Four Beavers link their arms together, forming a chain. They are the Dragon and must remain linked at all times, even when running. The aim of the game is for the Dragon to run and catch as many Beavers as possible by forming a circle around them. A Beaver who is captured must link arms with the others forming the Dragon and help to capture the remaining Beavers. The game goes until everyone has been tagged and is part of one long Dragon.
You need at least
two people who already know how to play the game.
Play begins by one person saying "I'M GOING ON A CAMPING TRIP AND I'M GOING TO
BRING...(at this point the person talking picks anything she would like to bring
on the trip. Let's use a sleeping bag as an example) A SLEEPING BAG".
The next person says "I'M GOING ON A CAMPING TRIP AND I'M GOING TO BRING...(at
this point the person talking picks anything she would like to bring on the
trip, but it must begin with the letter "G", since the last letter of the first
person 'camping accessory' was a "G". For example let's say the second person
wanted to bring a "GUARDIAN" they can bring that so everyone says "OKAY YOU CAN
BRING THAT ON OUR CAMPING TRIP" Say the third person hasn't caught on to
the game yet and says, "I'M GOING ON A CAMPING TRIP AND I'M GOING TO BRING HOT
DOGS". Everyone should say, "NO, YOU CAN'T BRING HOT DOGS" and play continues
to the next player until everyone has caught onto the game.
Variation: (easier) Instead of selecting items that start with the last letter of the previous item, simply select items that start with the next letter alphabetically.
Another variation: (harder) Play is the same as above except each person must not only pick the appropriate item, they must first list ALL of the previous items in order. If they miss an item (and get caught) everyone should say "BUT YOU FORGOT (the forgotten item).
One more variation: (even harder) Have somebody make up a rule by saying something like "I would take Apples but I would not take Oranges" (items with double letters). Each person then has to guess the rule by selecting an item to bring and an item not to bring. If they are correct then play continues until everyone has it figured out then a new rule can be made by the next person, if not, the rule maker says "NO YOU CAN'T BRING THOSE"
One person starts with the koosh ball. she names a particular person in the group and throws the ball to her. That person must catch the ball then names another person of the group and also throws the ball to her. Everyone in that circle will throw the ball to the person they have each named. This implies that everyone will receive the ball from the same person and throw it to the same person. (ie: A always throws the ball to C and C always throws it to G, etc...).
Once the students have completed a full circle of ball throwing (3-4 times) without dropping the ball, The students will become more familiar with the activity. Then add a second ball and repeat the motion. Then go to 3-4 balls...
Once they are comfortable with this pattern,
form a bigger circle by integrating all the students, and start throwing 1
kooshball. Make a complete pattern. Every student will have the opportunity of
receiving and throwing the kooshball. Once the ball has gone around without
being dropped, introduce a second ball, then a third, and so on.
This game creates a pattern of motion, involving concentration, focus and a lot of fun. I have gone as high as 9 kooshball with 27 students; it's
quite challenging.
A variation:
Students number themselves and call numbers instead of names. The ball can be thrown up in the air and the number called must catch it before it falls to the ground.
A collection of assorted
games mostly from
The MacScouters Big Book of Games
Compiled by Gary Hendra and Gary Yerkes
1997
www.macscouter.com
Equipment: A supply of balloons
Formation: Pairs
Pick teams of two parents or Cubs from each Six. 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.Equipment: 30-40 balloons; pencil and paper for the scorekeeper
Formation: Scatter
The balloons are blown up and scattered on the floor. Players stand in scatter formation. On 'GO', the object is to break as many balloons as possible, by sitting on them! When a person breaks a balloon, he shouts 'I SCORE!' and must put his hand in the air. The scorekeeper then runs up to the person whose hand is in the air, marks a point down on his tally sheet. The player then tries to break another balloon and earn more points. When all balloons are broken, scores are added up and a winner is declared.
Variation: Break the balloons by putting them between the knees and squeezing them until they break.
Burst the balloons by jumping on them with both feet.
Burst the balloons by squeezing them between two peopleEquipment: 10 black headbands with one feather; 10 white headbands with one feather; 50 inflated balloons with pieces of string attached to each; tape or rope to mark circle on the ground.
Formation: teams
Divide the group into two teams; give each team headbands. Draw a large circle on the floor and have 5-10 players from each team enter the circle. A balloon is tied to each player's left ankle. The object of the game is to break your opponent's balloon while trying to avoid having your own broken. Once your balloon breaks, you leave the circle to join the audience. The game is played for five minutes and the team with the largest number of braves and maidens still in the circle wins. Play the game several times with new braves and maidens each time.
While the game is going on, the audience shouts war whoopsEquipment: None
Formation: Two circles, one inside the other
Divide the Cubs into groups. Group A forms the inner circle facing outward and group b the outer circle facing inward. Have the players facing each other hold hands to pair off like 'brothers!' They drop hands and on signal, the circles march in opposite directions. When you shout 'BROTHERS!', the pairs find each other, link arms together backwards, and sit down. The last pair to sit down drops out of the game. Continue until two brothers are left.
Equipment: 1 large paper bag per Six
Formation: Sixes
Each Six has to find a nature specimen for each letter of the alphabet. The leader should set a time limit.
Each patrol has 10 minutes to solve the riddles and find the corresponding Scouting or nature objects. They must give the correct numbers for each item:
1. You use this to find NEWS.
2. This silver life saver can be used on anything from tents to camera cases.
3. When the wind blows and the snow comes down I'll still be around.
4. Flash this for someone and they may just come to the rescue.
5. It's always greener on the other side of the road.
6. Sounds like something that would help an orchestra.
7. I'm created by rivers and streams and thousands of years.
8. It can help you on hot days, cold days, and while you sleep.
9. Be sure to take this if you want to pack light.
10. Keeps you from wearing embarrassing garbage bags.
11. If you're falling off a cliff, it's good to be able to do this.
12. You don't have to be a Star Scout to wear one of these.
13. If you served in the military in Geneva, you might be issued one of these.
14. It's whipped but it's not cream.
15. You see me in red superimposed on red and white stripes sometimes.
16. With these you can do something you also do in baseball and bowling.
17. It's pretty much isosceles in shape.
18. It's the opposite of "can out"
19. Useful for ticks every time.
Scavenger Hunt Answers
Each patrol has 10 minutes to solve the riddles and find the corresponding Scouting or nature objects. They must give the correct numbers for each item:
1. You use this to find NEWS. Compass
2. This silver life saver can be used on anything from tents to camera cases.
Duct Tape
3. When the wind blows and the snow comes down I'll still be around. Pine
Needles/Branch
4. Flash this for someone and they may just come to the rescue. Signal Mirror
5. It's always greener on the other side of the road. Grass
6. Sounds like something that would help an orchestra. Band Aid
7. I'm created by rivers and streams and thousands of years. Sedimentary Rock
8. It can help you on hot days, cold days, and while you sleep. Hat
9. Be sure to take this if you want to pack light. Flashlight
10. Keeps you from wearing embarrassing garbage bags. Poncho
11. If you're falling off a cliff, it's good to be able to do this. Tie
one-handed bowline
12. You don't have to be a Star Scout to wear one of these. Service star (or
Baden-Powell Star)
13. If you served in the military in Geneva, you might be issued one of these.
Swiss Army Knife
14. It's whipped but it's not cream. Whipped Rope
15. You see me in red superimposed on red and white stripes sometimes. Maple
Leaf
16. With these you can do something you also do in baseball and bowling. Matches
17. It's pretty much isosceles in shape. Triangle Bandage or neckerchief
18. It's the opposite of "can out" Canteen (can't iin)
19. Useful for ticks every time. Watch
Group walks around in a circle singing. When leader signals they must jump into the "lifeboats." Leader puts up any number of fingers and whoever is not in a "boat" with the same number of passengers must drop out.
Evening game, outdoors
Equipment: 2 handmade flags on staffs 2' long; 2 different colored 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 defense and offense.
Variation: try playing the game with three or four teams, each with its own jail area and hiding spot for their flag.
Another Description:
2 flags or For night play 2+ lanterns
First you pick out two even teams. Once you have the teams you set boundaries for the game. The boundaries can be wherever you want them. What you should end up with is a large rectangle or square. Once you have decided on the boundaries, you should draw a line through the middle of your playing zone. This line is divides the two sides. Each team should be able to choose where they want their flag and jail but they have to show the other team where they are and both teams have to agree on the placement of the flags and jails. Once this is done, each team goes to their own side of the playing field. Once the game begins, the teams are free to go at the others flag. If a team member is caught on the other teams side, (To be caught you must be "tagged" by a player on the opposite side on his own territory), he will be sent to jail. This player must sit in jail until either the game ends or he is freed by a member of his own team. To be freed, you have to be touched by a "free" member of his own team. The freed player gets a free walk to his own side of the playing field. The person freeing the player is on his own, he may still be tagged and put in jail. To win the game you must capture the other teams flag and return it to your own side with out being captured. It is up to the team on how they want to place their members. When we play, we usually have two players guard the flag and one player be the jail guard. Two or more players stick around and help provide the defense. The rest go for the flag.
Variation From Mike Stolz:
Our troop plays this on every overnight campout. For night play, we use 2 or 4 lanterns. Two are used to mark the center line, while the other two can be used to show the 'approximate' area where the team's flag is. Our flag guards MUST remain at least 15 feet (5 meters) from their own flag unless chasing someone, and the flags must be completely exposed (no stuffing them into holes in the ground, or tying them to trees). When the teams are small, we do away with the jail. Instead, we create 'Check Point Charlie' at the centerline. Captured prisoners can be exchanged for a point. In case of a tie (equal games won, or no winner at all), the team that earned the most points is declared the winner.
Variation:
From Doug: This game, played at night, is a variant of Capture the Flag that we just call "The Candle Game". Two small pots are placed at opposite ends of a field (with trees or bush down the sides of the field) and lids for the pots are placed on the ground, just beside the pots; a small, lighted candle is placed in each pot. Each team tries to put out the other team's candle by sneaking up on their opponent's candle and putting the lid on the pot without being caught. The rest of the rules are pretty much the same as Capture the Flag.
Active, outdoors/indoors
Equipment: Per team: 1 big balloon; 1 small balloon.
Formation: Relay.
Divide the group into teams of six to eight players. Each
team is given one large and one small balloon. The first player of each group,
on the word 'Go', balances the smaller balloon on top of the larger one and
races to the other end of the playing area. If the top balloon falls off, the
player must return to the starting line and begin again. When the 'run' (or walk) is complete, the player takes both
balloons in his hands and runs back to the starting line, where the second
player is waiting to race. The first team finished, and sitting down, wins.
Active, outdoors/indoors
Equipment: 1 tennis ball per team
Formation: relay.
The Sixes 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 Six to finish is the winner.
Semi-active, indoors.
Equipment: Balloons.
Formation: Relay.
Teams line up with members standing side by side, separated by the distance obtained when players stretch their arms sideways. Fingertips should touch between players. The first player in line takes and inflated balloon, and bats it towards the second person in line, who bats it to the third person, on down the line and back again. The only rule is this: once the players have taken their stance, they may not move their feet. If a balloon falls to the floor, or if someone moves his feet in an attempt to reach the balloon, the first person in line must run and get the balloon, and take it back to the starting line to begin again.
Variation: add more than one balloon per line, going in both directions.
Divide the group into two relay teams. String a clothesline from one side to the other at shoulder height of the average person. Clip 20 or more round topped clothespins onto the clothesline. (The pins are the birds and the clothesline is the telephone line) On signal, the first person in each team runs to the line, removes a pin with his teeth (no hands!), brings it back to his team and drops it into a sack. The first team finished wins.
You will need:
A ball or balloon for each team
The teams stand at attention in lines, the front player in each team has the ball. On the command 'GO' they spring their legs apart. The player at the front passes the ball between their legs. The ball must go between each players legs until it is picked up by the player at the back. The back player then runs to the front and continues the process until the original font player is back at the front. The winning team is the one with all players standing at attention with the ball at the front. If a ball breaks out from the line it must start its journey through the tunnel again from the front. As an alternative pass the ball from the back player through the tunnel to the front.
March 31, 2007