, one behind the other. 
      The one in back grasps both ankles of his partner in front of him, so that 
      each pair forms something resembling a centipede. On signal, the centipedes 
      move away from the starting line, and creep toward the finish line. 
       
      
      Contestants are required balance 
      an apple on top of the head and walk to a goal line. If the apple falls 
      off, the contestant must go back to the starting point and begin again. 
      This race could be done with almost anything on top of the head, apples, 
      oranges, books, etc.  
      
      All players stand with hands 
      on hips. The leader stands in front, calling out the names of various animals 
      and saying that they fly. If the animal really does fly, the boys make flapping 
      motions with their "wings". If a boy makes an error - says that an animal 
      flies, but it doesn't - he is eliminated. The leader may try to confuse 
      the players by flapping his own wings every time. Examples of calls: "Robins 
      fly, pigs fly, ducks fly, hawks fly, horses fly," etc.  
      
      Establish two lines about 20' 
      to 30' apart. Divide the group into two teams, then divide each team in 
      half. One half of each team stands behind each line on the playing field. 
      The object of the game is to move each half of each team to the opposite 
      side of the "puddle" (playing field). This is done using 2 large 
      juice cans or 3lb coffee cans.   
      To begin, the first players from each team stand on a can behind one of 
      the lines while holding another can in one hand. When the leader says "Go," 
      each player places the second on the ground in front of the line and steps 
      on it. While balancing on this can, the players pick up the first one and 
      put it in front to serve as the next step. If a player loses his or her 
      balance and touches the ground, that play must start again from the beginning. 
       When players reach their team 
      members on the other side, they place a can in back of the line for the 
      next player to stand on to get his or her balance. The first player hops 
      off in back of the line and hands the next player the free can. The next 
      player crosses back across the "puddle." The game continues until one team 
      has successfully switched all players from one side to the other. 
      
      Divide den into two teams. 
      Give each team a pencil and paper and ask them to list growing things for 
      each letter. (Example: Ant, Butterfly, Crocus, etc.). Set a time 
      limit. The team with the longest list wins.  
      
      Dive the boys into two parallel 
      lines about ten feet apart. The leader stands at the head to call the names 
      of vegetables. When corn is called, the Cub Scouts are to grasp their ears, 
      on carrots they point to their eyes, for onions they hold their nose. When 
      cabbage is called they place both hands on their head, and for potatoes, 
      they point to their eyes. The leader referees to see which line responds 
      first with the desired action. The first line to have all its members perform 
      the correct action scores a point. The winner is the line that scores ten 
      points first.  
      
      
      The boys should be divided 
      into two teams, one team representing the minutemen and the other the British. 
      Draw two lines from ten to fifteen feet apart and stand the contestants 
      on these lines, facing each other. Give each team four beanbags. When the 
      signal is given to "fire" the teams "shoot" at each other by tossing the 
      bean bags at the opposing line. If a player is hit by a bean bag, he is 
      a "casualty" and must drop out of the game. However, if a player sees a 
      bag coming toward him, he may catch the bag and continue playing. The game 
      should continue until either the Minutemen or British are vanquished. 
       
      
      To make this game, you'll need 
      a bell, a wire coat hanger, some heavy cord or rope, and a small rubber 
      ball. Bend the coat hanger into a hoop, with the hook at the top. Hang the 
      bell in the middle of the hoop with the rope, and then tie the hoop from 
      a low tree branch. This game may be played by individuals or teams. The 
      players take turns trying to throw the ball through the hoop. Have a person 
      stand on the other side of the hoop to catch the ball. Keep score as points 
      are made. Each time the bell is rung, the player scores three points. If 
      the ball goes through the hoop but doesn't touch the bell, he scores two 
      points. If the ball hits the outside of the coat hanger, the player scores 
      one point. Each player throws the ball only once per turn, and gets five 
      turns. After everyone is finished, add up the number of points scored by 
      individuals or teams.  
      
      Cut cardboard circles of different 
      sizes to represent the states. Suspend them from the ceiling. Make paper 
      airplanes and let each player have 3 chances at throwing a plane and hitting 
      a state. Have the player stand about 6 feet away. Set a point value on each 
      state, the smallest being worth the most points. The player with highest 
      score wins.  
      
      To play this game, the players 
      form a circle and hold hands. A person is chosen to be "it" and stands inside 
      the circle. He walks around the circle, tapping each player's hands as he 
      says each word of the rhyme, "Red, white, blue, out goes you!" The two persons 
      he taps on the word, "You," run around the circle in opposite directions. 
      "It" steps into one of the empty places. The last one to get back to the 
      other empty place becomes "it".  
      
      As in all tag games, "IT" pursues 
      the rest of the players and tries to touch one of them. When one has been 
      touched, he must keep his hand on the spot where he was touched and pursue 
      the others. His hand cannot be freed from this spot until he has tagged 
      someone else. The idea is to tag people in inconvenient places...on the 
      ankle, knee etc.  
      
      Give each player paper and 
      crayons or pieces of colored construction paper and tell them that they 
      have been commissioned to design a new American flag. After the designs 
      are finished, take a vote to see which design wins. The winner is crowned 
      "Miss Betsy Ross".  
      
      Two team face each other with 
      a wide space between them. The leader asks each player a question about 
      the Declaration of Independence, the Star Spangled Banner, the President, 
      Vice-President, Governor, or other fitting subject. A correct answer entitles 
      that team to one step forward. An incorrect answer passes the question to 
      the other team. The team to cross the other team's starting line first is 
      the winner.  
      
      Each player is given a straw. 
      The two end players on each relay team are given a small square of tissue 
      paper. They draw their breath through the straws and hold the paper against 
      the end of the straw. The next player in line removes the paper to his own 
      straw in the same manner. He passes it on to the next player, and so on 
      down the line. If the paper falls to the floor, it must be picked up by 
      putting the end of the straw against it and breathing in.   
      
      
      Make ball by fastening a strong 
      10-inch cord to an old tennis ball or softball. Each boy lies flat on his 
      back with his shoulders resting on a starting line. Holding the cord of 
      the ball in his hand and arm at his side, he swings the arm up and over 
      his head and throws the ball behind him as far as he can. Boys mark their 
      point where the ball lands.  
      
      Two groups each mark a trail 
      through a designated area without harming or defacing the environment (for 
      example, by using small rocks in a certain formation, broken sticks found 
      on the ground, small dots of flour, etc.). The two groups meet back 
      at a starting point at an agreed-upon time and try to follow each other's 
      trail.  
      
      Dive the boys into two groups. 
      Give each boy 10 toothpicks. The object is for each player to alternately 
      place a toothpick across the top of a pop bottle until the stack falls. 
      His side must then take all the toothpicks knocked off. The first side to 
      get rid of all their toothpicks wins. If a player knocks one toothpick off, 
      he picks up just that one toothpick  
      
      Divide players into teams of 
      two. Player #1 is the backseat driver and player #2 is the "blind horse" 
      with a paper bag over his head. The horses and riders line up at the starting 
      line about 30 feet from the finish. On signal, horses start moving. The 
      rider directs his horse with verbal signals (bear right, whoa, go left, 
      etc.). The rider may not touch the horse. The first horse to finish 
      wins.  
      
      Divide Cub Scouts into two 
      teams and give each boy a yardstick or rolled up newspaper. Place a tennis 
      ball in the middle of the playing area. On the sound of the whistle each 
      team will try to maneuver the ball to their goal, with their yard sticks, 
      to earn points (usually 1 point per goal) while the other team tries 
      to steal the ball and make a goal of their own. The ball cannot be batted 
      across the playing area. It must be rolled across the floor to the goal. 
      Strict rules are needed for this on the handling of the yard sticks or newspapers. 
       
      
      Boys remove shoes and socks. 
      Place two marbles on the starting line in front of each boy. On signal, 
      he grasps the marbles between his toes and walks to the finish line. If 
      he drops a marble, he must stop and pick it up with his toes before continuing. 
       
      
      Divide into two teams. On signal, 
      first boy on each team uses dowel or broomstick to roll log to turning line 
      20 feet away and back. Others repeat the action. Logs may be two-foot sections 
      of six-inch logs, or make logs by taping two round oatmeal boxes together. 
       
      
      You need 25-30 six-inch long 
      drinking straws and a wire hook. The hook may be made by straightening a 
      paper clip into a J-shape. Dump all the straws in a pile on the ground or 
      table. Players take turns. Each tries to lift out as many straws as he can 
      without disturbing any of the others. When any straw moves except the one 
      he is trying for, his turn is over and the next boy plays. Winner is the 
      one who gets the most straws.   
      
      
      Balloons filled with water 
      are flipped with a towel held by one Cub Scout on each end, holding the 
      towel between them. Two teams of four boys flip a water filled balloon between 
      them. They start out three feet apart, and with each progressive flip they 
      each step back one pace. They continue in this manner until the balloon 
      bursts. If you miss you get wet! Can be done by Packs with several pairs 
      of teams.  
      
      The players race across the 
      shallow end of a swim area carrying a ping-pong ball on a spoon held between 
      their teeth. If the ball falls off, the player must start over.  
      
      Candles are placed on a tray 
      about 6' to 8' away from a line of players. The candles are lighted and 
      the boys take turns trying to shoot out the flame with a water pistol. If 
      a player succeeds, he earns one point and the candle is relighted for the 
      next player. Winner is the boy with the most points at the end of a designated 
      time.  
      
      Have all boys gather around 
      edge of pool. Place a small watermelon in the center of the pool. The first 
      boy to get the watermelon up on the bank gets to keep it.  
      
      Each boy does his best and 
      tries to improve his last jump. Two ropes are laid parallel and close together. 
      One at a time, the boys jump across the "creek". After all have jumped, 
      the distance between the ropes is increased slightly. The boys must not 
      step in the creek (between the ropes) or on the water edge (the 
      rope) or they are eaten by sharks and must leave the game.  
      
      You'll need one rubber ball 
      for each team ( the larger the ball, the more fun, but balls should be kept 
      the same size). Teams line up relay formation in waist-deep water. A ball 
      is given to the first boy in each line. On signal, he passes the ball overhead 
      to the second boy, who passes it between his legs to the third boy, who 
      passes it overhead, and so forth to the end of the line. The last boy "runs" 
      to the head of the line and passes it as before. First team back in its 
      original order is the winner.  
      
      Divide into relay teams 
        Each player sits or kneels 
      in a large cardboard box and propels himself to the goal line by using two 
      short broomsticks with rubber tips. 
      
      Each player has a ping pong 
      ball. In armpit deep water the players drop the ball in the water in front 
      of him. He starts to blow it across the pool as he walks to the other side. 
      The first one whose ball touches the other side of the pool is the winner. 
      Variation: Swim across instead of walk.   
      
      
      Divide into two teams and give 
      each team a broom and a small pile of dry trash -soda cans, paper, small 
      plastic bottles, etc. On signal, the first boy on each team sweeps the trash 
      to a certain point and back. The next team member then takes over, and so 
      on until all have run. First team finished wins. If a boy loses any trash 
      he must sweep back and pick it up.  
      
      Divide den into two teams and 
      give each team pencil and paper. Ask each team to draw a map showing the 
      location of some relatively small object within a short distance of the 
      meeting place. (Example: fire hydrant, basketball backboard, bicycle 
      rack, stop sign).   
      The teams exchange their completed maps and study them. Then, under supervision 
      of the den leader the teams try to find the object on the map. Score two 
      points if a team's map is reasonable accurate, one point for finding the 
      object on the other team's map. 
      
      Divide group into relay teams. 
      Each team captain is given roll of scotch or adhesive tape. He goes from 
      player to player taping the thumb to the forefinger, making the thumb useless. 
      When the thumbless teams are ready, the game proceeds as follows. Each team 
      captain is given a pair of scissors and a strip of paper (such as adding 
      machine tape) long enough to stretch the length of the team who stand 
      close together. At a signal, the captain cuts down the middle of the paper 
      strip until the next person can take the scissors, players will each cut 
      about 12". First team to cut through all the paper strip wins. Torn strips 
      disqualify the team.  
      
      Hikers go "once around the 
      block", then their observations are tested. Who has seen the most round 
      things? What kind of trees were seen? What did you see that was orange? 
      Etc.  
      
      To find out what Cub Scouting 
      is all about, all new members work first on the Bobcat rank. Boys can earn 
      their Bobcat badge and have fun by playing the Two-Hat game.  
       Put two Cub Scout hats on 
      a table. Write the following sentences on separate strips of paper or make 
      up your own. Fold the strips and place them in one hat.  
      Each boy writes his name on a slip of paper and folds it. These slips are 
      placed in the other hat. The leader draws a name from this hat. The boy 
      whose name was drawn picks one of the requirement slips from the other hat. 
      He reads it aloud and does what the strips says.  
      Give the Cub Scout Promise.  
      Say the Law of the Pack. Tell what it means.  
      Explain what Webelos means.  
      Show the Cub Scout sign and handshake. Tell what they mean.  
      Give the Cub Scout motto and salute. Tell what they mean. 
      
      Have a sheet of paper with 
      30-40 dots printed randomly on it. Hand it out to everyone and tell them 
      they have ____ minutes to make their "way home", by connecting the dots 
      and creating something unique. Have everyone sign it and then collect them 
      to be displayed.   
      
      
      One player is chosen to be 
      it. He leaves the room, while the other boys choose a witch. The boys sit 
      down in a half circle. The player who is it comes back into the room. He 
      turns his back to the half circle. The "witch" cackles. The player turns 
      around and tries to guess who is the witch. If he guesses wrong, all the 
      players cackle. Continue until the player guesses the witch or limit the 
      guesses to three, then change players.  
      
      Draw a large circle on the 
      ground and place potatoes in the center (one fewer than there are players.) 
      Tell the players to march around the circle, blow a whistle and players 
      grab a potato. The one without a potato sits out the next game, you now 
      take out another potato and play again, and so on. The last player is the 
      winner.  
      
      Divide the players into teams 
      and arrange in line formation with the teams facing each other. Give the 
      first player of each team a 12" x 6" plastic bag which he slips over his 
      right hand. At signal the first player shakes hands with the second player. 
      The second player while shaking hands with his teammate, transfers the bag 
      to his own right hand using his left. In effect, he turns the bag inside 
      out as he slips it off his teammate's hand onto his own. Player #2 turns 
      and shakes hands with player #3 who does the same thing with the plastic 
      bag. When the bag reaches the last player, the game is over and the first 
      team to finish wins.  
      
      Use a compass to establish 
      the four main directions in a room. Have all boys stand facing one player 
      is the "wind." The wind tells the direction he is blowing by saying, "The 
      wind blows....south." All players must face south. If a player is already 
      facing that direction and moves, he is out. The wind may confuse the game 
      by facing any direction he wishes. Players turning the wrong direction are 
      out. The winner is the last player still in the game.  
      
      Use pencils or crayons of several 
      different colors and a sheet of newspaper for each boy. Have each boy write 
      a message with one of the colors by circling letters going from left to 
      right and top to bottom. Then use the other colors and circle other letters 
      all over the page so the real message is hidden. Exchange papers and have 
      someone else decode the message.  
      
      Make a funnel from a piece 
      of cardboard. The contestants bounce a rubber ball off the wall with their 
      right and hand and must catch the ball in the funnel in his left hand after 
      the ball bounces on the floor. Allow three tries, and score one point for 
      each successful throw.  
      
      Players set in a circle. The 
      first player says "The old witch is dead". The player on his right asks 
      "How did she die?" The first player replies "Trying to fly". He waves his 
      left arm up and down and keeps waving it as the second player turns to the 
      third player and says "The old witch is dead". The third player asks the 
      question and gets the same reply. This continues around the circle until 
      all players ar waving their left arms in the air. Then the first player 
      starts again with "The old witch is dead". "How did she die?" asks the second 
      player. "Patting her head" replies the first player, and so on until all 
      players are patting their heads with their right hands and waving their 
      left arms. The next answer is "Kicking up high", with one foot kicking high 
      in the air, while patting head and waving arm. Finally, everyone is doing 
      all three motions. The leaders looks at the circle and says loudly "No wonder 
      the old witch died. She died of laughter!"  
      
      At signal, first player in 
      each relay team pushes a lemon across the room with a pencil until it touches 
      the opposite wall or crosses a goal line. He then picks up the lemon and 
      brings it back to the next player on the team. Don't try to push the lemon 
      too fast - it will spin and slow player down.   
      
      
      Divide the boys into teams 
      and you'll need a feather, paper plate and rattle for each team. Line up 
      teams in parallel lines at one end of the playing area. On "GO", the first 
      team member fans a feather with a paper plate while constantly shaking the 
      rattle with his other hand. Each boy must negotiate the feather to a designated 
      spot, and back to the next team member. The first team to finish is the 
      winner.  
      
      Boys roll a set of children's 
      alphabet blocks as dice. Or make a set of dice with letters of the alphabet 
      marked on them. They try to make letters in the word turkey turn up on the 
      dice. Each correct letter counts 25 points. First boy to reach 150 points 
      (or spell the word turkey) wins. Each player gets three rolls each 
      turn.  
      
      One player who is "it" stops 
      before another player, points his finger, and announces, for instance, "I 
      am going to Chicago". The player before whom he has stopped must call the 
      names of three things before "it" can count to ten. All three of these things 
      must begin with the first letter of the announced designation of the traveler, 
      such as "candy, cotton and carrots." If he fails to do so, he takes the 
      traveler's place.  
      
      Each player is given two sheets 
      of newspaper. He holds a sheet by a corner in each hand, arms extended. 
      The winner is the Cub who can first squeeze both sheets into two balls without 
      moving arms or putting hands together.  
      
      Divide group into teams, relay 
      style. First player in each team holds a long turkey feather. Each team 
      uses a different color feather. At a signal, he throws his feather, javelin 
      style, toward the finish line. As soon as it comes to earth, he picks it 
      up and throws it again. When it finally crosses the finish line, he picks 
      it up, runs back and hands the feather to his next teammate. First team 
      to finish flaps their arms and gobbles like a turkey.  
      
      Line boys up for relay. First 
      Cub Scout WALKS to finish line, comes back and touches next Cub Scout, who 
      hitches on. Then both go to the line and return. Third boy hitches on, etc. 
      The last Cub Scout is the caboose. He must hitch on backwards. First team 
      to finish wins.  
      
      This is a den or pack tag game. 
      It may be played by individual dens or the pack. Designate one boy as the 
      locomotive. He will be "it". The rest of the boys will be runaway cars. 
      The object of the game is for the locomotive to catch the runaway cars. 
      When caught, they hook on behind the locomotive. The game continues until 
      the train is completed.  
      
      Suspend a hoop from a high 
      spot, or use a coat hanger bent to a round shape. Players attempt to sail 
      five nine-inch paper plates through the hoop. Score: 25 points for each 
      successful try.
       |  
  |