Cub scout planet games




















Scouter Paul on Cit World m. Lucas on Cit World m. Scouter Paul on Train Wreck recipe. Any Quiet Active Loud. British Bulldog. Frogs and Flies. First Aid Relays. Divide the boys into two teams. Line them up with a large bucket of water liquid oxygen and cup for each team.

At the other end of the field is an empty oxygen reservoir large jar for each team. On a signal, the first boy in each line fills his cup with liquid oxygen, races to empty it into the oxygen reservoir, and returns the cup to the next boy in line, who continues the process.

The first team to fill its oxygen reservoir wins. Asteroid Field. Place objects asteroids , such as chairs, into the playing area outer space. Have the group choose partners.

One partner is blindfolded at one end of playing area. The non-blindfolded partners stand at the opposite end of the playing area and try to talk their partners through the asteroid field without running into any of the asteroids.

Have all of the teams playing at the same time. Bomb the Rebel Bases. An evil space empire has declared war on you and your comrades. The empire sends a battle cruiser to your planet in order to bomb its rebel base.

The players stand scattered around the hall outer space with their legs spread about shoulder-width apart. Once bombed, the player is out and must sit down. The last player standing is the winner. To prevent from being bombed, a player may protect himself by using his hands to catch or deflect the tennis ball.

Players may not move their feet or crouch to prevent being hit. Keep the Satellite Up. Scientists rely on gravity and inertia to keep satellites in orbit. Your task is to keep the satellite from falling to earth. Using a beach ball, have Scouts start hitting it around and try to keep it off the ground. Then challenge them to keep it in the air for 20 orbits hits , or 30 orbits, etc.

Encourage them to develop some strategy such as establishing "zones", or an order, etc. 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. Outer Space Exploration Memory Game. Players are interplanetary explorers. They have arrived on a newly discovered planet and must return samples to mission headquarters. The teams or individuals must find as close matches to the objects you have collected.

You can either display or hide your collection so that the players can or cannot come back and refresh their memories. The team or individual with the display best matching the original wins. Paper Spaceship Throwing. Make sure rope or twine is long enough for players to hold it comfortably while standing on can.

Start some music and pass a button, piece of candy or other item. When the music stops, the person holding the item asks a question about the family.

Some examples would be favorite color, hobbies, etc.. Give each boy a colored flag. Have them place the flags where each member of their family was born. Invite some family members who lived overseas to talk about living in a foreign country. Let them provide food from their culture for the boys to sample, see clothes that they wore, etc.. The player in the center holds a soft ball or sponge which he throws as unexpectedly as possible at one of the circle players while simultaneously calling either "beast" or "bird" or "fish".

Then he immediately counts to ten. The person holding the ball must yell out a type of animal in the category named, before the count is completed. If the player cannot name an animal, he must change places with the player in the middle.

To make it easier for younger kids, you could play this game after an activity about animals, so they have more ideas. Also, decide beforehand what type of things fit in the categories -- you can include insects as beasts, and aquatic creatures shellfish, etc as fish to give you a wider range from which to choose. Players sit in a circle and start counting round the circle from "one.

If anyone makes a mistake the leader records a point against him. When the boys become good at this game, add one or two other numbers, so they will have to keep very sharp not to get caught with numbers four, six and eight going on at once. For one number the player clasps hands. For the second number he will put both hands above his head. For the third number he can nod his head. Most players will find thinking of two numbers at once difficult enough.

Make the racquet by bending a wire clothes hanger into a circle. Slip the wire circle into one leg of a pair of pantyhose. Tie off the pantyhose at both ends of the circle.

Cut off extra stocking. Flattening the hook of the hanger makes the handle. Cover the handle with masking tape.

Make a comfortable grip by building up with strips of cloth or paper, then finish off by wrapping smoothly with tape. After making two racquets, blow up some round balloons, find a partner and have a ball. The sticks are placed about 10 inches apart like the rungs of a ladder. On signal the first boy in each team hops on one foot over all 10 sticks. He then reaches down and picks up the 10th stick and hops back over the other 9 to his team. The second boy then begins, hopping over the 9 sticks, picking up the 9th and returning.

The last boy in line hops over all remaining sticks and then picks up all of them as he hops back to the finish line. If a player steps on any stick, he must start over from the starting line.

First team through wins. The first player begins by saying "Pioneer went to sleep. The rest of the group mimics the gesture and answers "like this, like this. The second boy adds another gesture to the first, so that now there are two movements to keep going.

The game continues around the circle, each player adding a gesture. By the end of the game, the entire group should be a foot-wiggling, eye-blinking, head-shaking, nose-twitching mess. Try to add as many gestures as possible before the game totally falls apart. Since it is difficult to do more than ten gestures at once, you may not get everyone in the group, but the challenge is to see how far you do get. Start off slowly with small things, such as toes and fingers, and work up to the bigger things, such as arms and legs.

A detective is chosen. He stands in the center of a circle of Cub Scouts, all sitting down. Everyone closes eyes tightly while the leader goes around the outside of the circle and secretly taps one of them.

This person is the frog. The leader informs everyone to open their eyes. Now, the frog's job is to eat the flies; the flies being the others in the circle. The detective's job is to try to guess which one is the frog. The frog tries to "eat" as many flies by making eye contact with others in the circle and sticking out his tongue at them without the detective seeing him.

Once he has stuck his tongue out at someone, they extend their legs straight forward, or they can lie down, indicating that they have been "eaten". The detective watches for the frog, while the frog tries to "eat" as many flies as he can before being discovered. The detective gets 3 chances to guess who the frog is. Then, the frog turns into the detective, and the leader chooses a new frog. An old cub cap or rolled-up hiking sock is ideal.

This is an old playground game which used to played with a long skipping rope. It works very well both with small groups and large groups.

Spectating can also be quite fun so don't worry too much about players which have been hit standing out for a few minutes. The players stand in a circle with the leader in the middle. The leader swings the rope and doughnut around in a large circle at around foot height. The players must jump over the rope and doughnut each revolution to avoid being hit. If they are hit or hit several times they are out of the game.

The last people standing in the circle are the winners. To rotate the doughnut stand up and swing the rope, swapping it from hand-to-hand around you. You can often help by crouching down or reducing the speed. Look out for players who try to stay back from the circle slightly trying to ensure that the doughnut will never reach them. Depending on the ages of your participants, you may have to develop different task lists. For instance Tiger Cubs may not yet be able to identify leaves whereas Webelos might be expected to know some of the more common trees and leaves in your area.

You can combine the participants into groups, even mixing the older boys with the younger boys. Just be sure that each boy will have a chance of making a "find. The second player has to draw a person with head, both hands and both feet each touching a different dot. After a set time, eg. Leader picks out the best, neatest, funniest, cleverest etc. The turkeys squat and walk like turkeys back and forth.

I did it outside , we just set up borders to limit the turkeys area to walk in. I also decided to make it a little harder and gave each Turkey a red sock "gobbler" to wear from their shirt , hanging down from the neck. If it fell off they were hit as well , it gave them an incentive to pay more attention. Any ways , the other team can pick to be a Native American Indian or a Pilgrim.

I used those great nurf arrows. They could choose a bow and arrow or a ball " nurf shooter. They each got got three shots , if they hit a Turkey , the Turkey falls and is out.

The object is to see which team can get the most Turkeys. They both switch when all scouts have shot their three shots. It was so fun , the boys really got into making Turkey noises. Sit the Cubs in a circle. One Cub walks around the outside of the circle, tapping each boy on the head saying "duck, duck The first of the two of them to get back to the place where the "goose" was sitting gets to sit back down, and the other then must go around the circle again, tapping each boy on the head saying "duck, duck, GOOSE!

At a signal they try to rise to their feet without unfolding their arms. First one is winner. One is the hunter, the other the hunted. Each must shake his can every 10 seconds. The hunter has 2 minutes to catch his opponent. The leader looks at his watch, says "Go," and everyone tries to judge when a minute is up. Each indicates his guess by standing. The closest to the correct time is the winner. In the middle have two Prisoners who are chained together with a neckerchief around the right legs.

The prisoners are not blindfolded. The two prisoners try to escape without being caught. The blindfolded boys can not bend their knees and can only try to tag the prisoners when they hear a sound coming toward theme. Place a bowl on the table for each team. Lay 50 cutout paper stars approximately 2 inches in diameter out on the table beside each bowl.

Give each player his own straw. On a signal, the first player in each team runs forward and picks up one star, or as many as he can with one breath, by sucking on the straw, thus holding the star to the end of the straw. No hands! He releases the stars into the bowl, and then runs to tag the next player and gets at the end of the line. He may need to run again. The first team to have all 50 stars in the bowl is the winner. The game could be varied with the original 13 stars tot a smaller group of boys.

Lay 4 or 5 pieces of pipe on the floor. Top with the plywood. One cub sits on the plywood while the team pushes him, rolling on the PVC. As the passenger moves, the team must pick up the pipe and lay ahead of the rolling Cub. This becomes an involved team effort.

Tool Charades Instead of a title or saying, give the boys the names of tools. Each must then get his team to guess the tool by pantomiming its use.

KIM'S GAME The Scoutmaster should collect on a tray a number of articles-knives, spoons, pencil, pen, stones, book and so on-not more than about fifteen for the first few games, and cover the whole over with a cloth.

He then makes the others sit round, where they can see the tray, and uncovers it for one minute. Then each of them must make a list on a piece of paper of all the articles lie can remember-or the Scoutmaster can make a list of the things, with a column of names opposite the list, and lot the boys come in turn and whisper to him, and he must mark off each of the things they remember.

The one who remembers most wins the game. Then the patrol comes in and looks for it. When one of them sees it he should go and quietly sit down without indicating to the others where it is, and the others, if they see it, do the same. After a fair time any one of those sitting down is told to point out the article to those who have not yet found it. The first one to see it is the winner, and he sends the others out again while he hides the thimble.

A good camp practice is to see that all Scouts have a piece of paper and pencil, and to make them write down answers to various questions regarding lengths and heights.

For instance: " What is my height when I'm wearing my hat? A ping-pong ball or any light celluloid ball is placed in the center, and each side tries to blow it off the table at the other end-if it goes off the sides it does not count, but is put back in the center again. The game soon develops strong lungs, but needs composure just as much-because the best player is the one who can blow without laughing at the faces of those opposite him as they blow.

It is best to play kneeling or sitting round the table. A more complicated way for five players a side is to have a goal at each end marked on the table ; then each side has a goalkeeper, two forwards, stationed at the other end to blow into the enemy's goal, and two backs to pass the ball to their forwards. SPOTTING THE SPOT Show a series of photos or sketches of objects in the neighborhood such as would be known to all the Scouts if they kept their eyes open-for instance, cross-roads, curious window, gargoyle or weathercock, tree, reflection in the water guess the building causing it , and so on, and see who can recognize the greatest number; or else let each Scout contribute a picture or sketch of something remarkable passed during the last outing.

SCOUT'S NOSE Prepare a number of paper-bags, all alike, and put in each a different smelling article, such as chopped onion in one, coffee in another, rose-leaves, leather, aniseed, violet powder, orange peel and so on. Put these packets in a row a couple of feet apart, and let each competitor walk down the line and have five seconds' sniff at each. At the end he has one minute in which to write down or to state to the umpire the names of the different objects smelled, from memory, in their correct order.

They are seated in pairs around the room. One pair is called the Whales. As their name is called, the pair gets up hand in hand and follows the Whales. Head for home. The unsuccessful pair becomes the new Whales. The Antelope tries to break through the circle. When he does, all the Hunters give chase. When the Antelope is tagged, he joins the circle and the Hunter who tagged him becomes the Antelope.

About 20 feet in front of each team, mark a circle on the floor or ground. Members of each team put their Cub Scout caps in their circle and go back to the start. Give each team a length of rope at least 10 feet long. Then they help each other to put on their caps, using knees, feet, teeth, and elbows. They may not use hands, which must hold the rope. The team that gets back to the start with their hats on wins.

Three or four den members are chosen to be Fishermen. The remainder are Fish. Give the Fishermen a rope 10 to 15 feet long. The Fishermen sing any song as they wade.

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.

Hospital Tag In this hospital tag game, players pretend they are wounded and go to the hospital to get fixed up. Shoot The Gap Game This game would also work as a team building game or ice breaker, since the participants must know the names of the other players. It is active, so it is…. Everyone else must keep a straight face.

Soccer Tennis When my den meetings were immediately after school, I often did a physical activity during the gathering time. The Scouts needed to run around and burn off a little energy…. It practices Scoutcraft lashings as well as cooperation and problem solving. Connect with. I allow to create an account. When you login first time using a Social Login button, we collect your account public profile information shared by Social Login provider, based on your privacy settings.

We also get your email address to automatically create an account for you in our website. Once your account is created, you'll be logged-in to this account. Disagree Agree. Notify of. Inline Feedbacks. Mosquito Netting for Summer Camp. How do Scouts and Scouters survive buggy nights in open-air platform tents? The A-frame canvas tents have been used by generations of Scouts but are open to bugs and lots of other critters.

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