Burst the Balloon - Outdoors/indoors
- 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 and 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 people. The Huron Hop - Outdoors/indoors
- 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
- 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 warwhoops! Run Around the Town - Outdoors
- Equipment: bat; soccer or volleyball
- Formation: teams
Divide the group into two teams. 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 many times 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 their legs 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 - Indoors
- Equipment: soccer ball; chalk
- Formation: scatter
Two chalk lines are drawn about three meters 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 - Indoors
- Equipment: piece of chalk
- Formation: scatter
Draw a number of small chalk circles - submarines - around the room with one 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 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 - Indoors
- Equipment: none
- Formation: pairs, scattered
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! - Indoors/outdoors
- Equipment: 1 paper or sock ball or beanbag
- Formation: scatter
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 endeavour 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 - Indoors/outdoors
- Equipment: 1 rope per Cub, color coded for each Six; 1 whistle
- Formation: scatter
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 - Indoors/outdoors
- Equipment: a pail or a large basket; as many balls as possible
- Formation: catter
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 - Indoors/outdoors
- Equipment: a whistle
- Formation: circle
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 - Indoors
- Equipment: piece of chalk; 4 balls
- Formation: teams
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 - Indoors
- Equipment: chalk
- Formation: scatter
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 owner's permission. He runs up to a house and says, 'This is my house!' whereupon 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, 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 - Indoors/outdoors
- Equipment: wool or some sort of flags to put into the back pockets
- Formation: scatter
The Sixers stand in the middle of the room. They are the 'whales.' The rest of the Pack, with flags in their back pockets (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 flags out of their pockets. 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 - Indoors/outdoors
- Equipment: none
- Formation: group
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 Ster, although this is merely a matter of choice. Doctor Who and the Daleks - Indoors/outdoors
- Equipment: none
- Formation: scatter
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 Doctor Who. 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 - Indoors/outdoors
- Equipment: 1 ball
- Formation: circle
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. - Indoors/outdoors
- Equipment: 1 beanbag
- Formation: circle
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 gets the bag is the winner. Defending the Fort - Indoors/outdoors
- Equipment: 1 soccer ball
- Formation: circle
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 - Indoors/outdoors
- Equipment: chalk
- Formation: circle
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 - Indoors/outdoors
- Equipment: 1 bean bag
- Formation: circle
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 an animal, before the center Cub counts to ten. If it is Water, he must think of a fish. If it is Air, he must name a bird. If it is Fire, he must 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 - Indoors/outdoors
- Equipment: none
- Formation: circle
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 arm of one of the other Cubs, who follows 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 - Indoors
- Equipment: 1 bean bag; 2 boxes or chairs
- Formation: circle
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 calls, '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! - Indoors/outdoors
- Equipment: soccer ball
- Formation: circle
The Pack forms 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. 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 - Indoors/outdoors
- Equipment: ball
- Formation: circle
The Pack forms 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 - Indoors
- Equipment: 1 dish mop; a pail or bucket
- Formation: circle
The Cubs stand in a large circle with the pail in the middle. They all hold out 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 tie it 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! - Indoors/outdoors
- Equipment: 1 large ball per team
- Formation: teams
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 Cub continues through the numbers until all the team is sitting down. The first team seated being the winners. Guards and Guerrillas - Indoors/outdoors
- Equipment: none
- Formation: teams
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 Guerillas 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. |