GAMES
Space Ball
San Gabriel Valley, Long Beach, Verdugo Hills Councils
Lots of kids spread out around a SPACE that has some definition or boundary and not too far away apart from one another.
One kid starts out with the ball and throws the ball to another kid. If the kid who threw the ball aims badly, then that kid has to sit down. If the kid who was being thrown the ball gets a good pass but drops or dodges the ball, he is out and sits down and gives the ball to someone else.
When the game gets down to two kids, then each one puts one hand behind his back and tosses the ball back and forth until someone messes up.
Hang Time
San Gabriel Valley, Long Beach, Verdugo Hills Councils
Needs: At least two players, one Ref with a stopwatch and a tennis ball.
To play:
One player throws the ball in the air and then catches it. The Ref times (counts) how many seconds the ball stays in the air and this is recorded.
If the player drops the ball, record 0 and move to the next player. The next player then takes his/her turn. Do this for however many rounds you want and then add up the seconds; the player with the most time wins.
You can vary the rules to allow a player to not catch the ball; stop counting time when the ball hits the ground.
Blast Off!
San Gabriel Valley, Long Beach, Verdugo Hills Councils
Participants: All who want to play (but no less than 3).
Rules:
- All the boys stand in a small circle. The leader in the center.
- The leader tosses the ball into the air calling the name of one of the boys.
- At that moment the rest BLAST OFF running away from the one who tossed the ball.
- When the one who was called has the ball he says: " Stop!" and everybody has to stop.
- The one who has the ball can take three steps to get nearer to the closest person and throw him/her the ball.
Several things could happen:
- If he touches the person with the ball, that person has a spot, and he is now the leader for the next round.
- If he doesn't touch the person with the ball, that person is "clean" (does not get a "spot"), and the one who threw the ball gets the "spot.” He becomes the leader and has to throw the ball and name someone.
- Whoever gets 3 spots is out. The last person left wins.
- The game does not have a time limit; it finishes when there is only one person left or most of the players decide to end it.
The time limit on Cub Scout games is flexible. A good leader lets the Cubs play the game until just before they stop having fun. JJ It may take you awhile until you can successfully judge this point with your den. CD
Space Stations
Baltimore Area Council
Two chairs are placed facing each other about eight feet apart. The Space Stations are made with a blindfolded player sitting in each chair.
The boys stand in a single file. On signal from the leader one player from each team tries to go silently through the “strait”. If either one of the blindfolded players hears anything, he points to the location of the sound.
If he is right, he joins the team of the detected player and the detected player becomes the Space Station. The team getting the most players through the strait in a given time is the winner. Where conditions warrant it, the listeners may use water pistols to good advantage.
Electric Shock
Baltimore Area Council
Divide the group into two equal teams. The teams face each other, and the players on each team stand side by side, a little distance apart.
At the starting signal the first player on each team taps the shoulder of the player next to him. The second player quickly taps the shoulder, of the third player. The third player taps the shoulder of the fourth player.
This continues until the end player calls out “Ouch!” That means he has gotten the electric shock. The first team to “feel” the electric shock wins.
The next time you play the game, the head player goes to the end of the line, and the second player becomes the first.
Cast Off
Baltimore Area Council
Cut out balloons from cardboard and paint them in bright colors. Attach large tin cans to them with cord. Then hang them from a tree limb or clothesline. Toss stardust (iron washers) into the balloon baskets. Each one in counts 5 points. The winner is the player with the most points.
Light Saber
Baltimore Area Council
Have Cub Scouts bring flashlights (with good batteries) from home. Tape a paper towel roll to the end of the flashlight. Cover the flashlight and roll completely with aluminum foil. Cut out the section where the switch is located.
Use as “pretend” LASER BEAMS. Be careful that the Cub Scouts do not use the Laser Beam as a sword; instead, have them aim the Laser Beam at a target on the wall.
Alien Egg
Greater St. Louis Area Council
Supplies: an alien egg (ball about the size of a volleyball covered with aluminum foil).
Directions:
- Divide the boys into pairs.
- Tell them that you have been given an alien egg.
- The egg cannot be moved from place to place unless it is carried between the heads of two people.
- The egg is unique in this way because it must be in contact with human brain waves while it is in motion or the baby alien inside might get upset, break open the egg, and eat the carpeting.
- The object is for each pair to crawl sideways, with the egg between their heads, to the end of the playing area and back. They must then exchange the egg with the next pair in line without using their hands.
Space Flight
Baltimore Area Council
Form teams in separate circles, each facing the center. Give the captain of each team an object representing a satellite.
On signal, the holder of each satellite starts passing it around his circle (the earth). Each Cub Scout passes it to the next until the captain holds it again. He should shout “one” and send it around again. The first team to complete ten trips around the earth wins the game.
Eating in Outer Space
Greater St. Louis Area Council
Supplies: clothesline, doughnuts, paper cups, string.
Directions:
- When it is time for refreshments, let your astronauts eat in "weightlessness" as they do in outer space.
- With thread, suspend doughnuts from a clothesline.
- In addition, fill paper cups half full with water.
- Tie at three points and suspend one cup near each doughnut. Each astronaut will try to eat the doughnut and drink the water without touching them with his hands.
- There will be a lot of fun as the powdered sugar bounces against their faces and the water dribbles down their chins.
Force Field
Greater St. Louis Area Council
Supplies: a long rope.
Directions:
- Divide the room or field in half by tying a rope from one side to the other about 3 feet above the ground.
- Gather the entire group on one side of the rope.
- The rope represents an electric force field.
- Players who accidentally touch it are zapped with electricity. They must fall to the floor and remain there for the rest of the game.
- The object of the game is to get everyone from one side of the force field to the other without getting zapped.
- Players cannot jump but must work together to lift each other carefully over the force field.
- To help, only one object may be used – a chair or desk to stand on or a broom held by players on ether side to assist the member.
- Be sure that players do not throw each other over the force field and that the last person doesn't dive over it.
Space Race
Greater St. Louis Area Council
This is a simple Space Race Derby relay.
Directions:
- Divide the den into teams.
- For each team, stretch a 15 foot length string between chairs.
- Before tying to the second chair, insert a paper cup with a hole in the center.
- Each boy on a team blows a cup the length of the string and returns it.
- Continue in relay fashion until all have raced.
Test your materials ahead of time to ensure the cup will slide on the string when the cub blows on it!! CD
Flying Saucers
Greater St. Louis Area Council
Supplies: Two paper plates per boy, markers and staplers
Directions:
- Each boy makes a flying saucer by stapling together 2 paper plates face to face.
- Decorate as desired.
- Divide the den into two groups, lining up in single file about 15’ from the “worm- hole”. (a hula-hoop suspended from a tree branch or ceiling).
- Each boy tries to fly his saucer through the “worm- hole”.
- The first group to get all the saucers through is the winner.