Magpies nest

pack night Games.

(in no particular order)

Balloon Bashing. Need 2 Baloons blown up softly, 2 or more paper clubs the two shortest walls are considered as the goals.

Divide in to 2 teams numbered off.A baloon is placed in the centre of the room,and a number called. The cubs concerned rush out and atempt to pat the balloon to the opponents goal.

Train Circle. Needed 1 ball

Three out of 4 teams form a large circle and 1 member is given the ball. The other teams forms a crocodile and starting outside the circle, at the same place as the ball, sets off running around the circle in a clock wise direction. at the same time the ball is passed around the circle

Circle Soccer. Equipment Needed 1 Bean Bag.

The cubs form 1 large circle, holding hands, and in the centre is placed a bean bag. The object of the game is to force the bean bag outside the circle, the , the two people it passes out between or the one it passes under , dropping out. This may be achieved by kicking outside the circle, or by pulling a player over it. Best tactic is to pull a player over it. If the circle breaks the two responsible are out. The last person alive is the winner.

Kim's Hunting (Active) Equipment: Nil

Kaa is hunting the Bandar-log (monkeys) for food. Select a Cub Scout to be Kaa's head. He/she must hunt and tag the other Cub Scouts who then become port of his/her tail by holding the belt, waist or shoulders of the Cub Scout in front of them. Game is finished when all Cub Scouts have been eaten by Kaa. If Kaa's tail becomes too long split the body into two snakes who can both chase the other Cub Scouts. Caution: Watch for falls due to the overall speed of the game -slow down if necessary.

Shere Khan Hunting (Active) Equipment: Wolf Masks.

Cub Scouts wear wolves masks. Shere Khan is hungry and would like to eat some wolf cubs. Line Cub Scouts up facing the wall. Select a Cub Scout to be Shere Khan by tapping shoulder secretly. On "Go", Shere Khan must catch all the Cub Scouts who sit down when caught. Try selecting two Shere Khan's for confusing results.

Monkey see, Monkey do (Quiet) Equipment: Nil.

Select a Cub Scout to be the lead monkey. Following the basic rules of 'Simon says' except that Cub Scout must mirror image the actions of the lead monkey. Rotate the lead monkey to encourage Leadership.

Squat Ball. There are no teams it is everyone for himself.

Players spread out around the hall. Throw in two to four balls. Each player tries to recover a ball and hit some other player with it. A player who is hit squats and remains where he is; but he is still in the game. If he recovers a ball and manages to hit a standing player with it, he stands up again and can move around. Last player left standing is the winner. You may have to call "time". Variation : part way through the game shout "everyone is alive". All squatting players can stand and the game continues.

Box Ball (outdoors) Two teams.

Each has one goalie who stands on a chair, holding a box in both hands. The ball can be advanced by dribbling, carrying or kicking. "333" rule layers may not have possession of the ball for more than 3 seconds, take more than 3 steps or bounce or dribble the ball more than 3 times. If this happens, the ball must be given to the closest player from the other team. Points are scored by landing the ball in your goalie's box. The goalie may assist by extending the box in various directions, but he may not step down from the chair.

Fox and Rabbits Divide pack into 3 teams -- Rabbit team 1, Rabbit team 2 and Foxes.

Team 1 and team 2 are located at opposite ends of the playing area. Foxes are located in middle. Team 1 and team 2 food (represented by pieces of paper). The Rabbit teams carry food (one at a time) from their end of the playing area to their home (a container at the opposite end of the playing area). The Foxes tag (with two hands) a Rabbit. When tagged, the Rabbit must hand over his food and return to the starting point to get more food. The Fox takes the food (one at a time) and places it in a container at one side of the playing area. Any player caught with more than one piece of food in his possession must surrender them to a leader. At the end of the game, leaders count food in each container. Winning team is the team with the most food.

Quick Knot Relay Sixes.

Each six lines up in relay formation. Must tie several pieces of rope together with a series of reef knots. Then, use the rope to pull someone across a "river".

"A Knotty Problem" Two teams.

All Cubs join hands two teams each have one Cub who holds on to end of a 20'long piece of rope. They all must tie a reef knot in the piece of rope without letting go of each other's hands.

Tabaqui's Bone (steam off game)

A large circle is marked out and a bone placed in the middle. Cubs are in pairs in a circle. In each pair, Cub A stands with feet apart facing center of circle, Cub B stands facing A on inside of circle. Leader calls "go". Cub B from each pair goes under legs of A, around the circle clockwise and back under the legs of A. First one to grab Tabaqui's bone is the winner.

Bag Circle (steam off circle game)

Cubs stand in circle and are numbered from 1 to 4. One bean bag located in the center. Leader calls a number and all Cubs with that number race counter clockwise around the circle, back to their original position and then into the center trying to be the first to grab the bean bag. Note: this is not a game to see who can pull the bean bag away from another Cub. The first to touch it wins.

Burst the Balloon. Scatterd. Equipment: 30to40 balloons; pencil and paper for the scorekeeper

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.

Variations:

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 people.

The Huron Hop Teams. Equipment: 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.

Divide the group into two teams; give each team head bands. Draw a large circle on the floor and have 5to10 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 whoops !

 

Run Around the Town Two teams. Equipment: Bat; soccer or volleyball.

Line up the outfield team as you would for a game of baseball. Line the infield in a straight line about 15' behind home plate. The pitcher pitches the ball to the first player, who hits it with the bat. As the ball rolls to the outfield, the batter runs around his team as manytimes as possible. Meanwhile, the players in the field line up behind the player who catches the ball. They all stand one behind the other with theirlegs apart. The player who caught the ball rolls it between his legs and between the legs of his teammates. When the last player in line gets the ball, he yells 'STOP'. At his cry the batter stops running. The infield scores one point for every three times the batter circled his team. After three batters, teams switch positions. Play continues for as many innings as time permits.

The Elephant Hunt Scatterd. Equipment: soccer ball; chalk

Two chalk lines are drawn about three metres apart in the center of the room. This is elephant country. All the leaders are hunters and the Cubs are elephants. The hunters are ranged on either side of the lines and must not enter elephant country. The hunters catch the elephants by hitting them below the knees, with the soccer ball. Any Cubs who are caught become hunters until there is only one elephant left as the winner.

Submarine Dive. Scatterd. Equipment: Piece of chalk

Draw a number of small chalk circles submarines around the room withone less than the number of Cubs in the Pack. The Cubs hop, walk or run round the room according to the ‘direction given by the leader. When he calls 'Submarine Dive!', each Cub tries to get into a submarine. The one Cub who is left out stays on a submarine for the next game and so gradually the submarines become occupied. The winner is the one who gains the last vacant submarine.

Rabbit Down a Hole. Pairs, scattered. Equipment: None

The Cubs stand in pairs facing each other and holding hands to make arches. The pairs are spaced at random around the room. The Cubs are respectively 'rabbit and hunter'. The 'hunter' gives chase to the 'rabbit' who dodges around the trees, finally going down a hole, e.g, running into an arch and standing with his back to one of the Cubs making the arch. This Cub immediately breaks away and becomes a 'rabbit' and the ex rabbit' becomes part of the arch. If the 'hunter' catches the 'rabbit', they exchange roles.

Whale Ahoy!. Scatterd. Equipment: 1 paper or sock ball or beanbag

One boy is selected to be the 'whale', he may run freely about the room. The rest of the Cubs each choose a position and since they are 'rocks in the sea', they may not move. The aim is to 'harpoon' the 'whale' by hitting him with the ball. Whoever hits him takes his place as the next 'whale'. The skill of the game lies in passing the 'harpoon' from 'rock to rock' in an endeavor to corner the 'whale', rather than the Cubs taking random shots. This is good training in playing for the game rather than for the individual.

Tail Tally. Scatterd. Equipment: 1 rope per Cub, colour coded for each Six; 1 whistle

One Cub from each Six is a 'catcher'. All the other Cubs have a 'tail', a length of rope which they tuck into their back pockets. The 'catchers' try to snatch as many tails as possible in a given time. A Cub who loses his tail goes to a 'pen' from which he may be released if the 'catcher' from his Six gives him a tail. When the leader blows the whistle, the Sixes return to their corners and count their tails, including those that their 'catcher' has snatched.

Fill the Basket. Scatterd. Equipment: A pail or a large basket; As many balls as possible.

The leader has the basket and endeavors to keep it empty, throwing the balls as far away as possible. The Cubs do their best to fill the basket. See who wins at the end of five minutes !

The Mystery Number. Circle. Equipment: A whistle

The Pack forms a circle with the Sixers in the middle. The Sixers choose a mystery number known only to themselves. The Cubs march round in a circle chanting the number of each step they take. When they reach the secret number, the Sixers chase them. After ten seconds, the leader blows the whistle and the chase ends. Any Cubs who have been caught go into the center and help the Sixers. The next number is decided upon and the game goes on until time is up and the Cubs who remain free are acclaimed as winners. Note: As the chasers become more numerous, they must hold hands until the mystery number is reached. Set a limit to the mystery number. Anything over ten becomes tedious.

Dutch Football. 4 Teams. Equipment: Piece of chalk; 4 balls

‘The room is divided into four sections with chalked lines. The Pack is divided into four teams, one standing in each section with a ball. On the word 'GO', all the Cubs must hop on one leg and endeavor to keep the balls out of their section by kicking them with the foot they are hopping on. On the call 'PACK', they must all stop dead where they are and any section that has no balls gets a point. The leader should be quick to notice where the balls are when 'PACK' is called, as the balls may easily roll into another section. For this reason, sock balls are recommended instead of ordinary ones.

 

This is My House. Scatterd. Equipment: Chalk.

Draw a number of circles on the floor, just big enough for a Cub to stand in and two less than the Cubs in the Pack. These are houses. One of the two extra Cubs is a 'rich man' and the other a 'policeman'. The rich man' goes around the country buying up houses without the owners permission. He runs up to a house and says, 'This is my house!', where upon the owner runs to another house and says the same thing, and so the game goes on. Meanwhile the police are on the trail of all these people who remove without telling them, and the 'policeman' runs around trying to catch them changing houses. When he does catch an owner on the move, they change roles.

I'm a Great Big Whale. Scatterd. Equipment: Wool or some sort of flag to put into the back pocket.

The Sixers stand in the middle of the room. They are the 'whales'. The rest of the Pack with a flag in their back pocket (sticking out), line up at either end of the room. They are little 'fishies'. The 'whales' then chant, in deep whale like voices, 'I'm a Great Big Whale at the bottom of the sea. The 'fishies' reply in high pitched fish voices, 'And I'm a little fish and you can't catch me!' The 'fishes' then race to the far end of the room and the 'whales' try to catch them by pulling the flag out of their pocket. Any who are caught become 'whales' and help to catch the rest of the 'fishes'. The game continues until one little 'fish' remains as the winner.

Clear the Deck. Group. Equipment: None

The four sides of the room are given names, i.e., 'Clear the deck!'; 'Man the boat!'; 'Shore leave!'; 'In the galley!'. When the leader calls out any of those commands, the Cubs rush to that side of the room. There are extra commands as well: 'Boom coming over!' lie flat on the floor; 'Admiral coming!' all stand and salute. No one is ever out but the last Cub to obey the order loses a life and rolls down a sock or rolls up a sleeve. Note: In the original version of the game the four sides of the room are Port, Starboard, Bow and Stern although this is merely a matter of choice.

Doctor Who and the Daleks. Scatterd. Equipment: None

Three 'Daleks' and three 'Doctor Who's' are suitable for a Pack of 24 boys. The 'Doctor Who's' turn their caps back to front for identification and the 'Daleks' wear their scarves back to front. At the word 'GO' from the leader, the 'Daleks' chase the rest of the Pack. If the 'Daleks' touch anyone, that Cub must freeze, until he is released by the touch of a 'DoctorWho'. No one is out and no one ever really seems to be caught when the time is up ,but it is a splendidly exhausting game! The game should be played for roughly two minutes before the 'Doctor Who's' and the 'Daleks' are changed.

Ball Pass. Circle. Equipment: 1 ball

‘The Pack forms a circle and one Cub has the ball. He passes it to the neighbor on his left and immediately starts to run round the circle, his aim being to be back in his place to receive the ball when it has been passed right round the circle.

C.U.B.S. Circle. Equipment: 1 beanbag

The Cubs sit in a circle with the beanbag in the center and the leader gives them a letter in the order C.U.B.S. all the way round the circle. The leader calls out one of the letters and all the Cubs with that letter run right round the outside of the circle and back through their places into the center where they try to snatch the beanbag. The Cub who get the bag is the inner.

Defending the Fort. Circle. Equipment: 1 soccer ball

The Cubs divide into two teams, the attackers and the defenders. The defenders form a circle holding hands and facing outwards; they choose their captain who stands in the center. The attackers surround the fort and try to kick the soccer ball in. It may go through the legs of the defenders or over their heads; if it does the latter, the captain may catch it and throw it out again. But once the ball touches the ground inside the circle the fort is captured and the players change places.

In the Pond, Out of the Pond. Circle. Equipment: chalk

Draw a large circle in the center of the playing area. The Cubs all stand round the circle just outside the chalk line. The leader stands in the center, and gives the following commands: 'In the Pond!' all the Cubs jump into the circle, and' On the Bank!' all the Cubs jump out. If an order is given for the Cubs to jump in the Pond, and they are already there, it should be ignored. Incorrect orders such as 'On the pond!' and 'In the Bank' should also be ignored. Those Cubs who make two mistakes are out and the last remaining Cub is the winner

Earth, Water, Air and Fire. Circle. Equipment: 1 bean bag

The Pack sit in a circle with one Cub in the center holding the bean bag. He throws the bag at someone and shouts 'Earth!', 'Water!', 'Air!' or 'Fire!'. If it is 'Earth', the chosen Cub must reply with the name of the animal ,before the center Cub counts to ten. If it is 'Water!', he must think of a fish, if 'Air!' a bird and if 'Fire' whistle for the Fire Engine. Note: Once a creature has been named, it may not be called again. If the Cub cannot reply in time, he changes places with the thrower.

Come Along. Circle. Equipment: None

All the Cubs stand in a circle with their right arms outstretched with one Cub outside. He runs round the outside of the circle and grabs an arms of one of the other Cubs who follow him around. They go on collecting others, until there are six to eight running around. Then the first runner calls out 'Home', and they all dash to get in the circle. The Cub who is left out is the new runner.

Express Post. Circle. Equipment: 1 bean bag; 2 boxes or chairs

‘List the names of some towns, one for each Cub in the circle. The Pack stands in a circle, the leader gives each Cub the name of a town. The bean bag is placed in the center and the two boxes or chairs are positioned outside the circle as mail boxes. One Cub is the 'postman', who call, 'I have a letter to deliver.' The players call out, 'Where from?' The 'postman' calls out the name of a town and runs away with the bean bag pursued by the Cub who represents that town. The 'postman' suddenly places the bean bag in one of the mailboxes and makes a dash for the place vacated by the pursuing Cub. That Cub picks up the bean bag and tries to touch the 'postman' before he can get in. If he succeeds, the 'postman' is sacked and the other player takes his place.

Head It! Catch It!. Circle. Equipment: Soccer ball

The Pack form a circle and the leader stands in the center with the soccer ball. He throws it to a Cub calling 'Heading!' or 'Catching!' and the Cub responds accordingly and if he fails, he sits down. The leader then complicates the game by shouting the same commands but expecting the Cubs to respond with the opposite action.

Steptoe and Son. Circle. Equipment: Ball.

The Pack form a circle and two boys go into the center. They are 'Steptoe and Son'. 'Steptoe' guards his 'Son' as the Cubs in the circle try to hit him with the ball. The Cub who is successful in hitting 'Son' comes into the middle to be 'Steptoe' and chooses his own 'Son'.

Mopping Him Up. Circle. Equipment: 1 dish mop; a pail or bucket

The Cubs stand in a large circle with the pail in the middle. They all holdout their hands. One Cub with the mop walks round the inside of the circle and taps someone on his hands. He then rushes to the pail, drops the mop in and tries to run back and take the other Cub's place. Meanwhile, the moment the Cub in the circle is tapped, he dashes to the center, picks up the mop and tries to touch the first Cub before he has taken his place. If he is not successful, he becomes the Cub in the center. Note: If the room is very long and narrow, the Cubs may be lined up at one end of it with the bucket at the other.

Variation: Use rolled up newspaper and tied with string, with a chair placed in the center of the circle. One Cub goes around the inside and hits a Cub on the backside, runs to the center, places the newspaper on the chair and runs back to the vacant spot before the hit Cub can retrieve the newspaper and hit him back. If the newspaper falls off the chair, the person hitting must pick it up and place it on the chair. Place in two or three rolls to really get the game going.

Here I Am!. Teams. Equipment: 1 large ball per team.

Divide the Pack into teams of eight to ten Cubs. Each team forms a circle with one Cub with a ball in the center. The Cubs number off round the circle and then the center Cub goes out of the room. While he is away, the Cubs change places so that the numbers do not run consecutively. The center Cub returns and picks up his ball. When the leader calls 'GO', the center Cub calls 'Number 1!' and he answers 'Here I am!' The center Cub turns and throws the ball to him and he returns it. That number sits down. The center continues through the numbers until all the team is sitting down. The first team seated being the winners.

Guards and Guerrillas. Teams. Equipment: None

The Pack divides into two teams. One team stands in a line at the end of the room, facing the wall. They are the 'Guards'. The second team, who are the 'Guerrillas', form a line at the opposite end of the room. They creep quietly up on the 'Guards'. When the leader of the 'Guerrillas' thinks that his team has crept as near as they dare, he gives a signal and all the team gives one loud clap and then turns and runs home. As soon as the 'Guards' hear the clap, they turn and chase the 'Guerrillas'. Any who are caught become 'Guards'. When there are not 'Guerrillas' left, the teams change roles.