Frog or Kangaroo Relay Game



- GAMES -

POW WOW 2011

Games are the sunny side of Cub Scouting. Running, jumping, creeping, climbing, lifting, balancing, crawling, bending, yelling and hiding quietly are food for the muscles of a growing Cub Scout.

Games can develop skill and coordination. Strenuous games must not be over used. A good Cub Scout game must provide an element of excitement, competition or accomplishment. Games help develop quick thinking, mental alertness and sometimes strategy.

Through Games, A Cub Scout –

• Develops new interests

• Learns new skills

• Learns to follow the rules

• Learns fair play

• Learns to wait his turn

• Is taught respect for the rights of others

Cubs like games in which there is a sizeable element of luck. They do not require prizes, nor do they seem to worry if the game is not finished. They like games, which restart almost automatically, so that everyone is given a new chance. Cubs like games whereby they gain the reassurance that comes with repetition.

Remember, the success of a game period depends greatly upon leadership. A leader can challenge and persuade the shy Cub Scout and channel the energy of the "showoff", making Den and Pack meetings fun for all.

Get your Cub Scouts involved with games you’ve played or know.

MAKE A DEN PACK GAME BOX. Include items such as rope, clothespins, balls (all sizes and shapes), chalk, game mats, drinking straws, paper bags, plastic cups, scissors, plastic Easter eggs, paper, pencils, marking pens, safety pins, playing cards, dice, marbles, large work gloves. Use your imagination! This box can be used at Pack Meetings for gathering games when you are waiting for all the Cub Scouts to arrive, or if the Cub Master is late arriving. (It can happen, you know) Using Games also helps work off some of the energy that these boys have stored up inside them and can help maintain a more relaxed atmosphere. On the other hand, if the games are too rowdy it may create a disorderly meeting and you don’t want that, so keep it within the limits of your evening.

Don’t be afraid to use the inter-net for finding things that may be of interest to you and your boys. Go on line to take the classes for Cub Scouting, etc. If you are not sure how to find the web site, it is and you’ll find just about anything that you have questions on.

On the following pages are a few games taken from the Internet using GOOGLE. Just goggle “Cub Scout Games” and you’ll be surprised at what you can find. Hundred’s of games that others have tried and proven. Games for all occasions and times. Try it! You’ll like it!

  Frog or Kangaroo Relay Game [pic]

Instructions:

From a starting line, the first scout on a team does a standing long jump with feet together, as far as he can.

The next scout on his team does a jump-starting with his toes at the first scout's shortest mark, whether it be from hand, foot, or rear.

The winning team is the one that has a longest total jump distance.

Taller scouts and teams with more scouts are favored, but a few older scouts against many younger scouts may even out.

[pic]

[pic] Giants, Elfs, and Wizards Game   [pic]

Preparation:

Set up a playing area with safe zones marked at each end, about 60 feet apart.

Notes:

This is a team version of Rock, Paper, Scissors.

Instructions:

Teach everyone the following three characters:

• Giant - Tip-toes, raise hands above head, curl fingers, growling sounds

• Wizard - Crouch slightly, wave and point a magic wand, shouting "kazaam!"

• Elf - On haunches, hands cupped for big ears, shrill screeching noises

Give scouts practice by calling out the characters and having them do the actions.

Split the group into two teams.

Each team huddles to decide on character.

Teams line up facing each other at midfield with about 5 feet between teams.

On signal, each team strikes a pose for their character. Whichever team 'wins' chases the other team back to their safe zone. Those that are tagged join the chasing team.

• Giant squishes Elf

• Wizard zaps Giant

• Elf shoots Wizard with a bow

Each team huddles to determine new character and repeat until all scouts are on the same team.

[pic]  Infinite Dodgeball Game   [pic]

Required: soft ball (rubber or foam)

Preparation: mark off play area or use entire room

Notes:

No one is ever out. You can keep playing an infinitely long time.

Instructions:

All scouts find a spot to stand in the play area. They must remain in that spot.

One scout is chosen as IT.

Everyone tries to hit IT with the ball while IT runs around trying to avoid the ball.

When someone hits IT, he immediately becomes IT and runs away.

Scouts can only move from their spot to retrieve a ball to which they are closest.

Leaders may call a timeout for repositioning occasionally.

Cat and Mouse

Organize the players into a rectangular grid, or maze, spaced so that they stand two arms lengths away from their partners in all 4 directions. Start with all the players facing in the same direction with their arms spread to their sides - this should create a number of rows. On the command 'Turn' everyone should turn round 90° - don't be too worried which way just as long as it is a quarter turn. 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. 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.

[pic]  Rescue Race Game   [pic]

Required:

bucket or bowl for each patrol

drinking straw for each scout

20 to 50 2-inch paper circles or cutouts

Instructions:

Each patrol has a pile of paper cutout people that need to be rescued.

People are rescued by sucking one against the end of a straw and transporting it to the bowl or bucket.

On "Rescue!", the first scout on each patrol sucks up a cutout and runs to that patrol's bowl, depositing the rescued person. He then runs back to tag the next scout in line.

If a cutout is dropped, the rescuer sucks it up again and continues.

  Rattlesnake Hunter Game   [pic]

Required:

6 to 12 scouts 

tin with dried beans in it 

sock stuffed with paper

Instructions:

Scouts stand in a big circle. Two scouts are blindfolded inside the circle. One is the hunter and has the sock to use to kill the rattlesnake. The other is the rattlesnake with his tin rattler.

The hunter counts to 5 while the rattlesnake quietly moves wherever he wants in the circle. When the hunter yells, 'Rattlesnake!', the snake freezes and shakes his rattle twice.

When the hunter hears the rattle, he quickly moves to where he thinks the snake is hiding and takes a swing at the snake. If he hits the snake with the sock, he scores a point. If he misses or hits with his hand or arm, the snake scores a point.

The snake moves away while the hunter again counts to 5. The hunter gets 5 turns at killing the snake and then it’s another pair's turn.

[pic]  Spaghetti Stretch Game   [pic]

Required:

Box of thin spaghetti noodles for each patrol. Or enough for at least 10 per scout. 

A long tape measure or rope.

Notes:

Run this game on a large flat surface. 

Could be played inside as long as a good clean up is done right away.

Instructions:

Mark start line.

Each patrol lines up at their start line.

On 'GO' signal, first scout in line takes one spaghetti noodle out of box, passes the box to next scout, and lays noodle down touching the start line. He then tags the next scout in line and goes to the back of his line.

Repeat for each scout.

As the line of noodles gets longer, the scout has to run out further.

It is a good idea to have an impartial judge for each patrol to accept the placement of noodles - each noodle should touch the one before it.

When time is called, judges measure the spaghetti stretches to determine the winner.

 

[pic]  Three Step Relay Game   [pic]

Required:

3 bricks or 6-inch lengths of 2x4 for each team

Instructions:

Define start line and a finish line about 25 feet away. The area between is lava, acid, or some other terrible death waiting.

Teams line up at start line.

First scout on each team is given the three bricks.

He must cross to the finish line with only the bricks touching the ground.

When he reaches the finish, he becomes immune to the lava, picks up the three bricks and races them back to the next scout.

First patrol to finish or complete a set number of round trips is the winner.

If a scout touches the ground, he must bring the bricks back and start over or give them to the next scout and go to the end of the line.

Frogs and Flies Game   [pic]

Instructions:

Scouts sit in a circle facing inward with one scout in the center - he is the Frog catcher.

Everyone closes their eyes while the leader walks around the circle and taps one scout on the shoulder. This scout will be the Frog.

On 'Go' signal, everyone opens their eyes and looks around at all the other scouts. They should keep their eyes moving around taking a look at everyone else in the circle.

The FROG's job is to stick his tongue out at a fly to kill it - without letting the Frog catcher in the center notice him.

When a fly notices the frog sticking his tongue out at him, he falls dead immediately.

The Frog catcher watches the scouts, trying to find the frog. He gets 3 guesses to determine the frog before the frog eats all the flies.

Then, the Frog becomes the Frog catcher and a new round starts.

 

Light Year Whispers Your mission, if you choose to accept it, is to send a message to an exploratory crew deep in outer space. Distribute members of the teams some distance away from one another. Give the team leaders a scrap of paper with the same message (around 15 words long). The team leader runs to the first player and relays the message verbally without the help of the paper. The team members must remember the message and relay it to the next team member who in turn relays it down the line to the final Scout. The final Scout writes down the message. When he returns to the starting point, the team with the message most resembling the starting message wins. The longer the distance the more breathless, less articulate, and more forgetful the Scouts become.

Cat and Mouse Dice Game

Each player has a cork with a long string attached (this is your MOUSE) and 15 beans. Place the MOUSE in the center of the table, holding onto the string. When a SIX (6) is rolled on the dice, the person who is the CAT, tries to catch the MICE with a plastic funnel, cup or whatever he uses. The person rolling the dice is the CAT. He rolls the dice with one hand and the other hand is holding the funnel, which he has resting on the table until there is a six rolled. He then tries to capture as many MICE as he can before the players pull their MOUSE out of the center. If your MOUSE is caught you pay the CAT one bean but if the CAT rolls a pair of sixes he gets paid two beans. If the CAT slams down the funnel on a MOUSE without having rolled a six, he pays the MOUSE one bean. After the CAT captures a MOUSE, the dice are passed to the player on his left and he is the CAT. Naturally, when you are the CAT, you do not have your MOUSE in the center of the table.

Ride 'Em Cowboy Active, indoors.

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

• Formation: relay.

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

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

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

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

Chair Basketball Indoors

• 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.

Back-to-Back Balloon Bursting Indoors

• Equipment: A supply of balloons

• Formation: Pairs

Pick teams of two parents or Cubs from each team. 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 Indoors

• 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.

Kangaroo Hop Active, outdoors/indoors

• Equipment: 1 tennis ball per team

• Formation: relay.

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

Feather on a Yardstick Active, indoors.

• Equipment: Per six: 1 yardstick; 1 feather.

• Formation: relay.

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

CATCH THE SNAPPER

Equipment: Four scout staves, several lengths of cord, and a mousetrap for each team. Procedure: Form a "river" by drawing two parallel lines 15 feet apart. The teams line up on one "riverbank." On the opposite bank is a cocked mousetrap. The team members use the lengths of cord to lash the four staves into a long fishing pole, which they use to catch the "snapper."

Scoring: the first team to catch its snapper wins.

HULA HOOP HORSESHOES

Use hula-hoops as targets and sand-filled socks as horseshoes, and play regulation "Horseshoes" rules. A sock inside the hoop is a ringer. It is safer than regular "Horseshoes" and can be played indoors.

BUG

You can divide the participants into teams or each person can do this separately. Give each team or person a piece of paper and a pencil to draw with. Using one dice, roll and see what number you get. You have to have the number “1” first to start your bug. After rolling a 1 then a 2, it doesn’t matter what number you roll as you add to your Bug. Rules for dice: 1=Body 2=Head 3=Feelers (need 2) 4=Legs (need 6) 5=Eyes (need 2)

6=Tail. Naturally, you need to roll a 2 before drawing on eyes and feelers.

FUMBLE FINGER RELAY

There is a jar with a screw on lid that has 5 toothpicks in it. The boys have to run to the jar, put on a pair of large gloves, take lid off jar, pour out the toothpicks and put them back into the jar ONE at a time, replace the lid, take off the gloves and return back to their line. First team through is the winner. Can use wrapped sticks of chewing gun

Cut the Cards

Equipment: Pack of cards per team, 4 large cards for each suit The players are split into teams (up to 4) and line up at one end of the hall. A pack of cards is placed in line with each team at the other end. The leader has 4 large cards with a suit on each. When the game starts the leader holds up one card at random and the first player in each team runs to his pack of cards. They cut the deck and if the suit cut is the same as on the card, discard it from the pack. The player runs back and the next player goes. The leader can change the displayed card at any time. After a set time the discarded cards are counted according to their value (e.g. ace=1 King=13 etc) The team with the highest score wins.

CANDY BAR GAME

Use a large dice (die) or square piece of wood with the edges rounded off to create a dice. On side (1) write: ADD A BAR, side (2) write: DOUBLE TAKE, side (3) write: TRADE BAGS, side (4) write: SKIP A TURN, side (5) write: TAKE THE BOWL, and side (6) write: ?GUESS? To start the game everyone is given a bag with two or three candy bars in it and sit in a circle. One person gets to start by rolling the die. Whatever it says on the die is what you have to do. ADD A BAR means you have to put one candy bar in the bowl in the center of the circle. DOUBLE TAKE means you get to take one candy bar from the person on the right of you and the person on the left of you. TRADE BAGS means you can trade bags with anyone in the circle. SKIP A TURN means just that neither give nor take from someone. TAKE THE BOWL means you get the candy that is in the bowl at that time. ?GUESS? means that you guess what kind of a candy bar a person has in their bag and you get it, if you don’t guess right you don’t get the bar! You get to pick which person’s bag you are guessing from. (You could have a few extra bars on hand to add to the bowl when it gets empty.) Set a time limit or go around the circle a set number of times.

The Psychic

You need two players who know the secret to play the game. Start off by telling your den that the other person is “psychic” and can identify an object that the first one is thinking about. Have the “psychic” leave the room. The den then picks an object in the room.. in this case, a Bobcat badge on Paul’s uniform. Call the “psychic” back into the room. The first player then proceeds to ask the “psychic” a series of questions like:

• Is the object I’m thinking of the clock on the wall?

• Is it David’s glasses?

• Is it Nathan’s Wolf Book?

• Is it Aaron’s black shoes?

• Is it Paul’s Bobcat Badge?

SECRET: The object you “ask” the psychic before the real object is always BLACK. You don’t always have to say the color because the psychic can tell by looking; this makes the game a little harder.

Cloud Puff Relay Game [pic]

Required: bag of cotton balls-plastic spoon per scout

Instructions: Object is to float the most clouds from the ocean to the mountains.

Have 2 teams. Each team lines up in a single file. Each scout has a spoon. Have a set time of 2 or 3 minutes.

On 'Go' signal, first in line at the ocean picks up a cotton ball cloud with his spoon. It is then passed down the line from spoon to spoon. If the cotton ball is dropped at any time during the passage, it is left there. The team to get the most clouds to the mountains at the end of their line wins.

Or, the winning team could be the first to deliver a certain number of cotton balls to the end.

Ping Pong Air Hockey Game

. Required: card table ping-pong ball 2, 4, or 8 scouts

Instructions: Put a scout on each end of the table or 1 scout on each side or 2 scouts on each side.

Place the ping-pong ball in the center of the table.

The object is to blow the ball off any side of the table but your own. (If only 2 scouts, then you must blow it off the far end).

You may not touch the ball or table with any body part or clothing.

Score 2 points if the ball falls off your side of the table. Score 1 point if you touch the ball or table.

Scout or team with the lowest score after a time limit is the winner.

Ping Pong Air Race Game

Required: straw and ping pong ball per scout

Instructions: Scouts line up on one side of the room on their hands and knees, each has a straw and a ping-pong ball.

Objective is to blow the ball across the finish line - cannot touch the ball with anything except air.

Spud Game

Required: any soft ball that won't hurt when it hits someone Notes: This has been a favorite for a long time Instructions: Every scout is assigned a number from 1 to the number of players.

Players form a close circle with one scout in the center who has the ball.

The scout throws the ball straight up as high as he can and yells out a number.

Everyone scatters except the scout whose number was called. He catches or picks up the ball. As soon as he has the ball, he yells "SPUD" and everyone must freeze.

The scout with the ball can then take up to 3 giant steps towards any scout he wants. He then throws the ball at the scout. The target scout can move all parts of his body to dodge the throw - except his feet.

If the scout is hit, he gets S otherwise the thrower gets S.

Everyone gets back in a circle and whichever scout received a letter gets to throw the ball up for the next round.

When a scout reaches S-P-U-D, he is out of the game. Or, after a set time, the person with the least letters is the winner.

Candy Dice Game

Required: lots of M&M’s or other small candies one dice Notes: This is a simple filler game with no skill required

Instructions: Break into groups of 4 to 8 players, sitting in a circle.

In the center of the circle put a pile of candies.

One player rolls the dice.

If it is a 6, he gets a candy.

The dice passes to his right.

As each scout rolls, if it is not a 6, the last scout that rolled a 6 gets another piece of candy. If it IS a 6, he gets a candy and becomes the 'candy collector' until someone else gets a 6.

Octopus Race Game

. Instructions: Teams of 3 or 4. Scouts stand back to back in a circle and link elbows.

Without releasing elbows, teams race to a turning point and back.

Ping Pong Knock Out Game

Required: ping-pong ball and plastic spoon for each scout Instructions: Everyone enters the defined play area holding a spoon with a ping-pong ball balanced in it.

The last one left with his ping-pong ball in spoon is the winner.

When your ping-pong ball drops you are knocked out - you retrieve it and leave the play area.

Optional Rule: No contact is allowed - you can only blow at the other ping-pong balls.

DICE RELAY

The players are divided into teams with a leader equipped with a dice, paper, shaker and pencil. The leader selects a target of 10 numbers from 1 to 6 and writes these on the paper. When the game starts the first player from each team runs out, takes the dice in the shaker and attempts to throw one of the numbers on the list. After one throw, they go back and the next player runs out. Each time a number is thrown the leader crosses it off. The first team to complete the list wins.

These next two readings are done with your group in a circle. Give each person an item. It can be a candy bar, a new pencil, any school supply, a small gift (wrapped or un-wrapped), anything you want to use. You’ll need to read the story at a rate that the group can keep up with the passing of the objects. As you mention the word RIGHT (spelled any way) you pass your item to the right, same with the word LEFT (pass to the left). When the story is over, whatever they are holding is their prize to keep. Can be lots of fun especially with wrapped gifts.

CUB SCOUT DAY CAMP

It’s June. That’s RIGHT. Day Camp! The weather was just RIGHT and the leaders had LEFT no plans undone. The Cub Scouts headed out with their leader Beth WRIGHT and her 8-year-old son, Eric WRIGHT, for a day of fun and games.

Beth WRIGHT told all the boys to be on time or they would be LEFT behind and miss out on the days activities. RIGHT from the beginning, all knew it would be bad to be LEFT behind. The day started RIGHT after the opening ceremony and the Cubs were not LEFT on their own. The day was filled, RIGHT to the top, with adventures and excitement.

Beth WRIGHT had all the boys take turns being the leader and LEFT no one out. Eric WRIGHT was glad that his mom was RIGHT there with him, since it was his first time to be at Day Camp and he didn’t want to be LEFT out and get lost. John, to the LEFT of Eric was new, RIGHT like Eric Wright, and Billy, to the RIGHT, wasn’t LEFT out of anything.

All the boys knew RIGHT away that they would have a RIGHT nice time at Day Camp and worked hard to be the best Den there and not be LEFT in the dust by the other Dens.

Beth WRIGHT LEFT the Cubs to WRITE about the things they did and RIGHT away it was easy to see that if they LEFT anything out, someone would help fill in the RIGHT spots.

For Beth WRIGHT and Eric WRIGHT, the day was perfect RIGHT from the beginning and they LEFT Day Camp ready to return again and have a RIGHT nice time doing the RIGHT thing by attending Day Camp and not being LEFT out of the excitement. When they LEFT Day Camp, they LEFT no trace because that’s the RIGHT thing to do.

The moral of this story is: be RIGHT on hand and don’t be LEFT out. Day Camp is the RIGHT place to be!

THE WRIGHTS GO CAMPING

One day, the Wright family decided to go camping. There was John Wright, the father, Sue Wright, the mother, Delores Wright, the older sister and Ryan Wright, the 9-year old Cub Scout brother. They decided to write down a list of things they would need to take so nothing would be left behind.

They took all the right camping gear for the snow that was left in the mountains and plenty of food so they wouldn’t be left hungry. Mother Wright left Delores Wright in charge of all the things left on the list to do. Right away she began to get things organized and packed in the car. Nothing was left out.

Father Wright left to get gasoline and the tires checked and left Ryan Wright to make sure he hadn’t left out the spare tire in the trunk. Everyone was right on track to go to the mountains for a week of camping. One last fling left before starting back school.

Mother Wright left a note for the milkman. Please stop delivery right away. We’ll be back in a week and the milk can be left then.

Father Wright, Mother Wright, Delores Wright and Ryan Wright all piled into the car and left for the mountains. It was the right kind of weather for a week of camping for the Wright family. With the Wright family gone, there was no one left at home. Everything was left locked up tightly.

Ryan Wright decided to write a paper for school about his trip and how he left “NO TRACE BEHIND”. He did a right nice job!

Delores Wright decided to write about her adventures in the mountains and how she fell and hurt her left arm. Father Wright was right at the head of the line during their hike and left out so fast he almost left Ryan Wright behind. Mother Wright was left in camp while the others went for a hike and right away she started organizing the supplies and equipment.

There’s more to our story but we’ve left out the longer parts for a shortened version of the right story at the right time.

The End!

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