Cub Games - Part I
You Can't See Me !
Nature game, outdoors
Equipment: A nature trail.
Formation: Scatter
The object of this game is to allow the players the opportunity
to pretend they are animals, trying to hide from Man.
The group walks a given distance down a nature trail, while the
leader explains the rules:
Each player is given time to hide along the trail. They may
travel no more than 15 feet from either side of the trail, and
may use anything in the natural environment to provide
camouflage.
The leader waits about five minutes until all players are hidden.
He walks the distance of the trail ONCE ONLY, and tries to find
as many players as possible. After his walk, he calls out, and
watches to see where all the successful 'animals' hid.
This game can be repeated many times, with different players
taking the role of the searcher.
It is fun to talk about the hiding places that were the most
successful, and how animals might protect themselves from
predators.
The Stalker.
Nature game, outdoors.
Equipment: Blindfolds, stones.
Formation: scatter.
Half the group is given blindfolds to wear. These players are
placed in scatter formation within the boundaries of the playing
area. A stone is placed between their fee, but not touching
them.
The other half of the group (the ones that can see) begin to
stalk the blindfolded players in an effort to obtain the stone
from between their feet. In an attempt to pinpoint a stalker,
the blindfolded players may point to a sound. If a stalker is
there, the two players switch positions.
Stalkers try to collect as many stones as possible without being
caught.
The Stalker (Variation)
Nature game, indoors
Equipment: blindfolds, flashlight.
Formation: scatter.
This is a terrific evening program variation to the original
Stalker game. The players protecting the stone between their
feet are given flashlights. When they think they know the
location of a stalker, instead of pointing to him, they flash the
light in the direction from where they hear the noise. Each
player is given three separate 'flashes' of light before losing
his stone to the nearest stalker
Swamp
Nature game, outdoors.
Equipment: pen and paper.
Formation: small groups.
Divide the group into teams of 4 to 6. Give each team a large
piece of paper and a pen.
Each letter in the word SWAMP stands for another word that
describes something in nature:
S Stars
W Weather
A Animals
M Minerals
P Plants
On 'Go', each team writes down as many words as it can think of
that relate to the words STARS. The only stipulation is this:
They must be able to SEE what they write down from where they are
sitting (e.g., sky is where stars are seen; clouds cover stars on
a dull night). Each team has five minutes to write down as many
words as possible.
The next five minutes are devoted to the word WEATHER, the next
five to ANIMALS and so on until all letters of the word SWAMP
have been given equal time.
At the end of the writing session, the leader tallies the number
of words to see which team has the sharpest eyes, and the most
vivid imagination (some teams may have to explain their rationale
behind writing down certain words - the leader may not understand
how they relate to the 'master' word).
You'll be amazed at the boy's imagination.
Meet My Friend
Nature game, outdoors
Equipment: None
Formation: Group
The object of this game is to discover a friend in nature,
without harming any living thing that might be found in the out-
of-doors.
Players are taken on a short hike during which time each player
collects something from the natural environment (nothing may be
broken or picked from any living thing - the item has to be
either lying on the ground or resting on another object (e.g.
stump or log)). Everyone keeps his object hidden from all
players.
Following the hike, each player is given the opportunity to build
a small home for his 'friend'. He is also asked to give his
friend a name, and to think of one way in which he could take
care of his friend, if it was still out of it's natural
environment.
When all in the group is ready, everyone tours the small homes
that have been created, and meets each special friend.
E.g.: 'This is my friend Twiggy. He is a small branch that I
found lying on the ground. I've built him a house from soft
leaves and moss that I found on the ground. If he was still on a
tree, I could take care of him by protecting him from the wind.
I could build him a fence so the wind wouldn't snap him off his
tree. I could also make sure he doesn't catch diseases - I could
check for termites and insects that might harm him."
The friends that are made are refreshing to everyone.
Switch
Nature game, outdoors.
Equipment: None.
Formation: scatter, in a wooded area with several varieties of
trees.
Players are divided into three or four groups such as Sugar
Maple, Beeches, Yellow birches, ironwoods. In an appropriate and
defined area, players stand touching their trees - only one per
tree. 'It' stands at the centre spot and calls the name of a
group.. 'Beeches' for example. At this signal, the designated
group changes place with on another, running from one beech tree
to another. 'It' tries to claim a tree of his own during the
interchange. If 'It' is successful in claiming a tree, the
player who is left without a tree becomes the new 'It'. If 'it'
calls 'FOREST', everyone is required to change to another tree of
his team's name.
To end the game, it is fun to have 'it be it' for four or five
rounds of the game calling 'FOREST' every time. As 'it' beats a
player to a tree, that player is eliminated. In this way, some
trees may be altogether wiped out from the forest, as could
happen in our natural environment.
Silly Symphony
Nature game, outdoors.
Equipment: The Outdoors.
Formation: semi-circle.
The purpose of this game is to discover the beautiful sounds that
can be created by the natural objects in our environment.
Each player is given 10 - 15 minutes to find objects in nature
that make a noise when banged together, or blown on, or rubbed
together. Players bring back their 'instruments' and a conductor
is chosen, who organizes the group into a semi-circular
orchestra.
Each musician is allowed to 'tune' is instrument, so the rest of
the group can hear the different sounds. If a player can play
more than one instrument at the same time, he is welcome to do
so.
The conductor can then choose a familiar tune with an easy
rhythm, and lead his orchestra in song. Let the players make
requests for songs they would like to play; give musicians the
opportunity to work on 'solos' that they can perform for
everyone.
North by Northeast
Nature game, outdoors/indoors
Equipment: 1 compass
Formation: scatter
The leader gathers the group together. Using the compass, they
all learn how to determine which direction is north. Someone
from the group is asked to select an object that lies directly
north, (e.g., a tree, or a doorstep, or a post). Then the group
decides on an object that lies directly south, one that lies
directly east, and one that lies directly west.
Everyone assembles in the centre of the playing area. The leader
calls out one of 'North', 'South', 'East' or 'West', and everyone
runs to touch the object that lies in that direction. The last
one to touch the object is eliminated.
After a new rounds of the game, play can stop, and objects for
the intercardinal points (Northeast, Northwest, Southeast and
Southwest) can be added. Everyone can begin the game again, as
all eight points are used.
A great game to introduce the skill of orienteering !
A Little Inconvenience
Water game, outdoors.
Equipment: 1 soccer ball; 2 innertubes; 1 waterball; 2 water
basketball hoops; blindfolds; string.
Formation: teams.
The object of this game is to allow players to experience the
sensation of having a disability.
Divide the players into four teams, and set up a rotation so that
each team takes part in each of the following activities:
1. Sensitivity walk,
2. Obstacle course in water, using innertubes.
3. dodgeball, and
4. water basketball.
Each activity is performed with a specific handicap:
1) When a team goes on the sensitivity hike, all participants are
blindfolded. They simply go on a short hike, and experience it without
sight.
2) In a short obstacle course in shallow water (through an
innertube, crawl on the bottom then through a second innertube)
players must not use their arms.
3) In the dame of dodgeball in shallow water, each player's
ankles are tied together. (One player in the centre of the
circle tries to hit another player with the soccer ball.
4) In a game of water basketball, players may not speak.
Following ten minute rotations of each event, the group can
discuss the sensations experienced by being temporarily
handicapped.
We can soon learn it is not what you cannot do -- it is what you
can do !
Splash hike
Water game, outdoors.
Equipment: None
Formation: group
This is a super small group game.
As everyone to wear bathing suits and an old pair of shoes (a
pair they can get wet).
The game takes place in a stream or along the shallow shoreline
of a lake or river.
The leader steps into the water, and instructs the group to
'follow the leader'. Everything the leader does is copied by the
followers. After a few minutes of hiking, the leader falls to
the back of the line to let a new leader take over. The hike can
be as long or as short as time allows - it is fun to walk back to
home base in the water, rather than by land; see if the group
can hike backwards for some of the return distance.
Some 'follow the leader' ideas:
Sit down on a stone; hop on one foot; play leap frog; skip a flat
stone out to sea; jump from one stone to another; build a small
castle on the shore; climb a tree; stop, take off one shoe, empty
water from it, and put it on again; crouch so that all of you is
under water; sing a song about the sea; try to catch a frog.
Monster Relay
Water game, outdoors.
Equipment: none.
Formation: teams
Divide the group into teams of 8-10 players.
Set up a 'monster' relay where every player has a role. Some
swim through shallow water, some through deep water. Have some
do cartwheels through shallow areas, while other swim with one
hand in the air.
The design of the relay depends on your waterfront set-up and the
abilities of your swimmers.
End the relay by having one player piggyback a teammate across a
finish line, located in shallow water.
Capture the Flag
Evening game, outdoors
Equipment: 2 handmade flags on staffs 2' long; 2 different
coloured sets of arm or headbands made of crepe paper.
Formation: teams.
Divide the group into two teams. Identify each by a set of arm
or headbands.
Set up a jail area (3-4 square yards) and a separate hiding spot
for each flag. Jails are set up at opposite ends of a 5-20 acre
area.
The object of the game is to penetrate the other team's area and
capture their flag. A flag is 'captured' after it has been
returned to the captor's jail area.
Prisoners are taken by having their arm or headbands removed by
an opponent. Prisoners are taken to the jail of their captor's;
then they wait there quietly until they are released. Prisoners
can only be released when a member of their team (with arm or
headband intact) runs through the jail in which they are being
held captive. After their release, prisoners are given free
escort back to a central spot near their end of the area. Here,
they are issued a new arm or headband.
The game continues until a flag is captured, or time is up.
Note: Supervision at the jails and 'new arm or headband area' is
important. Encourage teams to plan elaborate strategies of
defence and offence.
Variation: try playing the game with three or four teams, each
with its own jail area and hiding spot for their flag.
Smugglers and Spies
Evening game, outdoors
Equipment: Tiny pieces of paper with the following smuggled items
and point values written on each:
Chocolate - 50 points. Quantity: 10
Sugar - 75 points. Quantity: 8
Animal pelts - 100 points. Quantity: 8
Gunpowder - 150 points. Quantity: 6
Designs for new secret weapon - 300 points. Quantity: 3
Map to buried treasure - 500 points. Quantity: 1
Formation: teams
Divide the group into two teams. Have each team put on its
armbands. One team becomes the smugglers - the other the spies.
After the rules of the game are given, each team retreats to
separate ends of the playing area (3-20 acres with open woods is
ideal for the game.)
The smugglers each receive the tiny pieces of paper, which they
are going to try to carry into enemy (spy) headquarters. The
spies set up their headquarters inside a 10' by 10' square area
that has its definite boundaries. The scorekeeper sits inside
spy headquarters.
After each team has been given the opportunity to devise a
strategy, play begins. The spies fan out away from their
headquarters and try to intercept smugglers as they attempt to
take their goods inside.
When a smuggler gets caught (tagged), he must stand still and
permit a one minute search of his person by the spy who caught
him. If the spy cannot find the piece of paper within one minute
(paper has to be hidden in external clothing layers), the
smuggler is free to try to advance again into the headquarters.
If the spy does find the 'loot', he takes the piece of paper into
spy headquarters and gives it to the scorekeeper, while the
smuggler returns to his headquarters to receive another piece of
paper.
If a smuggler penetrates inside the spy headquarters, he gives
his goods to the scorekeeper, and is escorted back to his own
headquarters by a staff person or leader supervising the game.
The game continues for a set period of time. When it ends, goods
(points) are totalled, and a winner is declared.
Whistle tag
Evening game, outdoors
Equipment: one whistle for each 'hunted' leader or staff member.
Formation: teams.
The group is divided into teams of 6-8 players. The leaders or
staff members who are to be 'hunted' are given a two-minute head
start into the playing area (5 acre wooded area is ideal).
Teams have to stay together during the entire game. Each team
begins to 'hunt' the staff members, who are required to blow
their whistles at one minute intervals (or variations which you
may want to work out). Leaders may remain mobile, or seek a
hiding place.
Teams try to touch as many staff members as possible within the
time limit of the game. Captured staff are immediately freed to
run and whistle again.
The team who tags the most wins.
Variation: as a night game, using flashlights instead of
whistles. Same rules apply.
Light - No light
Evening game, outdoors
Equipment: flashlight
Formation: scatter
The game is best in a large open wooded area.
Players line up at one end of the playing area, while one player,
holding a flashlight, stands at the other end.
The object of the game is to move from one end of the playing
area to the other, past the person holding the flashlight.
The player with the flashlight stands with his back to the other
players. Every five seconds, he turns around, turns on the light
and scans the area for three seconds. If a moving player gets
caught by the flashlight beam, he has to return to the starting
end. Stationary players may remain where they are.
The first person to successfully move past the 'flasher' becomes
the light for the next round.
Variation: The player with the flashlight keeps the flashlight
on, and continuously scans the playing area. Stalking players
dress in dark clothes. If stalking players are caught, they must
return to the starting end.
Find the Bell
Evening game, outdoors/indoors.
Equipment: a little bell that rings easily.
Formation: circle.
Have the group sit in a circle. Choose one person to sit in the
centre of the circle.
The leader gives the bell to one of the players, who begins to
pass it around the circle.
The object of the game is to pass the bell quietly so that the
person in the middle cannot guess who is holding the bell.
Players may not silence the bell by holding the clapper - they
have to try to pass it carefully enough so that it does not ring.
Triad
Evening game, outdoors.
Equipment: 3 soccer balls painted white; 6 markers with
reflectors attached (to make 3 goals).
Formation: teams.
Divide the players into three teams. On the playing field, set
up three goals in the shape of a triangle.
The game begins with a jump ball in the centre of the field. All
three balls are put into circulation at once and players try to
move the ball through either of their opponents goals.
The balls may be rolled, kicked or thrown to teammates. No
player may hold a ball longer than five seconds.
Teams devise strategies to protect their own goal, while trying
to advance to score goals.
Richmond Hill Hand Ball
Active, outdoors
Equipment: soccer or volleyball.
Formation: teams.
Divide the group into two equal teams. Find a suitable playing
field about the size of a soccer field, with an area to be used
as an end zone.
The play starts with a jump ball. The object is to move the
ball down the field to score points. Players throw the ball to
their teammates, or run with the ball. Players may not take more
than five steps while carrying the ball. If they do, the ball is
handed to the other team, who throws it in from the sidelines.
Points are scored when the ball is thrown to a teammate in the
opposing team's end zone, and caught. The ball must be thrown
from outside the end zone into the end zone and caught by a
teammate. If the ball is missed or dropped, the opposing team
gets a chance to move it out of their end zone. One point is
scored for each catch.
The team with the most points after a given amount of time is
declared the winner.
Go To Cub Games Part II
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