Cub-Stuff!
Games
There is a very good chance that many of these games will appear in a book somewhere - it is the nature of the beast (as it were) that games will be passed from person to person over the years, and no-one will know where the game originated. I have not copied from any publications, and where I have known a game appears in a currently available publication, I have refrained from including it here.
Ian G, Akela of Emu Cub Pack, at the College Park Scout Group suggests checking out Scoutbase.org.uk for a set of good games. he says "I discovered them when I first became a leader several yrs ago and needed a source of games to improve teamwork etc. I have tried lots and most work well. It has given me a big enough set to make sure I don’t repeat games in a term."
Smokey also found the ultimate camp resource which is well worth a look through too.
Of course, as time permits, more will be added here - other sections of the site have been done first, I have folders full of notes to be converted to code.
Note - Program Ideas are on a different page
Games:
2-cub reef knots
- A simple task for most cubs - normally, abut this game involves the use of only ONE hand per cub. In pairs, the game involves simply tying a reef knot, with one cub using his left hand and the other using only his right hand. This is an exercise in co-operation!
[Themes - promise/law, working together, cooperation, knotting, understanding cubs with disabilities]
Rope relay
Required items: Rope & "judges".
Split Cubs into sixes & line up. In a relay fashion the cubs run to a pole and tie a knot.
(Clove hitch) then run back tagging their next team member in line. Once the Cub has
returned and tagged the next in line they sit in line waiting for the team to finish.
Phonetic alphabet
Required Items : notepaper/pens
Teach and run through Phonetic alphabet.
Cubs to write name down on paper and say it using the phonetic alphabet.
Play hangman using the phonetic alphabet.
Fall In
Cubs to line up (eg. in height order) in front of the leader.
Once they are still & quiet, the leader relocates to a new spot in the room/yard and claps. On the CLAP, the cubs are all to reform the line in the leader's new position.
A variation is for the leader to call out a new order (eg birthdays) and for the cubs to have to reorganise themselves into a new line at the new spot in the new sequence.
To make some rounds more challenging, the cubs have to arrange themselves without talking at all.
Escaped Prisoner
All cubs form a circle and hold hands tightly - except one, who becomes the prisoner in the centre.
The prisoner has to escape over or under the arms of the rest, but NOT break thru. If the prosoner excapes, all chase until caught - first to catch the prisoner becomes him/her for the next round.
Balloon Volleyball
Required items: A bag of balloons.
Played similar to normal volleyball, although a net is not necessary unless desired/available.
If you have LOTS of cubs playing, the room can be divided into quarters.
Ships & Lighthouses
One cub is blindfolded and becomes the "ship".
One cubs becomes the "lighthouse" at the other end of the hall and beeps (makes a distictive noise) to attract the ship.
The rest of the cubs spread themselves around the hall between the ship & lighthouse, and become "rocks". The lighthouse beeps as the blindfolded ship moves towards it, and if the ship nears a rock, the rock makes the sound of waves (shshshsh, shshshsh etc) so the ship can avoid it.
After a couple of tries, a second ship and lighthouse (with a different noise) can also be in play at the same time.
Scotland Yard
1/3 of cubs are thieves, 1/3 are detective team A, the last 1/3 are detective team B.
Both teams of detectives inspect the hands of ALL the thieves, and then the thieves leave the room. ONE thief reaches into the detectives room (a covering cloth over their arms etc can be used) and the detectives have to deduce whose hands they are. The team gets a point for a correct answer, but the identity of the hands is not revealed until ALL the theives have been checked "through the door".
Teams can rotate being theives for each round.
Sharp Ears
With teh cubs standing in a circle, and one cubs blindfolded in the centre, the leader points to one cub in the circle who softly says the name of the blindfolded cub. He/she has three guesses to identify the speaker. If this becomes too easy, have the speaker make an animal noise instead.
Creep Mouse
Absolute silence is required for this game. A blindfolded cub in the centre is the Cat.
One mouse (cub) creeps forward to try to reach the cat. if the cat hears the mouse, he/she points where he thinks the mouse is. If correct, the mouse is caught, and sits where caught. Once all have tried, the nearest mouse to the cat wins.
Skunk Tag
All cubs stand on one leg. They then hold their OTHER leg with one hand and their NOSE with the other. In this postition they are "safe". However as soon as they let go of either hand or put the 2nd foot on the ground they are able to be tagged by "it". Once tagged, they become "it".
Ice Hockey
Required items: rolled (and taped) newspapers as bats, and several blocks of ice (a 200ml container size is about right) as pucks.
. Divide the cubs into two teams and line up on either side of the hall. Number the cubs.
When their number is called (eg "5") both "fives" come out, grab a bat and "hockey 1, hockey 2, hockey 3" like a normal hockey game, then try to score by getting the puck under/through a chair at the left end of the hall.
OK, so there are not enough games here yet - why not send me more to add - email them to i2@nospam.robian.net without the nospam.
© 2007 Ian Moggs, all rights reserved.
Last updated 11th May 2011.
Email me anytime - i2 @ robian .net (without the spaces).