When the song ends, the Fishermen try to net the Fish by get- ting the rope around them. Fish who get caught join the Fishermen for the next round. The game continues until all fish are caught or until a certain time limit is reached. The player must do the opposite of what is called.
Score one point against a player who does the wrong thing. The Chaser must stay out of all circles. The circle players may run between circles. Circle players are safe as long as they are in a circle. When one is tagged between circles, he becomes Chaser. One player is the Cat, who sits nearest the pile. The others are Mice. The Mice try to snatch one of the sticks and toss it over their shoulder before the Cat can tag them.
When a Mouse is tagged, he becomes the Cat. Each player is given five marbles. One player stands with his heels together, toes spread wide. The other player kneels about five feet away and tries to toss a marble so it stays between the feet of the other.
If he fails, he loses the marble. If he hits it, he takes the marble. If not, he loses his own marble. The players change places for the next round. You give an oversized T-shirt to each team, one large enough to fit all the players on each team, the largest player on any team determines the size of the T-Shirt needed. Have the two teams line up. The first person in line puts on the T-Shirt.
They turn and face the second player in their team's line. The first and second players both hold each others hands. Then when you say GO, the rest of the team in their line pulls the shirt up and over the first players head, down the first player's arms and up the arms of the second player and over the second player's body the shirt will be inside out at this point. Then the second player turns and faces the third player and the team repeats the process.
They continue this all the way down their team's line until the last player is wearing the T-shirt. The team to transfer the T-shirt through their whole team first wins. If you want to make the game last longer, have them relay the T-Shirt all the way to the last player and then back up the line to the first player again. This could be a funny game to see played on a Cub Scout or Boy Scout Family night or just for fun anytime. If you have a lot of parents on a family night you could have the adults play the game and the boys could watch.
I think the boys would get a big kick out of watching the adults compete. Then when the adults are done you could have the boys do it and the parents could get a laugh. Divide boys into 2 or more teams. Pick a team leader for each team. His job will be to blow a bubble for the first boy on his team. The boy will fan it with a paper plate until he gets to the finish line. If his bubble breaks the boy stops where he is and waits for his team leader to come and blow a new bubble for him.
When everyone on the same team has had a turn and fanned a bubble over the finish line they win. The two boys stand back-to-back and link arms so that one will walk forward and the other backward. At the signal, the two pairs head for the goal, when they get there, they reverse direction so that the one who was walking backward is now walking forward. They continue walking until they get back to the starting line to touch off the next two players on the team.
After he draws the head, he folds the paper so that only the neck shows. He then walks back to his Den and tags the second player in line. The second player walks down and draws the shoulders, folds the paper, walks back and tags the third player. The relay continues on down until the figure is complete with waist, hips, legs and feet. The fun of this relay is opening up the piece of paper and passing around each 'creature' that each Den has created. Have the first player in each line run up to a given point, place one finger on the floor, revolve around his finger seven times, and run back to tag the next player in line.
Repeat until all have had a turn. Keep the runners away from the walls and other obstacles. Variation: Give each team a baseball bat or equivalent. Have the boys run up, put the bat against their forehead, the other end of the bat on the floor and revolve around the bat three or four times. Each team leader then tucks an orange under his chin. On the word, "GO!
The winning team will be the one which has successfully transferred the orange right down the line without dropping it. If it drops, the team must start again. Each player is given 6 pennies. In turn, players drop their pennies in the water, trying to cover the dime with their penny. The successful player wins the dime. Two players from each team hold up a rope at finish line to resemble a clothesline.
At signal, the first player runs to the line with his towel, places it over the line so that the bottom edges of towel are even, changes places with one of the line holders. The former line holder runs back touches off next player to runs to the line, removes towel and takes it back to next player. The same players may hold the line throughout the game, but it is more fun If they change each time the towel Is placed on the rope.
Variation: Player fastens 3 articles of clothing to line with clothespins. Next player removes them, etc. The relay is run in pairs. The first pair places the rubber band over the ankles of their adjacent feet, hobbling them together. They kick the beanbag to the goal line and back. Then they remove their hobble and pass it on to the next pair.
Form two relay teams with a bucket of water and a cup at the head of each line. At the foot of each line, place a bottle. At starting signal, the player nearest the bucket dips up a cup of water and passes it down the line. The last player in line pours it into the bottle, runs to the head of the line, and so on, until the bottle is filled.
Potatoes are arranged on a course from four to twenty feet apart, depending on the space available. The first runner on each team runs to the first potato, spears it with his fork, carries It back and drops in in a pall or basket before handing the fork to the next player.
Each player races to the stack in front of his line, blows up a paper bag, breaks it with his hand and races back to touch off the next player. Arrange the players in a circle, call out the names of things that are found above the ground or below it. For example: strawberries grow above the ground and potatoes grow below. When you call something that grows above the ground the players stand up, below they sit down. The players are eliminated when they miss or are extra slow about deciding.
First person in each line sticks a penny match box cover over his nose. He transfers it to the nose of the next person in line without using his hands or feet. Team to finish first wins. At signal, he goes through the tire,! The next player sets up the tire and repeats the action. Continue until all boys on team are standing at attention. The hands must not touch the potato at any time. At the other end of the room, in front of each relay line, is a pile of 20 clothespins.
On a signal, the first boy in each line runs to the pile of clothespins and picks up all He then returns to his line and hands the clothespins, one at a time, to the next boy in line.
The second boy then passes the clothespins, one at a time, to the third boy, and so on down the line until the last boy in the line receives all 20 pins. This last boy then runs to the front of the relay line and sits down.
All the team members then sit down, too, showing that the entire line is finished. The first team to have all its members sit down is the winner. If a player drops any clothespins, he must pick them up and play continues by passing them to the next player. No penalties are given and it is not necessary to start over. The objective is three boys holding a large polythene sheet or ground sheet, who will try and catch the water balloons. The team with the most catches wins.
This is a very messy game and is therefore ideal for hot days at camp. Your net or rope is stretched between two poles or trees just above head height. You have two teams and one balloon a quarter filled with water. If you put too much water into the balloons then they tend to burst too easily.
The object of the game is to lob the balloon over the net and try and soak the opposing team. Each team has a sheet which is held by all members of the team. The balloon must be served, caught and returned only by using the sheet. There is a lot of strategy in this game on such things as catching the balloon without bursting it and ways of lobbing the balloon to make it difficult to catch.
When the balloon bursts on one side then a point is awarded to the other side, and a new balloon is brought into play. This race is for the whole family. Give each player a balloon filled with water and a inch long string. The players tie one end of their string to the balloon and the other end to one ankle. On a signal, all players move toward the finish line 20 feet away dragging their balloons behind them. A player whose balloon breaks must step out of the game. The winner is the first player whose intact balloon crosses the finish line.
This is a very wet relay, so play it outside. Form two teams. Place a bucket of water and a cup at the head of each line. At the end of each line is a bottle. On signal, the first player dips his cup in the water and passes the cup down the line. The last player pours the water carefully into the bottle. Then he runs to the head of the line. Repeat until the bottle is filled to the line marked. Get 4 buckets or large containers and 6 large sponges.
Divide the boys into 2 teams and form 2 single file lines. Put equal amounts of water in the buckets in front of the teams and put 2 or 3 sponges in the water. On signal, the boy in front of each line gets a sponge and runs to the bucket at the other end of his line, squeezing the water out of the sponge into the bucket at his finish line. He then runs back to put the sponge in the hand of the next person in line. That boy drops the sponge into the water, gets another filled sponge and repeats what the previous boy did.
The first team with all of their water out of the first bucket and into the second bucket wins. Fill one Dixie with water and place the Dixie's at either side of the hall. Distribute a mug to each person. The team must transfer the water from one Dixie to the other passing the water from one mug to the next. Could be marked in several ways: Time to move fixed amount of water with penalty for water dropped, or volume of water moved in fixed time. Refinement: Thread mug handles through a string and place objects such as chairs or if at camp around trees.
This creates some bottlenecks which the team must learn to limit. Refinement: Give smaller mugs to people at the end of the line. Team must learn not to overfill mugs. You need a water pistol for each player and one big balloon. Mark off two goal lines about 30 feet apart. Behind each goal line, place a bucket full of water Divide parents and sons into two teams.
Tell all players to fill their pistols from their bucket and line up near the balloon which is p[laced in the center of the playing area. On a signal, all players begin squirting their pistols at the balloon, trying to propel it past the opponent's goal.
Start with a very small, blow up type pool. Mark the pool bottom across the center with masking tape or, if alright, paint it. It could also be marked by laying something in the bottom that will not float. Have half of the boys go to one side and the rest go to the other. Put a Ping-Pong ball in the center of the pool. Using only their bare feet dangling over their side of the pool to move the water they may not touch the ball , the boys try to move the ball to their side. Begin playing music and stop the music at irregular intervals.
The side the ball is on gets a point. At the end, the side with the most points is the winner. Five or six cardboard boxes of various sizes. How To Play: Divide boys into two teams. Each boy holds the hands of his teammates on either side. On signal, the first boy on each team picks up a clothespin from his pile. He must pass it to the next without dropping hands. The last person drops the pin into the box. If pin drops to the ground players must pick it up without letting go of hands.
At the command: Stand in sixes, everyone divides into groups of exactly six people - no more, no less. Anyone not in a group is out. Continue with more commands using different numbers - for example: Stand in eights, Stand in threes, Stand in seventeens With the odd ones dropping out until there are only three or four left - the Winners. Keep the commands coming quickly.
If you are particularly malevalent, use sequences like "Stand in sevens," followed imediately by "stand in sixes," and see how each group decides who is out. Once the pack is aquainted with the game, you can call out "Stand in sixes," to get a quick count of participants or to quickly get teams for a relay race. Nature Treasure Hunt- The nature treasure hunt committee should arrive early to prepare the stations.
Use whatever natural features are found in the, area and write the instructions to fit. But remember, the hunt is not a race. Give each den a scorecard on which judges at each station record their scores. Tell the judge and give him your scorecard. Find it but do not touch it. Show the judge where it is. If you know what the insect is, tell the judge. Show the judge where they are. Look for a note at its base. What kind is it? What kind of bird made the nest?
Show the judge where the nest is. Do not climb the tree. What do you see? Score five points for identifying it. Cubmaster presents badges of rank and arrow points to advancing Cub Scouts. Webelos den leaders award activity badges and Webelos badges to eligible Webelos Scouts.
It can be adapted to either indoors or outdoors, but if you have a choice, make it out-doors. The object of the hunt is to cornplete the tests and find Bigfoot in the shortest time.
The den is blindfolded and each member follows the trail by sliding one hand along the string. If in doors, run the string from chair to table to side of the room and back again. That Cub Scout is sent some distance away and left lying on the ground The other den members must find him apply simple first aid, and bring him back on a stretcher made from two poles and a blanket.
On the way up the mountain, a fierce storm stops the den. The game ends when the den tags Bigfoot. Start dens at four- or five-minute intervals.
Time each start. The winning den is the one which tags Bigfoot in the shortest time. The pack conunittee might suggest that all turtles be seven inches long. The committee must make one pattern for each den by enlarging the figure shown here by the grid method; each square represents one inch.
Dens could cut their turtles from any material they wish, or the committee could establish a required material. Of course the turtles can be made almost any size.
You might want to involve parent help and make giant sea turtles about 3 or 4 feet high. In the suit-case are a hat, a coat, gloves, and any other clothing desired, so long as the contents are the same for each player. At a given signal, all contestants run to the goal, open suitcases, put on clothes, close suitcases, open umbrellas, and run to starting point. Use of the relay adds excitement. This is a great game for pack meetings,especially if parents are the contestants.
The whole group forms a series of circles and lines to make up a stick figure. When they're assembled, you give them a series of directions, one at a time, and they must act as a group and performs the actions, such as: Your head is itchy - scratch it! There's a soccer ball at your feet - kick it! Your shoe is untied - tie it up! Your nose is running - blow it! Your pants fell down - bend down and pull them up!
The boys and parents stand in a circle by dens holding hands. Everyone numbers off alternately one or two. On the signal, keeping legs and backs as straight as possible, the players who are "ones" lean forward toward the center of the circled, while the "twos" lean outward.
Players counterbalance each other for support. Once the group has gotten its balance, slowly reverse the leaners. Then have the players see how smoothly they can alternate. Defenders form a circle, holding hands and facing outward, with their captain in the centre.
Attackers surround the fort at about eight or ten paces distant. They try to kick a soccer ball into the fort; it may go through the legs of the defenders or over their heads. If it goes over their heads, the captain may catch it and throw it out. But if it touches the ground inside the circle, the fort is captured and the players change sides. If you have an awkward number of players you may leave out up to 2 players - they will be given roles later in the game.
Before the game starts it is best to rehearse changing the maze: Start with all the players facing in the same direction with their arms spread to their sides - this should create a number of rows.
This changes the maze from rows to columns. Two players a 'cat' and a 'mouse' will run around the maze, the cat trying to catch and tag the mouse. They may run around the maze and along the lines of arms but must not pass or stretch across them. You can shout 'Turn' at any point during the game to change the maze. Thus you may suddenly prevent the mouse getting caught or put the mouse very close to the cat. When the mouse is caught start again with another pair or start with a new mouse and allow the old mouse to 'grow' to a cat.
Give each pair two spoons and a large dish of ice cream. Each pair gets down on their stomachs with their heads close together over the ice cream. On a signal, they begin feeding each other the ice cream. The pair to finish first with the cleanest dish, wins. S- Transplanted first artificial heart. How many pounds of garbage does the average American produce each year? Newspapers and paper bags B. Carrots C. Plastic bottles D. None of the above How much of our garbage is currently going to landfills?
Paper B. Plastic C. May 24, - Charlie A super helpful resource for me as a Patrol Leader. Scout Games. Banged Up Benny. British Bulldog. Bucket Ball. First Class Relay. Greased Watermelon. Hunker Down. Rooster Fights. Blind Balloon Volleyball. Gathering activities. Even more games for youth. Ask Scouter Mom a question or share your ideas with others.
Crossing the Alligator Pit Game. Light the Candle Game for Cub Scouts. Picaria — A Native American Game. Halloween Craft, Snack, and Game Ideas. Faith and Our Ancestors Game. Forces of Flight Game. Kick the Can. Use the Force Star Wars Game. Island Tug of War Game. Human Knot Game. Flip the Bird Tag. Sleeping Guard Game. Steal the Bacon — How to Play. Hospital Tag. Shoot The Gap Game.
Soccer Tennis. Skip to primary navigation Skip to main content Skip to footer Games promote team building, cooperation, and friendly competition. For more ideas, you can also see: Team building games Puzzles Gathering activities Even more games for youth Do you have a game that you would like to share? Nitro Transport Game This is an initiative game. Its purpose is to get a group to work together to solve a problem.
This should build teamwork and cooperation in the group. You can just set up one course and have them all…. Tug of War Rules Tug of War is a fun game which can be enjoyed by kids of all ages. Have a little tug of war tournament with your Scouts to encourage fitness, teamwork,…. It is based on a game described by Rudyard Kipling.
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