First Class Relay. Greased Watermelon. Hunker Down. Rooster Fights. Blind Balloon Volleyball. Collection of Silly Races. Crabs, Crows, and Cranes. Fishing for Mousetraps. Frog or Kangaroo Relay. Giants, Elfs, and Wizards. Double click the video to watch in full screen. Running activities online is different.
Keeping everyone safe is the number one concern for everyone at Scouts. We all need to continue to follow the Code of Behaviour set out in the Yellow Card and the guidance on staying safe online during virtual meetings.
Young people can still work towards badges and awards while at home. Here's our guidance on making the rules more flexible. Edit them for your unique setting; even if the hazards you see are the same as in the examples, your controls may differ. Each player races to the stack in front of his line, blows up a paper bag, breaks it with his hand and races back to touch off the next player. Arrange the players in a circle, call out the names of things that are found above the ground or below it.
For example: strawberries grow above the ground and potatoes grow below. When you call something that grows above the ground the players stand up, below they sit down. The players are eliminated when they miss or are extra slow about deciding.
First person in each line sticks a penny match box cover over his nose. He transfers it to the nose of the next person in line without using his hands or feet. Team to finish first wins. At signal, he goes through the tire,! The next player sets up the tire and repeats the action. Continue until all boys on team are standing at attention.
The hands must not touch the potato at any time. At the other end of the room, in front of each relay line, is a pile of 20 clothespins. On a signal, the first boy in each line runs to the pile of clothespins and picks up all He then returns to his line and hands the clothespins, one at a time, to the next boy in line.
The second boy then passes the clothespins, one at a time, to the third boy, and so on down the line until the last boy in the line receives all 20 pins. This last boy then runs to the front of the relay line and sits down. All the team members then sit down, too, showing that the entire line is finished. The first team to have all its members sit down is the winner. If a player drops any clothespins, he must pick them up and play continues by passing them to the next player.
No penalties are given and it is not necessary to start over. The objective is three boys holding a large polythene sheet or ground sheet, who will try and catch the water balloons. The team with the most catches wins. This is a very messy game and is therefore ideal for hot days at camp. Your net or rope is stretched between two poles or trees just above head height. You have two teams and one balloon a quarter filled with water.
If you put too much water into the balloons then they tend to burst too easily. The object of the game is to lob the balloon over the net and try and soak the opposing team. Each team has a sheet which is held by all members of the team. The balloon must be served, caught and returned only by using the sheet. There is a lot of strategy in this game on such things as catching the balloon without bursting it and ways of lobbing the balloon to make it difficult to catch.
When the balloon bursts on one side then a point is awarded to the other side, and a new balloon is brought into play. This race is for the whole family. Give each player a balloon filled with water and a inch long string.
The players tie one end of their string to the balloon and the other end to one ankle. On a signal, all players move toward the finish line 20 feet away dragging their balloons behind them. A player whose balloon breaks must step out of the game. The winner is the first player whose intact balloon crosses the finish line.
This is a very wet relay, so play it outside. Form two teams. Place a bucket of water and a cup at the head of each line. At the end of each line is a bottle. On signal, the first player dips his cup in the water and passes the cup down the line. The last player pours the water carefully into the bottle. Then he runs to the head of the line. Repeat until the bottle is filled to the line marked.
Get 4 buckets or large containers and 6 large sponges. Divide the boys into 2 teams and form 2 single file lines. Put equal amounts of water in the buckets in front of the teams and put 2 or 3 sponges in the water. On signal, the boy in front of each line gets a sponge and runs to the bucket at the other end of his line, squeezing the water out of the sponge into the bucket at his finish line.
He then runs back to put the sponge in the hand of the next person in line. That boy drops the sponge into the water, gets another filled sponge and repeats what the previous boy did. The first team with all of their water out of the first bucket and into the second bucket wins. Fill one Dixie with water and place the Dixie's at either side of the hall.
Distribute a mug to each person. The team must transfer the water from one Dixie to the other passing the water from one mug to the next.
Could be marked in several ways: Time to move fixed amount of water with penalty for water dropped, or volume of water moved in fixed time. Refinement: Thread mug handles through a string and place objects such as chairs or if at camp around trees. This creates some bottlenecks which the team must learn to limit. Refinement: Give smaller mugs to people at the end of the line. Team must learn not to overfill mugs. You need a water pistol for each player and one big balloon. Mark off two goal lines about 30 feet apart.
Behind each goal line, place a bucket full of water Divide parents and sons into two teams. Tell all players to fill their pistols from their bucket and line up near the balloon which is p[laced in the center of the playing area. On a signal, all players begin squirting their pistols at the balloon, trying to propel it past the opponent's goal. Start with a very small, blow up type pool. Mark the pool bottom across the center with masking tape or, if alright, paint it.
It could also be marked by laying something in the bottom that will not float. Have half of the boys go to one side and the rest go to the other. Put a Ping-Pong ball in the center of the pool. Using only their bare feet dangling over their side of the pool to move the water they may not touch the ball , the boys try to move the ball to their side.
Begin playing music and stop the music at irregular intervals. The side the ball is on gets a point. At the end, the side with the most points is the winner. Five or six cardboard boxes of various sizes. How To Play: Divide boys into two teams.
Each boy holds the hands of his teammates on either side. On signal, the first boy on each team picks up a clothespin from his pile. He must pass it to the next without dropping hands. The last person drops the pin into the box. If pin drops to the ground players must pick it up without letting go of hands. At the command: Stand in sixes, everyone divides into groups of exactly six people - no more, no less.
Anyone not in a group is out. Continue with more commands using different numbers - for example: Stand in eights, Stand in threes, Stand in seventeens With the odd ones dropping out until there are only three or four left - the Winners. Keep the commands coming quickly. If you are particularly malevalent, use sequences like "Stand in sevens," followed imediately by "stand in sixes," and see how each group decides who is out.
Once the pack is aquainted with the game, you can call out "Stand in sixes," to get a quick count of participants or to quickly get teams for a relay race. Nature Treasure Hunt- The nature treasure hunt committee should arrive early to prepare the stations.
Use whatever natural features are found in the, area and write the instructions to fit. But remember, the hunt is not a race. Give each den a scorecard on which judges at each station record their scores.
Tell the judge and give him your scorecard. Find it but do not touch it. Show the judge where it is. If you know what the insect is, tell the judge. Show the judge where they are. Look for a note at its base. What kind is it? What kind of bird made the nest? Show the judge where the nest is. Do not climb the tree. What do you see?
Score five points for identifying it. Cubmaster presents badges of rank and arrow points to advancing Cub Scouts. Webelos den leaders award activity badges and Webelos badges to eligible Webelos Scouts. It can be adapted to either indoors or outdoors, but if you have a choice, make it out-doors. The object of the hunt is to cornplete the tests and find Bigfoot in the shortest time.
The den is blindfolded and each member follows the trail by sliding one hand along the string. If in doors, run the string from chair to table to side of the room and back again. That Cub Scout is sent some distance away and left lying on the ground The other den members must find him apply simple first aid, and bring him back on a stretcher made from two poles and a blanket. On the way up the mountain, a fierce storm stops the den.
The game ends when the den tags Bigfoot. Start dens at four- or five-minute intervals. Time each start. The winning den is the one which tags Bigfoot in the shortest time. The pack conunittee might suggest that all turtles be seven inches long. The committee must make one pattern for each den by enlarging the figure shown here by the grid method; each square represents one inch.
Dens could cut their turtles from any material they wish, or the committee could establish a required material. Of course the turtles can be made almost any size. You might want to involve parent help and make giant sea turtles about 3 or 4 feet high. In the suit-case are a hat, a coat, gloves, and any other clothing desired, so long as the contents are the same for each player. At a given signal, all contestants run to the goal, open suitcases, put on clothes, close suitcases, open umbrellas, and run to starting point.
Use of the relay adds excitement. This is a great game for pack meetings,especially if parents are the contestants. The whole group forms a series of circles and lines to make up a stick figure. When they're assembled, you give them a series of directions, one at a time, and they must act as a group and performs the actions, such as: Your head is itchy - scratch it!
There's a soccer ball at your feet - kick it! Your shoe is untied - tie it up! Your nose is running - blow it! Your pants fell down - bend down and pull them up! The boys and parents stand in a circle by dens holding hands. Everyone numbers off alternately one or two. On the signal, keeping legs and backs as straight as possible, the players who are "ones" lean forward toward the center of the circled, while the "twos" lean outward.
Players counterbalance each other for support. Once the group has gotten its balance, slowly reverse the leaners. Then have the players see how smoothly they can alternate. Defenders form a circle, holding hands and facing outward, with their captain in the centre.
Attackers surround the fort at about eight or ten paces distant. They try to kick a soccer ball into the fort; it may go through the legs of the defenders or over their heads. If it goes over their heads, the captain may catch it and throw it out.
But if it touches the ground inside the circle, the fort is captured and the players change sides. If you have an awkward number of players you may leave out up to 2 players - they will be given roles later in the game. Before the game starts it is best to rehearse changing the maze: Start with all the players facing in the same direction with their arms spread to their sides - this should create a number of rows. 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. Thus you may suddenly prevent the mouse getting caught or put the mouse very close to the cat. 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. Give each pair two spoons and a large dish of ice cream. Each pair gets down on their stomachs with their heads close together over the ice cream.
On a signal, they begin feeding each other the ice cream. The pair to finish first with the cleanest dish, wins. S- Transplanted first artificial heart. How many pounds of garbage does the average American produce each year? Newspapers and paper bags B.
Carrots C. Plastic bottles D. None of the above How much of our garbage is currently going to landfills? Paper B. Plastic C. Metal D. Yard waste Which of the following is the government's top priority for minimizing waste and disposal costs?
Recycling B. Waste to energy incineration C. Source reduction Answers C. According to the Environmental Protection Agency EPA each man, woman and child generates roughly three quarters of a ton 1, lbs. Renowned garbologist, Dr. William Rathje Univ. In fact, he has dug up year-old, perfectly readable newspapers; year-old carrots and corn; and lots of other things you would normally consider to be biodegradable.
The real issue is sending less to the landfills in the first place. According to the EPA, the U. Thus, while we all know how important it is to recycle, we should also find ways to reduce the amount of materials used as well.
How did you do? If you knew most or all of the answers, you're at the top of the class! If you didn't, don't worry. We've talked to thousands of educators, most of whom were quite surprised by many of these facts. Answers: 1.
Instructions should be printed on the paper": "Corn was the most important food the Indians gave us. Circle everything you believe to be made from corn. Show them to the den one at a time and have the boys try to figure out the saying that it represents. Eggs over easy 2. Reading between the lines 3. Fiddler on the roof 4. Long underwear 5. Somewhere over the rainbow 6. Three degrees below zero 7. A round of applause. The first two are empty, the last contains 8 oz of water.
By pouring water from one glass to another make at least one of them contain exactly 4 oz of water. Divide the group in half, having two parallel lines face each other about three feet apart. On the signal "go"! He then ties a predetermined knot in his rope and tries to pull his opponent over the line.
A blindfolded "sentry" sits in the center of the campfire area. In front of him lies a sheathed axe. The players try to creep up and steal the axe without being heard. The sentry points at thieves if he hears them. If a player gets pointed at, he must return to his starting place.
The first person to steal the axe is the next sentry. Can also be played with axe stuck in a log or with other objects. Game Description: A traffic cone or similar object is placed in the middle of the hall. All the players then form a large ring around it.
The idea is to make all the other players out by making them touch the cone. If anyone does touch it, then they are out. The winner is the last person still in. This can also be played all holding on to a rope tied into a large circle. Anyone touching the cone or letting go of the rope is out. Instructions: Decide how many points to award for each size box; mark on boxes in bold numbers. Draw a throwing line for players which players must stay behind.
Arrange boxes about feet from players. One by one, players bounce balls toward boxes, scoring points as shown on the boxes. Repeat for tums; winner is highest score. Altamate: Pick a score perhaps and players throw balls until they reach goal exactly.
Scores which are over the goal are subtracted from the current total. Each contestant has a suitcase or backpack and an umbrella. Back to Index. Then form a circle and choose a "genius" who remains in the circle and originates various action for all to copy. The group changed actions only when the "genius" changes. When he guesses correctly he joins the circle and the "genius" becomes "IT" and leaves the room.
Another "genius" is chosen and the game continues. GC Animatics. Know your games thoroughly Start off with your best game - one that is easy to explain and enjoyable to play. Equipment: A rope or cloth tail and a token for each scout. Equipment: a Hat, scarf or some other 'bacon' Divide the group in half. To play, arrange any number of matches into as many piles as you like. A possible arrangement is illustrated above.
The piles need not contain an equal number of matches. Each player in turn takes part or all of any pile of matches - taking at least one match. The game is over when the last match, or the remaining pile, is the winner.
Or the rules may be reversed, making the player who picks up the last match the loser. Divide the group into two teams. Take one boy from each team about 20 feet from the rest of the group and have him sit in a designated spot.
During the game, he may lean forward slightly and reach, but he cannot move from that spot. Give the first Scout in each line a coiled rope about 25 feet in length.
Each boy makes one throw, holding onto the end. The sitting Cub Scout tries to reach the rope being thrown without moving from his spot.
Each boy in the relay line will throw the rope once, and then go to the end of the line.
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